Power Cube Example map
======================
This archive contains a simple map that shows how you
can use standard progs entities to create a system in
your level that allows you to have fake map items that
can be picked up and placed.

In the example in this map, there are four power cubes.
The player can pick up this power cube items and place
them into any one of four power conduits at the other
side of the room. This can be done in any order as there
is some simple logic happening in the map that allows
this.

The system can be used to make less linear and more
exploratory maps that don't rely on keys or runes.
Also, since it's a counting based system, you could
have more power cubes hidden in secret areas that
let the player unlock more secrets or take shortcuts.

Adding more cubes and placement points is fairly
trivial, although the number of entities used will
increase fairly quickly as they are added,
unfortunately.

Problems
========
One problem is that in coop, once a cube has been picked
up, any player can instantly place it, regardless of
whether they picked it up. This is simply because the
power cubes are not real items, and the number picked
up is stored in the map, not per player.

Another problem is simply that it requires a lot of
entities to get the system working. However, using a
combination of other hacks and optimisations, the
number of entities can definitely be reduced.

It might also be difficult to get messages from the entities
involved in the setup to be correctly broadcast to the
player. I'm sure there must be some way around.

Entity and brushmodel reduction tricks
======================================
1. use the modelindex hack to reuse the same model for
the power cubes
2. use point triggers for placing the power cubes
3. use the natural trigger spawned by a door to remove
the need for pickup triggers
4. There might be some optimisations possible with the
number of relays used.


Use the content of this archive however you like.
2013.04.06 - than