The Razor Blades - from The QuakeLab

The QuakeLab - http://www.in2nett.com/stevefu/QuakeLab

        TEXTURES:

                Up to you. No set standard.

        ENTITIES:

                func_train, path_corner, trigger_push, trigger_hurt

        WHAT TO DO:

                Make the wind tunnel (see the article at QuakeLab for more
                information on these) fairly long so that the victim has a
                chance to see the blades just before he is shredded - just a
                psychological thing.

                Make the exit room and connect the wind tunnel corridor to
                it. Make the blades, or use the ones provided. Make two sets
                and stagger them as depicted in the file. Multiselect all the
                brushes of one side's blades and designate them func_trains
                all in one shot. This will allow them to move in unison. Do
                the same for the other side's blades. Set the func_trains'
                speeds to 450. Make two path corners for each set of blades.
                They should be positioned at the level of the lowest blades
                of their respective sides, see the MAP file. The blades do
                not consistently chop into the victim (it depends on when he
                enters the wind tunnel) so copy the end wall of the wind
                tunnel and position it so that it overlaps the blades and
                blocks the exhaust into the adjoining room. Designate this
                brush a trigger_hurt with a dmg of about 500 - the brush will
                become an invisible entity. Make an entry setup to the tunnel
                by making a teleporter (see QuakeLab) or perhaps just a simple
                drop hole into the wind tunnel.

                Keep the blades and trigger_hurt close to the exit room so
                that the gibs will usually fly into the room. Gibs and
                monsters are unaffected by trigger_push.

        OPTIONS:

                Place another small trigger_push that points upward just
                before the trigger_hurt. This will propel the player upwards
                briefly and might increase the consistency with which more
                gibs fly into the adjoining room. Set the sounds to 1 if you
                want the ratcheting noise. 
                

