The Compressor - from The QuakeLab based on a concept by David M. Spell

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

        TEXTURES:

        TWALL5_2 for the crushers
        TECH04_1 for the crusher's hydraulic shafts

        ENTITIES:

        func_door, func_button or any triggering entity

        WHAT TO DO:

        Make the room as necessary and set up as many compressors as you
        want to have. Draw up a rectangular/square brush and resize it into
        the compressing plate. You need to 'explain' why this thing is able
        to move inward, so it might be a good idea to create some kind of
        structural 'reason' such as the horizontal hydraulic shafts visible
        in the demo file when the compressors are activated.

        Put the compressor plates and their shafts in positions along the
        walls of the room, leaving a bit of space between the plates and the
        walls. Select a plate and its corresponding shaft, and designate the
        two brushes as a func_door in one shot. Do the same for the other
        compressor plate/shaft combinations. Set their 'angle' values so
        that they point into the room, and set the 'speed' to your liking.
        Give them all a common targetname, or give them all different ones
        if you want different triggers to set them off.

        Make a func_button or some sort of trigger to set off the compressor
        units. Set the 'target' field of the button or trigger to the
        targetname you assigned to the compressor units.

        That's it.

        OPTIONS:

        Well, there are probably many other ways to set this trap up. One
        idea we tinkered with was the setting up of visible laser tripwires
        using brushes with a 1x1 unit cross section - the thinnest brush
        possible. Texture these thin brushes with the SLIPSIDE texture.
        Designate the tripwire brush a func_illusionary which makes it
        passable but visible. Then make a brush of identical size and make
        it a trigger_multiple/once and target the compressor units. When
        the player walks across the 'laser' brush, the compressor units are
        consequently triggered. This would not work well in the demo file's
        configuration since there is insufficient breathing space to allow
        a player to trigger the compressor, move forward, wait for the
        units to reset, and then move forward to the next set; the trigger
        would be so close to any of the 'dead' spots that the player would
        be continuously triggering the units and thus blocking his own path. 




        OPTIONS: