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: