The Editing Thingy - by The Quietust (Andy Shawaluk)

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

TEXTURES: AFLOOR1_3

ENTITIES: func_train, path_corner, trigger_once, light, info_player_start

WHAT TO DO: Make a hole in the floor, at least twice as tall as the monster is.
Then put two "func_train"s at the top, in the same place.  Set each's speed to
1600 and sound to 0.  Make one target a path_corner at the bottom of the hole so
the top of the train will be the bottom of the hole.  Have it point to a
path_corner at the top so it will line up with the surrounding floor and give it
a wait of -1.  For the other func_train, have it point to a path_corner that
will line it up with the floor and have its second corner be to the left or
right of the hole far enough so that the train will not be visible.  Give both
"func_train"s a targetname of (whatever) and make a trigger_once that triggers
(whatever).

OPTIONS/NOTES: The "func_train"s are in the same place so lighting differences
will not be noticed.  The func_train that starts on top can have a higher speed
but it is not recommended.  The one on the bottom can not be too high or the
train will pass through the monster.

In the level provided, simply walk down the hallway.  At the end is a
trigger_once, 64 units thick, touching the back wall.  Walk backwards so you
can see what's going on.  In this example, the pit's a bit too deep and too
wide, but I don't feel like getting it absolutely perfect.  It's just an
example, anyhow.