Rising Fluids - by Chad Moore - http://members.aol.com/ravhin/wotquake.html
                              - Wheel of Time Quake TC - accepting new hires!

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

        This is a demonstration of how to create the "rising water" effect.
        If you attempt to have the water rise, using a func_train or
        func_door entity, the water will become "solid", and therefore
        useless. Func_plat remains to be tested.

        The only way around that is to have everything else move around
        stationary water, in a "gondola" effect, that will dip the player
        into the water (or lava) while appearing that it is the water itself
        that is rising.

        Of course, jumping around while it is rising would give it away, so
        to mask that effect you could set a minimum water level that would
        nullify jumping.

        TEXTURES:

        Any WATER texture for the water brush.

        WHAT TO DO:

        You will need two rooms, one inside the other. The smaller room is
        the room that will be seen by the player. The outer room is the
        'dipping tank' containing a water brush into which the inner room
        is to be lowered.

        Place a water brush inside the room (a brush textured on all sides
        with a WATER texture), and ensure that part of it protrudes into
        the inner room - this will be the minimum water level so as to
        nullify jumping, which would give away the trick.

        Designate the brushes making up the inner room as a func_train, or,
        more easily, a func_door entity.

        Set the path_corner entities as required if you have chosen to use a
        func_train, or if you have decided to use a func_door, set the
        door's 'wait' field to a length of time appropriate to the situation.
        You may also want to enter a slower 'speed' for the door. 

        If necessary, you should set up a trigger of some kind to set off
        the door or func_train. To make the water rise once and stay at the
        new level, set the path_corner or door's 'wait' field to -1. (ed.) 

        OPTIONS/COMMENTS:

        The func-train is designed for structures that need to move in
        different directions along a preset path, while a func_door or
        a func_plat are used in simple 'up-down' 'left-right' applications.
                                                                      (ed.)



