Vertical Wind Transporter Tube - by Jeff Blaine

TEXTURES: Use whatever seems appropriate.  Nothing special.

ENTITIES: func_door, trigger_push, trigger_multiple

WHAT TO DO:

  1.  Create the "tube" brush and the upper walkway however you'd like.
      I put a cylinder underneath a rectangular prism and then punched
      a whole through both vertically with another smaller cylinder.

  2.  Create a trigger_push just inside the lower edge of the "tube"
      with the keys/values:

          sound   = 0
          delay   = 0.01

      Set the "speed" key appropriately.  This depends on how tall your
      "tube" is and how far you up you need to throw the player so that
      he/she is above the "hatch".  I used a speed of 65 I believe.

  3.  Just above that, inside the "tube", create a trigger_multiple
      with a target of, say, "floor_hatch1".  Make sure sound = 0
      and any "delay" or "wait" keys in the trigger are set to 0.01

  4.  Create the brush that is "the part you stand on after you shoot
      through" -- the "hatch cover" if you will.  This can be whatever
      you want (I used 3 bars).  If you use multiple brushes (my 3 bars),
      and your editor supports brush grouping, group the brushes together.
      Turn this brush into a func_door with the keys/values:

         targetname = floor_hatch1
         speed      = 600
         delay      = 0.01
         wait       = 0.01

      Set the "angle" and "sound" keys as appropriate.  You'll probably
      need to set the "lip" key to a negative value...this all depends on
      the brush you use for the hatch.

OPTIONS/NOTES:  Let's face it, func_plats are useful, but are getting a
                little stale and normal wind tunnels without "caps" leave
                you bouncing around.  This work was done as a result of
                seeing this feature in the map CRITTERS.BSP.
