*The Gib Machine* by Adriano Lorenzini (bib2002@iperbole.bologna.it)
Posted to The QuakeLab - http://www.in2nett.com/stevefu/QuakeLab - Steve Fukuda

Here's an example how to do a gibs rain as in E1M7.
Before reading the technical details take a look at the bsp.
It's like a slot machine and the aim is to gib all of monsters
included the flying dogz (yes, it's possible).
You could win a copy of BSP the coolest editor out there :)
http://ourworld.compuserve.com/homepages/bernier
Clicking the left button will reload the map.
If you want to enter the level toggle down the console,
type DEATHMATCH 1 and then restart it. That's (almost) all.

TEXTURES

Textures? What textures? Gibs rule!

ENTITIES

trigger_changelevel, trigger_once, trigger_teleport, info_teleport_destination,
trigger_relay, info_intermission, and a handful of monsters.

HOW TO DO

I've followed the method used by ID in E1M7 but there's more than one way to do it.
This is a simplified version of how I did the map.
STEP ONE: make an external room
STEP TWO: put in a couple of monsters and surround them with a trigger_teleport
          pointing to an info_teleport_destination and add also a targetname so
          that the teleport won't work until it will be triggered:
              "classname" "trigger_teleport"
              "target" "teleport"
              "targetname" "one"
STEP THREE: the same as step two but with another targetname (e.g. "two")
STEP FOUR: make a trigger_changelevel pointing to a trigger_relay:
             "classname" "trigger_changelevel"
             "map" "whatever_you_want"
             "target" "relay"
STEP FIVE: set the trigger_relay as follows:
              "classname" "trigger_relay"
              "target" "once"
              "targetname" "relay"
STEP SIX: add a couple of trigger_once which will activate the teleport
          triggers at different times; the setting of the "delay" flags is the
          more annoying part of the process:
              "classname" "trigger_once"
              "targetname" "once"
              "target" "one"
              "delay" "0.4"

              "classname" "trigger_once"
              "targetname" "once"
              "target" "two"
              "delay" "1"

STEP SEVEN: Now put an info_intermission and an info_teleport_destination inside
            the level giving the last one the targetname "teleport".
STEP EIGHT: "Telefrag rules, better move" (by Dank&Scud, panel51, ISSUE 3)
            http://www.webframes.com/quakecomics/

For my example i used one dozen of trigger_teleports; the first six of them
are pointed to a given destination, the rest to an another one. Thus there
are 24 monsters exploding four at a time. Yes, i had exaggerated but just a bit;
never mind about the "packet overflow" error :)

This map is part of the trial levels of mine so i don't care if you take what you like
but remember it's also a good example of what not to do; indeed the fountain is a complex of 
20 sides brushes and this stupid room takes more then 500 seconds for VISing (level 4)
on a my crappy P100 with 16 Mb.

CREDITS: ID, Quake rules!
         Manfred Huber, for correcting my shitty spelling :)
         http://members.magnet.at/mampfi

Greetings from Italy, Adriano