Rising turrets - by Mika Hirvonen

Mika Hirvonen's homepage - http://www.dlc.fi/~hirvox/english/

TEXTURES: COP1_1, LIGHT1_5, ROCK5_2, TRIGGER or anything you might think

ENTITIES: func_door, trigger_multiple, trigger_relay, trap_spikeshooter

WHAT TO DO:

The trigger_multiple entity filling the corridor is pretty self-explaining and the
turret is just a func_door.

Using trigger_relay entities, the trap_spikeshooter entities fire
lasers after the turret has risen. This map has 6 trigger_relays, all with the same targetname
as the turret. 

After predefined delays, they activate the trap_spikeshooter entities. The 3 relays
on the left side activate the left trap_spikeshooter, and the 3 on the right activate the
right trap_spikeshooter.

OPTIONS/NOTES

The rising cover over the turret can be used as a stepping stone to a secret. Using
Scourge of Armagon's(Mission pack one) trap_spikeshooter, the turret can be set to fire rockets,
making the trap really lethal.

One direct rocket hit takes out a player without extra health or
armor, and two rockets are almost guaranteed to kill the player. Six is plain gibbing.

Notice that the projectiles the turret shoots can be avoided by hugging the walls.

 