I
was asked the other day about making trap doors.
So I decided to have a play, and see what I could
come up with. The results are here for you all to
gloat over. Not to everybody's taste, but can
easily be adopted into different style traps.

The
trap we're building opens the floor over a lava
pit, when our hero picks up the BFG, which is
nicely located in the middle of the room. For a
little look at this idea in action, you can have a
look at these screenshots.
Build
a room.
First
things first, we need a room and for my example, a
lava pit below our room. You can grab my test map here
to speed things up a bit. I'll assume we know all
about making rooms by now :)
The
Floor.
I
decided to make the whole floor split into
triangles. Most of you will probably have a small
trap door/pit and not an entire room.
I'll concentrate on one of the floor segments, and
assume you can copy them as needed.
After
building the first floor segment, we need to make
it a func_door, mine is Right Mouse
Button twice, and up pops the menu, select func
> func_door. It should have turned our
brush blue.
Now lets look at some of the keys we can use for
the func_door. With the new door segment
selected, pressing <N> will bring up
the entity window. The keys we will be using are:
| crusher |
tick
me |
the
door will not reverse direction when
blocked and will keep damaging player
until he dies or gets out of the way.
(NOTE : this is a tick box)
|
| angle |
set
to required direction |
determines
the opening direction of door (up = -1,
down = -2).
Use the angle boxes in the bottom of the
window to do this for you.
|
| dmg |
500
instant gib :) |
damage
to inflict on player when he blocks
operation of door (default 4). Door will
reverse direction when blocked unless
CRUSHER spawnflag is set.
|
| speed |
500
(fast) |
determines
how fast the door moves (default 100).
|
| wait |
3 |
number
of seconds before door returns (default
2, -1 = return immediately)
|
Tick the crusher tickbox. This ensures our door
will always try and close, even if a player blocks
it. With the high damage key, any blocking player
will be gibbed, no questions asked. The rest are
for your preference. Fill the rest of the keys in
as you wish.
That's one floor segment complete, now make the
rest by copying as needed, pressing <SPACE>
will copy your current selection, and not
forgetting to alter the angle key.
The
Bait.
A
BFG is always good bait, but again swap as
required. What we will need to do is tick
the suspend tick box in the items entity window.
This just ensures that the item doesn't fall
straight into our pit while the floor is open.
The
In-between Bits.
Now
we need to link everything together. Using a common
> trigger texture, make a small brush and
put it somewhere out of the way. Mine in just
under the ceiling where it can't be touched. Turn
it into a trigger_multiple entity.
Now the messy part. First select our new trigger
brush, and then one of the floor segments we
created earlier. Now press <CTRL> <K>
to link them together. You should see a blue link
line between them. Repeat for the rest of our
floor sections.
And
last of all the bait. Select what ever item you
have used as the bait, then select the trigger
brush. Again link them with <CTRL> <K>.
Again there should be a link line joining them.
Linking the bait to the trigger ensures that the
floor only opens when a player takes the bait (our
BFG).
Mine
looks like this now.

The
Extras.
That's
all there is to it, you should have a working trap
door floor now.
There are of course, other things to think about
when building traps. Those of you using the
supplied map will notice there is a common >
nodrop brush in the lava pit, to stop unwanted
weapons being deposited there.
And also there is a common > donotenter
brush just under the floor. This is to try and
persuade our bot friends that its not a good idea
to go down into the pit while the floor is open,
but of course they still fall in if they can't get
out of the way in time :)

One
other thing to think about is our floor. When
opened, the func_door parts will be poking
outside of our room, and most likely into our
nearby rooms. You can either accommodate for this,
build a smaller trap, or maybe move the func_door
in another direction.
Download here !
I'm a kind person today, you can download a zip
file that contains the lot, a map, bsp,
aas, and even an arena file.
Sign
Off
If u have any questions then mail me or post
messages in the forum. Crashmeplease.