Name:    Survivor (msurvivr.map)
Author:  Martin Brentnall
Type:    BloodBath (2-4, Trap Arena)
Details: An arena with non-euclidian geometry and a lot of creative, complex
         and intricate trap mechanics.  The map is named for the ability of
         victim to survive the traps with enough luck or skill.  In many
         traps, the captor may spectate on the victim and control elements of
         the trap remotely.  Additionally, effort has been made to make trap
         mechanics more clear to players (both victims and captors).  For
         example, vertical progress bars are often used to indicate timers
         within trap rooms.
Secrets: Find the two small green posts.  Upon running through these posts,
         you will hear a "ding" sound, indicating the activation of the next
         posts.  Each subsequent set of posts is only active for an
         extremely limited time, so you must find and run between every set
         of posts very quickly to enter the secret (strafe running helps).
         The final doorway for entrance to the secret is the blue door next
         to the long corridor.
Other:   Each trap within this map is described below.

         Fish Ambush: Hit the switch on the glass pane looking into the area
         filled with water near the bridge when your victim is in the water.
         Several giant mutant fish are dropped from both sides of the victim.
         
         Circular Saws: Hit the switch on the opposite glass pane when your
         victim is in the water.  The victim is trapped, then the wall opens
         and the victim is killed by being sucked into a line of circular
         saws.  The trap is not survivable.
         
         Rockets: Switches at each end of the corridor send many rockets along
         the corridor at various angles.        
         Room Of Napalm: Hit the switch next to the water pool on the balcony.
         The victim is trapped in the room.  A hole opens in the wall to your
         left.  Move up to the hole and use alt-fire with the napalm launcher
         to send bouncing balls of napalm into the room from the moving hole
         in the ceiling.  The victim must avoid the bouncing napalm to
         survive.
         
         Tommy Gun Ambush: Underwater, near the surface, hit the switch on the
         glass pane to trap the victim in a dead end, and ambushed by a line
         of cultists wielding tommy guns.
  
         Corridor Rocket Trap: Hit the switch on the long glass pane under
         the water to trap the victim in the corridor.  A sequence of rockets
         is fired within the corridor before the victim is released.
         
         The Arena: Hit the switch on the glass pane looking into the large
         room with the large hole in the ceiling when your victim is directly
         underneath the hole or about to jump into it from above.  Walls raise
         to trap the victim underneath the hole.  The hole then closes and a
         the floor is removed from below, causing the victim to fall into a
         trasport corridor, which jets the victim into a circular arena
         surrounding a lava pool.  A pipe circles the ceiling of the arena
         from which increasingly difficult enemies spawn, which the victim
         must survive.  An exit door is provided with progress bars that opens
         after a set period of time.  Two progress bars by the exit door must
         turn fully green before the exit door is opened and the victim can
         escape back to the main map.
         Upon successful capture, the captor is taken to a spectator room,
         where he may watch the victim fight monsters and control elements of
         the trap to make life more difficult for the victim.  On the right
         hand side, explosives can be dropped on a conveyor belt, which are
         sent to the ceiling pipe of the arena to be dropped on the player.
         On the left hand side, the life leech should be dropped by the door,
         then the switch behind can be pressed to send the life leech onto the
         center pillar of the arena to act as a center turret.  The platform
         in the middle of the room controls the rocket launcher around the
         center pillar; stand on either side to rotate the launcher clockwise
         and anti-clockwise respectively, and active to fire.  Use the exit
         door to return to the main arena.
         
         The Chase: Hit the switch in the room with the moving hole in the
         ceiling to open a hole in the wall.  The victim is sucked through
         the hole into a labyrinth.  The victim must quickly navigate the
         labyrinth whilst being chased by the captor, who has invincibility.
         Upon successful capture, the captor is taken to a the labyrinth.
         The victim is given a slight lead, but monsters act as obstacles to
         slow the victim down.  The captor must chase the victim to kill him.
         
         Hide and Seek: Hit the switch at the bottom of the elevator to open
         a hole in the wall.  The victim is sucked into a passage where he
         sees his captor pick up an invincibility through a glass pane.  The
         victim is then sent to a room containing crates where he must survive
         by hiding from the captor until a set time, after which the three
         exit doors open.  The time is indicated by progress bars above the
         doors, which gradually change to green.
         Upon successful capture, the captor is sent to the same room but is
         given an invincibility item.
         
         The Secret Trap: Active the switch from the glass pane in the secret
         room when your victim is in the corridor to open the wall of the
         corridor.  The victim is sucked through the wall and into a sky
         bridge.  The captor must go to the platform by the sky bridge and
         use the switch to direct the victim to either the "Food" or "Waste"
         paths.  Each path is described below.
         "Food": The victim is placed in a circular corridor, where a giant
         green slug with sharp teeth continuously races around.  The victim
         must outrun the slug until the timer on the exit door expires in
         order to escape.  Monsters are spawned to provide additional
         challenge to the victim.  The captor may spectate from the center
         of the corridor via a one-way wall.
         "Waste": The victim is sucked through a series of doors (visible
         from the large room of the main map) and placed in a long blood
         splattered room.  The victim must hit the exit switch to begin the
         exit door timer to escape.  The captor controls the movement of a
         ceiling crusher, which the victim must survive for this time.  The
         captor must enter the crusher control room to spectate on the victim 
         and control the ceiling crusher.  The horizontal motion of the
         crusher corresponds to the movement of the captor, whilst the
         vertical crushing motion is controlled by activation (as far as I'm
         aware, this kind of one-to-one control of sector motion is a build
         engine first).