Falling Elevator. How to make it?
Need: Path_track, Path_track_train, Func_door_rotate.
Parent the Func_door_rotate to the Path_track_train and set the speed of the train very high, when the train is "falling", you "open" the door_rotate (With very tiny speed, so the elevator tilts a little bit)
Now parent the Elevator to the rotate and add a "falling" sound, Env_Shake that rumbles until the Elevator stops, a flickering env_projected_texture and a Env_Spark. (Maybe you could use a point_viewcontrol for a cinematic camera, but thats difficult)
Hope you understand what i mean 
Dr.Toaster Waffles wrote:
@TheTobbell: It's my birthday too! Happy birthday!
Yeayhi :3 Happy Birthday!
Since Valve claimed in the commentary that there was only one place where they still had a world portal, I'm not certain how they did the ridiculously long fall that leads to the Old Aperture area, but this technique is how I make a really long fall happen.
PS If you want the player to be able to look up and see the LONG drop above them, turn the lower portal back on when they fall into the room.
If you want to prevent the mirror effect, you can use worldportals with rendermode 10 or just a trigger_teleport setup.