Jump Pads - Part 2

    The final step for the visual aspect of the Jump Pad is to add the Inverted Bevel to
    curve the inside of the Jump Pad. Two inverted bevels were used for this example.

                             
                                                                3D View

    Now for the trigger. At Grid Size 16, make a square brush the size of the Jump Pad
    base, but 1 unit smaller from all sides. The brush is to be 1 unit high, right on the
    ground. Now make it 8 sided (via the Brush menu), with texture: common/trigger.

                             
                                                                3D View

    Right-Click on the brush (in 2D View, not 3D), and choose trigger/trigger_push .
    In the Entities window add a Key called target and a Value of push1 . Unselect the
    brush and create an entity called target/targetpush and position it above the point
    where you want to land after you are launched from the pad.

                                           
                                                              Left View

    Give the entity a Key of targetname and a Value of push1 . These target/targetname
    values link the trigger and the target so that the Jump Pad works.

                                Here is what the Jump Pad looks like in the game: