![Image](http://img196.imageshack.us/img196/1204/shot0014j.th.png)
In the middle of the map, relatively inaccessible to players/bots - a platform with a rotating ring of portals, which lead to one of four points equidistant from the center corresponding to the color of the portal. The funky-colored tube, thanks to the BlockAll actor, separates players/projectiles from the spawning brutes/skaarj until they (brutes/skaarj) can hit a portal. Gotta keep that node count down any way possible, I guess. Also it looks cool! Notice the door covered in that warning stripes texture...
![Image](http://img15.imageshack.us/img15/7448/shot0016x.th.png)
One of the four platforms, the blue one. So, if a pawn falls on the blue portal, it will end up over here.
![Image](http://img716.imageshack.us/img716/2008/shot0015d.th.png)
Remember that warning stripe-covered door from the first image? There are two buttons like these in the map across from each other diagonally. When pressed, the green changes to red, and that door shuts quickly, trapping whatever pawn might be spawning and pressurizing it. Because it is being pressurized, this counts as a frag for whoever hits the button. Bots know to hit the button as well, using TrapSpringer points to lead them to the buttons. Beside these button stations are just plain vanilla sniping posts.
I don't really plan on releasing these because they're really plain and boring geometry wise and nobody likes that, though I keep the maps that way for a reason.