Akom, I did more tests, this time with func_bobbing. And it seems it works!
The problem is that you should rework the station to have only one tunnel instead of two, because the train goes back and forth on the same line.
I started from your original .map and made these changes:
- Enlarged the "nodrop" area, to cover the whole train height and the whole tunnel lenght
(I can guess dropped items to not block the func_bobbing, but I can guess it may be good to avoid characters spending too much time on the railway to grab items! However you may do some try removing the nodrop from the illuminated part of the tunnel -keeping it in the dark parts instead-, if you wish).
- Transformed the "func_train" into a "func_bobbing" which moves along the y axis
(in the process, GTKR editor left a "func_train" entity without brushes, which prevented the map from being loaded in the game... I used a text editor to remove that leftover entity and compiled the map again). Moved the train to the middle of the map.
It works!
Players are first pushed and then die, gibbing! If there is a second player blocking the first one, the train isn't stopped anymore: now the players are immediately squished if something or someone is blocking them!
A thing I noticed then, is that sometimes the "heart" of some gibbed players did remain suspended mid-air for a few seconds next to the "trigger_hurt". Then I
removed the trigger_hurt brushes: now it's just the func_bobbing against the final wall which crushes the player. After doing that, I haven't noticed supended hearts anymore (yet). However, if that would happen in the pitch black part of the map, that should not be a problem, I can guess.
Another strange thing that
once happened has been that the train seemed having somehow pushed me over the map hull (maybe "deathcam in void")? Not sure about what happened exactly. After that, I enlarged the brush of the outer wall (at the end of the tunnels). That glitch has not happened anymore, I don't know if my change really fixed it or just it's so rare it's difficult to reproduce.
Akom, I really think you may do your map this way.
Attached, you can find oa_ctf_test
2.pk3. It comes with one .map and two .bsp -with their .aas-: (/devmap oa_ctf_test2 and /devmap oa_ctf_test2b)... first one compiled with lighting, and the second one compiled without lighting (to clearer see what happens).
Notes:
- You can tweak func_bobbing "height" and "speed" (time) values to adjust train speed as you wish.
- I haven't polished the map from other things which are not needed anymore (path_corner, etc).
- Maybe the central area should be tweaked to get more light (to better illuminate the train).
- It may be nice to find a gpl/pd train sound (or record a real train by your own), to add it to the func_bobbing.
- If you wish, you may make other tunnels on the opposite sides of the map, with a func_train going in only one direction per tunnel, by making those parts of the map "cosmetic" only, not reachable for players...
A side note (mostly oriented to Sago): testing this, I noticed what seems a bug with scoring (I will report it to the 0.8.8 bugs thread after some more testing): I was testing in CTF mode... when I was alone, or there was only another player on my team (there were no players on the other team), each time one of us died, our individual score did go down (-1, -2, -3, etc.)... after I added more bots (still all in the same team), individual scores would not be changed anymore. I did not try to capture a flag...