Before starting, the explanation of the name:
http://www.tvtropes.org/pmwiki/pmwiki.php/Main/ElevatorActionSequenceIn a game or movie with many wide-open spaces, elevators (even large, moving ones) tend to be static areas from which it is impossible to escape. The situation forces characters into a fight whether they like it or not, and also moves everyone automatically, so that we can pay more attention to the battle than where they're going. That people on an elevator must be going somewhere is naturally a foregone conclusion.
Similar to the elevator is the funicular, which is like an elevator that moves along a diagonal plane instead of straight up and down. The funicular is also known to attract its fair share of action.
While watching a Quake II (Nintendo 64 version) walkthrough, I've found out a map
("Descent to Core") which had a concept almost not explored in AFPS. The map takes place in a descending platform with multiple levels. Transition between levels can be done either by using low grav or by stepping onto the railing protuberances. As I had no layout in mind but wanted to churn out something to test, I just did a basic layout with many func_train and path_corner connected, and a static play area. Of course, there are some known problems.
Here's the .pk3 for testing.