My test map for some mirror effects. The first room contains a fairly standard mirror. The grate on the wall is a breakable func_explosive. It's setup to killtarget its "reflection", which is just a func_wall. The two sets of double-doors & their reflections (silent func_doors) presented an unexpected problem... For each pair, I originally just set the doors & their reflections to the same team. Unfortunately, that appears to extend the auto-trigger-field around all 4 entities! Instead, I had to build a trigger_multiple around the "real" doors to manually trigger both the doors & their reflections to open. Unfortunately, now it's possible to block the doors and throw 'em out of synch with their reflections. :( The second room features a REALLY cool mirror. It's breakable, with a different area behind it! :) The glass is a func_explosive. When destroyed, it: 1) Killtargets the func_reflect to stop the reflections 2) Killtargets part of the "reflection-room" wall (a func_wall), revealing a hallway 3) Spawns a large func_wall passageway which "hides" the entire reflection- room, and connects to the rest of the hallway. I had to be sneaky with the large func_wall's lighting... Naturally it's being lit by the reflection-room's lights, so to make it believable I had to include an appropriate light fixture that doesn't actually cast any light. - Tim Wright (Argh!)