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MISC_CUTSCENE_CAMERA
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Camera to be targeted from a misc_cutscene_trigger.
targetname - camera target ID.
cameraorigin - X Y Z camera start position.
cameraangle - X Y Z start angles.
rotate - X Y Z rotational velocity during cut scene.
cameravel - [forward] [right] [up] speed to move from initial angle.
cameravelrel - [forward] [right] [up] speed to move relative to current frame angle.
wait - cut scene length in seconds (default 5).
target - next camera to target.
target2 - [NOT WORKING!!] camera angle points to this entity (overides other angle commands).
deadticks - fov for this camera.
duration - fade out time.
reactdelay - time into camera to start fading out.

Example use: Create misc_cutscene_trigger and open Entity inspector.

Key    duration
Value  1

Value is the fade out time.

Key    target
Value  cam_1

Value is the targetname of misc_cutscene_camera.

Create misc_cutscene_camera and open Entity inspector.

Key    targetname
Value  cam_1

Value is the camera target ID.

Key    name
Value  cut_scene/cut1.wav

Value is the sound name to play.

Key    cameraangle
Value  52 35 0

Value is the X Y Z start angles.

Key    cameraorigin
Value  -2071 2534 263

Value is the X Y Z camera start position.

Key    cameravel
Value  7 50 -48

Value is the [forward] [right] [up] speed to move from initial angle.

Key    cameravelrel
Value  0 10 0

Value is the [forward] [right] [up] speed to move relative to current frame angle.

Key    reactdelay
Value  5

Value is the time into camera to start fading out.

Key    wait
Value  15

Value is the cut scene length in seconds (default 5).

Key    target
Value  cam_2

Value is the next camera to target.

Key    target2
Value  cam_1_viewtarget

Value is the targetname of path_corner_cast.

Key    delay
Value  5

Value is the time into camera to start fading out.

Key    accel
Value  0.3

Value is the camera acceleration.

Key    decel
Value  0.3

Value is the camera deceleration.

Create info_player_start and open Entity inspector.

Key    angle
Value  225

Value is the opening direction.
Place info_player_start inside misc_cutscene_trigger.

Create path_corner_cast and open Entity inspector.

Key    targetname
Value  cam_1_viewtarget

Value is the path_corner_cast target ID.

I used sr1.map cutscene as an example.