There are three groups of entities in the rizespn2.map file.  Each one is an independantly functional monster spawning point.  You know, when you see the green flash and something is trying to kill you, one of those things.  Why three?  Well, each of the three is exactly the same in appearance.  However, whenever you want more than one in a level all the target names need to be changed so that activating the first one doesn't also activate the second one at the same time.  The 3 I made for us have the letters a, b and c at the end of each field.  If you want more you have to copy one and change all the "a"s to "d"s.  You get the idea.

To activate the things, you just need to setup something to target the multimanager at the top of each entity pile.  They are named riftmanagera b and c.

Finally, it currently spawns a head crab, you need to alter the monster name in the monster_spawn entity if you want to use a different enemey (of course you do).  

Don't forget to move all those info_targets onto walls and such.  Those are where the beams will randomly strike.  So if you don't move them the beams will be striking the air in a strange pattern and will look kind of strange.

Rize

Rize@gamedesign.net