A platform operated by tripping two switches. Both switches have to be thrown, but the order is not important. Helps get rid of that linear feel :)

Requires 4 platforms. Therefore only useful when you need the final platform to be a single polygon, and the standard 'double door' solution just won't look right.

Also allows lights to indicate the door's status: inactive, ready to open and open


 _________|__________________________|_________
|                                              |
|               The door itself                |
|______________________________________________|
|         |                          |
|    A    |                          |
|_________|                          |
|    |    |                          |
| B  |  C |                          |
|____|____|                          |
          |                          |

The door: extended, locked, inoperable by player, is a door.

A:   inactive, activates lights on activating, deactivates lights on deactivating.
     activates adjacent on deactivating. activates only once. Lights I,II (for
     example)

B,C: initally active, deactivates adjacent on activating, activates adjacent on
     deactivating. B and C have different tags.


Then all you need is two tag switches, one or each tag, set to: initially active, can be destroyed. Switches can be thrown in either order, but the result is always the same sequence of events.

Use the lights on platform A as status indicators: have one (I) initially active, the other (II) initially inactive and you get:

Initial state:      I on,  II off
Intermediary state: I on,  II on
Final state:        I off, II off

With a bit of thought (and even more platforms :) you can AND together more switches. (10 is the lowest count I've managed for 4 switches ANDed together)


Not pretty, but it works beautifully.
See Aquae Perturbae for a working version.
