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Simplest solution to the problem at the end that I can imagine is to have a second, drop-down pathway that opens when the gate closes. Small, short & simple but enough to let players rejoin the ongoing fight. 
 
3 cheers for Khreathor and all the modeling help he gives me. 
Welcome 
I am seeing a lot of new users here. Both posting maps and questions. New blood is always good in the Quake scene. Glad to have you all. Stay... please!!! 
 
I now have beef with dumptruck for interrupting my round of cheers. 
Sry 
EOM 
How Quake Beginned 
Jam 9 
G'day gentlemen, has anyone found all the secrets in skacky's Jam 9 map Chasing Promises? Stuck at 16/20 looking for book 2 of 2 and chasing naked statues :) 
Tronyn.... 
....u there dude? Or anyone got an email addy?

https://www.twitch.tv/videos/223256760 1:19 for him. 
It's Kind Of Funny But All These Years I Never Registered 
Lol, "It's got base and medieval, which is a sin against humanity." I literally almost spit out my coffee. Sounds like you're using the unreal soundtrack; awesome.

That map was actually cut short in its development by the jam deadline and in the final version the layout will make a lot more sense, with more secrets; and the grunts will be replaced with medieval archers so I will pray for absolution. 
Hey Dude. 
Glad you saw it. I had a great time the first time, and a great time the second time. It is one of my favs, ever, I think - the vibe of this giant natural tunnel through a mountain, with this crazy temple complex spanning it....mmmmmm. I don't mind the archers and they would work well instead of grunts, as long as it's just them :P 
Just A Musing 
Has a map ever used a hotrod custom progsdat in which there was a super special teleporter setup that didn't notify the player with whimsical zinning sounds or fantastical particle displays as to be used to make faux non-eluci..illuci..non-euclidean structures? Also I once attempted to brush out a Möbius band but getting the bendy curve part required tolerances the program and I couldn't manage to produce. 
 
Don't think so, as to make it truly seamless (i.e. Unreal engine portals, or the... portals in Portal) aside from muting the teleport WHZIRRRIRIRIR you'd also have to disable the player's view being automatically centered when teleporting. Oh, and somehow keep their movement direction and position because normally no matter where they touch a teleport trigger, they get sent to the exact same point where the destination is, so basically remove or change everything that makes a teleporter work as a teleporter. 
Null 
Check out Darkplaces engine and warpzones.

https://youtu.be/B7fP6arAfbA 
 
"so basically remove or change everything that makes a teleporter work as a teleporter."

That seems to be what theyre getting at. "Can this be done in QuakeC?" was the basis of their question. 
Warpzone Is CSQC 
But it isn't terribly much different than qc. I can't remember where I found the warpzonelib at or I'd paste a link.

BUT, you could do a similar QC version:
You could make the trigger silent.
You could make it teleport without the particle effect.
You could make the destination ever so slightly above the floor so the player doesn't get stuck.
You could make what is behind the opening/passageway look just like the destination, but you wouldn't be able to convolute spaces as well unless you used func_wall for the areas beyond, toggled them, and separated it so the player doesn't see the toggling. Good luck.

Side note: skip texturing one side of func_illusionary can lend to some confusing areas. 
Very Easy To Use. Requires Darkplaces. 
Seems Link Is Dead, Sowwee 
I played around with it a bit, here's a picture of a thin "viewscreen" looking thru to a fully rendered DM2:

https://media.discordapp.net/attachments/308578062126022658/397969864981217283/dp20180102232546-00.jpg 
First Link 
worked for me, damage_inc 
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