Index: supertux-sharp/supertux-editor/LevelObjects/Objects.cs
===================================================================
--- supertux-sharp/supertux-editor/LevelObjects/Objects.cs	(revision 4954)
+++ supertux-sharp/supertux-editor/LevelObjects/Objects.cs	(working copy)
@@ -1046,6 +1046,15 @@
 	}
 }
 
+[SupertuxObject("invisible_wall", "images/engine/editor/invisible_wall.png",
+                Target = SupertuxObjectAttribute.Usage.LevelOnly)]
+public sealed class InvisibleWall : SimpleObjectArea
+{
+	public InvisibleWall() {
+		Color = new Drawing.Color(0, .8f, 0, 0.8f);
+	}
+}
+
 [SupertuxObject("secretarea",  "images/engine/editor/secretarea.png",
                 Target = SupertuxObjectAttribute.Usage.LevelOnly)]
 public sealed class SecretArea : SimpleObjectArea
--- /dev/null	
+++ supertux/src/object/invisible_wall.hpp	(working copy)
@@ -0,0 +1,43 @@
+//  $Id$
+//
+//  SuperTux
+//  Copyright (C) 2006 Matthias Braun <matze@braunis.de>
+//
+//  This program is free software; you can redistribute it and/or
+//  modify it under the terms of the GNU General Public License
+//  as published by the Free Software Foundation; either version 2
+//  of the License, or (at your option) any later version.
+//
+//  This program is distributed in the hope that it will be useful,
+//  but WITHOUT ANY WARRANTY; without even the implied warranty of
+//  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+//  GNU General Public License for more details.
+//
+//  You should have received a copy of the GNU General Public License
+//  along with this program; if not, write to the Free Software
+//  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
+
+#ifndef __INVISIBLE_WALL_H__
+#define __INVISIBLE_WALL_H__
+
+#include "object/moving_sprite.hpp"
+#include "lisp/lisp.hpp"
+#include "physic.hpp"
+#include "timer.hpp"
+
+class Player;
+
+/** A tile that starts falling down if tux stands to long on it */
+class InvisibleWall : public MovingSprite, private UsesPhysic
+{
+public:
+  InvisibleWall(const lisp::Lisp& lisp);
+  virtual InvisibleWall* clone() const { return new InvisibleWall(*this); }
+
+  HitResponse collision(GameObject& other, const CollisionHit& hit);
+
+private:
+  float width, height;
+};
+
+#endif
--- /dev/null
+++ supertux/src/object/invisible_wall.cpp	(working copy)
@@ -0,0 +1,41 @@
+//  $Id$
+//
+//  SuperTux
+//  Copyright (C) 2006 Matthias Braun <matze@braunis.de>
+//
+//  This program is free software; you can redistribute it and/or
+//  modify it under the terms of the GNU General Public License
+//  as published by the Free Software Foundation; either version 2
+//  of the License, or (at your option) any later version.
+//
+//  This program is distributed in the hope that it will be useful,
+//  but WITHOUT ANY WARRANTY; without even the implied warranty of
+//  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+//  GNU General Public License for more details.
+//
+//  You should have received a copy of the GNU General Public License
+//  along with this program; if not, write to the Free Software
+//  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
+
+#include <config.h>
+
+#include "invisible_wall.hpp"
+#include "lisp/lisp.hpp"
+#include "object_factory.hpp"
+#include "sprite/sprite.hpp"
+
+InvisibleWall::InvisibleWall(const lisp::Lisp& lisp)
+	: MovingSprite(lisp, "images/objects/invisible/invisible.sprite", LAYER_TILES, COLGROUP_STATIC), width(32), height(32)
+{
+	lisp.get("width", width);
+	lisp.get("height", height);
+	bbox.set_size(width, height);
+}
+
+HitResponse
+InvisibleWall::collision(GameObject& other, const CollisionHit& )
+{
+  return FORCE_MOVE;
+}
+
+IMPLEMENT_FACTORY(InvisibleWall, "invisible_wall");
