kitkat_egyptian by DocRock

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Map Description

Map set in the ancient land of Egypt

Discussion

Posted by erbetal on Tue Jan 13th 2009 at 3:00pm

Landmark problems happened to me before, now i hate them! :

/The two level transition landmarks must have the same name and may not be moved in each of the levels.

/The geometry around the landmarks may not be modified after the second level creation, or the transifition wont work correctly.

/The trigger changelevels should all have a different name, location.

/You may not forget that the landmark MUST be placed before the trigger changelevel or it wont work correctly, dont forget that you may not move the landmark in any case.

Thats why I use copy/paste with a section of my level (including the landmark) when i wanna make map packs in HL1...

If it doesnt work, i've made some post about the subject in HL1 editing; you should take a look. :sherlock:
Posted by Necromancer on Sun Jan 4th 2009 at 9:22pm

Where is your trigger located for the level change?

This is what I did:

Try to use the texture "aaa" and make a block in the hall/room/whatever and have it blocking the player from moving on. Then make that block that you just created be the trigger_changelevel. Make that have the change level settings that you want. Don't forget the landmark.

I realized that I am actually creating my levels for Sven Coop but the trigger_changelevel and the info_landmark settings should still work the same. If you want me to I will still post a Sven Coop sample map for the level change.

Just let me know. (You will need the Sven Coop game installed)
Posted by Le Chief on Sun Jan 4th 2009 at 1:06am

tnkqwe said:
The change level sone can be reached only when you are holding the "crouch" button. What if this is the problem.
The trigger_changelevel only works if you crouch.. that doesn't make any sense. Perhaps you should give us like a download link to the map files or something.
Posted by Necromancer on Sat Jan 3rd 2009 at 5:44am

You should not need to push crouch to change the level. I'm not sure what the issue is, maybe you can try to increase the size of the area that the trigger_changelevel covers. Try making it so that it covers the entire height of the hall or room.

Maybe if you can give an exact description of your level change setup with the landmarks and everything then that might help.

If it still doesn't work I'm not sure if I can help anymore but I'll still try.
Posted by tnkqwe on Fri Jan 2nd 2009 at 7:02pm

"Necromancer" said:
I'm also working on a map series. My map change does work from second to third. So what I did that could work for you is to use a Trigger_changelevel. Then within its properties type the name of the map that you want to change to and enter the name of the landmark on that next level.

I did this same thing in the second level but this time I made the info_landmark be named something different. (Not sure if it matters but it works) The trigger_changelevel can be triggered or it can be walked through.

So this is what I did for my first map:
I made the trigger_changelevel be:

(When "Next" is triggered the level will change)
NAME: Next
NEW MAP NAME: RX1_SubSpace
LANDMARK NAME: lm
CHANGE TARGET: Empty Field
DELAY BEFORE CHANGE TARGET: 0

Then in the map RX1_SubSapce the info_landmark is:

NAME: lm

In the second level I made the trigger_changelevel be:

NAME: No Name
NEW MAP NAME: RX1b_SubSpace
LANDMARK NAME: lm2
CHANGE TARGET: Empty Field
DELAY BEFORE CHANGE TARGET: 0

Then in the map RX1b_SubSpace the info_landmark is:

NAME: lm2
I hope this helps.
It's the same in my levels.But it isn't working.The change level sone can be reached only when you are holding the "crouch" button.What if this is the problem.
Posted by Necromancer on Fri Jan 2nd 2009 at 4:38am

I'm glad you were able to get it to work. :)
Posted by Le Chief on Thu Jan 1st 2009 at 1:24am

Yeah, you cant use the same info_landmark for more than one transition, only one info_landmark per transition between two maps ;).
Posted by Necromancer on Wed Dec 31st 2008 at 8:00pm

I'm also working on a map series. My map change does work from second to third. So what I did that could work for you is to use a Trigger_changelevel. Then within its properties type the name of the map that you want to change to and enter the name of the landmark on that next level.

I did this same thing in the second level but this time I made the info_landmark be named something different. (Not sure if it matters but it works) The trigger_changelevel can be triggered or it can be walked through.

So this is what I did for my first map:
I made the trigger_changelevel be:

(When "Next" is triggered the level will change)
NAME: Next
NEW MAP NAME: RX1_SubSpace
LANDMARK NAME: lm
CHANGE TARGET: Empty Field
DELAY BEFORE CHANGE TARGET: 0

Then in the map RX1_SubSapce the info_landmark is:

NAME: lm

In the second level I made the trigger_changelevel be:

NAME: No Name
NEW MAP NAME: RX1b_SubSpace
LANDMARK NAME: lm2
CHANGE TARGET: Empty Field
DELAY BEFORE CHANGE TARGET: 0

Then in the map RX1b_SubSpace the info_landmark is:

NAME: lm2
I hope this helps.