Portal Map

Portal Map

Re: Portal Map Posted by Agent_21 on Fri Jul 21st 2006 at 12:50pm
Agent_21
19 posts
Posted 2006-07-21 12:50pm
Agent_21
member
19 posts 2 snarkmarks Registered: Apr 23rd 2005 Occupation: Mapper Location: United States
I've been recreating a map I saw in Portal (new valve game), and I am having problems creating a crusher, well a brush with spikes on it that comes down from the ceiling slowly. I know how to put the spikes and so forth on, but I am having trouble finding out what entity I need to tie the initial brush to, and if it needs a special trigger, or just goes when the map starts. Any help would be greatly appreciated as I am really getting into mapping. If this is in the wrong section, please forgive me, I am new to the Snarkpit forums.
Re: Portal Map Posted by DrGlass on Fri Jul 21st 2006 at 1:48pm
DrGlass
1825 posts
Posted 2006-07-21 1:48pm
DrGlass
member
1825 posts 632 snarkmarks Registered: Dec 12th 2004 Occupation: 2D/3D digital artist Location: USA
This should be in HL2 mapping questions.

but to answer your question, you could make the crushes a func_door. Build it in the down or "closed" position and set the door direction to "down" and check the box "start open"

then make a brush volume under the crusher and turn that into a trigger_once and have it activate the door.
Re: Portal Map Posted by ReNo on Fri Jul 21st 2006 at 2:16pm
ReNo
5457 posts
Posted 2006-07-21 2:16pm
ReNo
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5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
You may also want to set a "lip" value which you can use to set how far the crushing brush should move. By default it will move the same distance as its own size, and a lip value sets how much LESS than that distance it should move. So if you set a lip value of 16, and the door/crusher/whatever is 64 units tall, then it will move 48 units down. Use negative lip values to make it travel further than its own length - e.g. setting -16 would make that same brush move 80 units from its initial position.
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Re: Portal Map Posted by rs6 on Fri Jul 21st 2006 at 6:54pm
rs6
640 posts
Posted 2006-07-21 6:54pm
rs6
member
640 posts 94 snarkmarks Registered: Dec 31st 2004 Occupation: koledge Location: New Jersey, USA
I would probably make a spiky brush a func_train and then just make the track starting on the cieling and going to the floor. Then you have a tirgger_once underneath it so when the player walks underneath it, it begins to lower. You can also have the trigger close teh door the player came into, or block off all routes except the one you want the player to go to.
Re: Portal Map Posted by Agent_21 on Fri Jul 21st 2006 at 9:54pm
Agent_21
19 posts
Posted 2006-07-21 9:54pm
Agent_21
member
19 posts 2 snarkmarks Registered: Apr 23rd 2005 Occupation: Mapper Location: United States
Thank you for all of you're help. It is good to know that SnarkPit and it's members are happy to help people new to mapping.