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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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I thought at first it might be some kind of door linking bug since the SSG is actually inside the door's bounding box, but no.

The cage has to be at least 64x64 to keep the player from picking up a 32x32 gun in its center. No, I'm not kidding.

Unfortunately, a cage that big will look stupid in that particular location, so I guess I'll have to come up with a better idea. 
Rick 
Email me the map (the email in my profile), then I can see if I can do a better idea for that gun. Remember, I'm good in new concepts! 
Maybe 
Could you maybe add invisible func_walls around the shotgun but inside the cage that move up with the cage? Then kill off the func_walls when it is time to actually grab the gun?

Just throwing stuff out there. 
Bloughsburg 
I don't think it'll work. It won't stop the player from grabbing the shotgun, it's BB will also cross the func_walls' BB.

It would be better to make invisible cage around the main cage, one that opens when the player is near it, and it opens the main cage half a second later. Then the player won't grab the shotgun early. 
 
pickup items including weapons have an extra large radius for player grabbing them, larger than the bounding box you see in the editor. This may be why you can grab the weapon through the bars. 
 
pickup items including weapons have an extra large radius for player grabbing them, larger than the bounding box you see in the editor.
Yeah, that's what it is. The pickup bounding box must be real close to 64x64.

The cage thing was using too many marksurfaces anyway. I can just leave the gun out in the open the way it's been all along, it's just that I have this button that needs something to do. 
Rick, Please 
As I said, email me the map! I'll give that button a useful job! 
How About 
Put you gun on a pillar. I think it could be thick enough without looking odd.
Lower it with your button. 
BTW 
Is there any other bug in GUSE1M2?

What would you rate it, in a 0 to 100 scale?

And where do I ask questions like this? This is a mapping questions area, not reviewing maps area. 
Also 
why is the portal's black texture invisible when underwater? 
 
*teleport is treated as water (to get the warping effect), and when you put two water brushes overlapping, the interior faces get removed (to create one continuous volume of water.)

Some tricks:

1. create a pocket of air where you want to see a teleporter, and use a thin *teleport texture to make the boundary of the pocket.

2. create a func_wall with the *teleport texture, it's a separate entity so it won't merge with the other water. 
Gustavo6046 
And where do I ask questions like this? This is a mapping questions area, not reviewing maps area.

Maybe post a few screenshots and a compiled beta of your map in the Screenshots & Betas thread. 
Well... 
I didn't really want to just plop the gun on a moving pillar, but I may end up doing something like that.

I appreciate the offers for help, but this map is right at the edge of exceeding the normal map limits and I intend to finish it without doing that. I only have about 4 models left to play with and the marksurfaces are over 32000 and at an unstable point.

On top of that, it's actually pretty complex. If I leave it alone for more than a few weeks I tend to forget how everything works. 
Rick 
Split the map into 5 maps, MAPNAME_1, MAPNAME_2, MAPNAME_3, MAPNAME_4 and MAPNAME_5. Then it won't be large, I hope. 
Almost Forgot 
You can also accept the map as is and put the exit right away. :) 
Delays 
Those of you that have been supporting me with learning how to map: I'm a bit in the weeds. I am in highschool, and right now, mapping is not top priority. Even on my spring break, I have tons of school assignments. Some of you may remember that I said that I would "light vertig for the fourth time," I haven't actually been able to do that. Almost the next day after I posted that, I got all of this crud to do. Because of this, if I say I'm going to do something, I might not be able to do it for a while. I haven't been mapping, but I'll get right back onto it as soon as I can. I can't promise it, but I'm pretty sure I will have time to do all of the stuff I want after spring break. Wish me straight A's. 
Hmm 
SpecialBomb, you're not required to do mapping :)

Also, how do I make so monsters teleport into some area after a trigger activation? 
Gustavo6046 
Yeah, I understand that.
It's just that I have decided to be a continuation of this subculture, and I feel that it is pretty important to be criticized by the people know what they are doing, so that way I can get to their level in the future. I know, it's a bit overkill.

Also, I think I know how to help you.
Do you want the monsters to suddenly jump from one place to another, or do you want the monster to suddenly exist? 
Noooo! 
There are no excuses! Forget food and sleep and go map!
Just kidding, good luck with those A's.

@Gustavo6046
Link trigger/button to trigger_teleport and that trigger_teleport to info_teleport_destination.
Put monster so he is inside/touching trigger_teleport.
You may wish to have all this stuff in a separate room "outside" the main map. 
SpecialBomb 
Nevermind, I guess I can just do a func_door with a clip texture and a func_illusionary brush in the floor the monster will appear. The monster will be lifted by the func_door to the func_illusionary brush.

What kind of brush is there that only monsters can clip through? 
Here's A Doc On Teleporting Monsters (I Still Don't Really Get It...) 
http://www.bspquakeeditor.com/q1tutor/q_monster.html

I recommend going to this site when you need to figure something out. It's SUPER OLD though, so one of my projects in the future is to remake these tutorials for a more user friendly (vids, docs, map examples, etc.) 
School Is More Important Than Mapping. 
 
Okay, Here Is What I Think It Means... 
What you are supposed to do is make an empty room where you will "store" your monsters. This room is supposed to be separate from your main map. Put your monsters in that room, and then put some teleport entities right on them. Then you go to the main room, and put a teleport destination info entity where you want a monster to teleport. Link the teleport destination entity to the teleport entity, and then you link the teleport entity to a trigger once in your main map. And you are done. Sucks that you can't just make a monster start disabled, and then trigger it to re-enable it.

Note: I have no idea how you are supposed to link the teleport and teleport destination together, so you may need to google a bit. 
Delayed Spawn 
Some modifications allow for spawnflags to be set to not spawn a monster upon start. Then you need only target the monster in question for them appear.

Two popular ones that can do this would be Quoth and Arcane Dimensions. 
 
If you knew how long some people take for their maps... Relax! :-) 
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