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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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Have the key door target the first stair, but set "delay" to about 3.

Have the first stair target the second, the second the third, and so on, setting "delay" on each stair to 0.5 seconds or so.

Just off the top of my head. Shoot me if I'm wrong. 
 
Delay doesn't work on doors like it does on triggers. A func_door entity always fires its target immediately. You can either use different speed values for each step, stagger some trigger_relays or add a "use" "multi_trigger" field and corresponding delay values to each step/door. 
 
Argh, then it's a RMQ thing again. Oh well. It gets confusing.

Listen to negke. 
Wait 
Why not trigger all the steps at the same time and give them all the same speed? They're all different heights so will stop moving at different times anyway - resulting in a choral sound effect. 
Yeah 
Sometimes the most obvious solution is the hardest one to find... 
Hah 
I only know because I'm using one in a current map. 
 
lol. 
Got It Working 
I put a keyed door on the floor. It has the lip set so it doesn't actually move. Its right below what was the original keyed door. It's targeted to a trigger_relay and the original keyed door, both named "tryagain". The relay has a delay of 3 seconds and targets the six rising steps.

This works okay. It's not exactly the effect I wanted but I can fool with it from here.

Funny thing, I had the keyed door inset in the floor and it wouldn't get triggered. There were no other brushes overlapping it or anything, it was just like a piece of the floor. I had to move it above the floor to get it to work. I'll have to try that again because I just remembered I also changed it's angle from 0 to "up". Maybe that had something to do with it. 
Skill Question 
While testing my level I 've come up to an odd point of setting the skill level.

I counted all monsters and took their health count together. Then I counted all ammunition and tried a relation with their availabillity to match the health count.
But as the TE_DAMAGE of all weapons differs this isn't the right way to handle.

I can count the ogres and enforcers to reclaim their rockets and cells, but as they are also gibbable this is only temperary.

Is there an easier way to gain the outcome? 
Lol 
Use monstercount / (pi*thumb), then substract the release date.

Or just play the map and add enough items so that you can get through smoothly. Then declare this as Hard and scale down the difficulty settings from there. Then see how the testers do. 
Yeah 
You have to take into factor the players level of accuracy. According to teh games I play, my accuracy = 20-40%. So it is meaningless.

Always just play, play, and play again. Then get l00ts if testing done. :D 
 
Well I played rather several times only the hard and nightmare are the worst.
So I thought if I

TE_DAMAGE * ammucount = all monsters health + random

could compare it mathly. 
I Think 
There's too many variables to make an equation of it. Unless you want to get alot more complex than 4 variables.

What negke says works :) 
TF2 Swamp Theme 
Wasn't quite sure where to put this :P

TF2maps has finished their TF2 swamp theme pack that contains new models/textures/blah which you can download and use for free, its very high quality stuff!

http://swamp.tf2maps.net/ 
License? 
 
Error 
Don't know what happened after a qc-script, in game leaves the message:

PR_executeprogram : excessive stack (53 normal = 31)  
Nevermind 
bad scripting. 
Hanging Vines 
Doe's anyone know of a texture pack that has some nice alpha channelled hanging vines and overgrowth textures? Or any packs that feature some sort of old abandoned temple theme? I'm thinking more Mayan than Egyptian here, any info would be appreciated! 
Iirc 
the original rtgnosis texture set had a vine/leaves overlay with an alpha channel. 
Also 
Sock's Pyramid of the Magicians (pom) level. 
Grahf 
I had totally forgotten about that map, damn its perfect =)

Thank you very much! 
Hammer For Quake? 
I know this is probly in here somewhere, but...

Is there a guide / howto for editing quake maps in valve source sdk? Is this possible or should I just be using hammer 3.4 (3.5?)? 
Can't Be Done AFAIK 
Although search for Baker's Quake Adapter for hammer 3.3 - maybe I'm misunderstanding what you want to do. 
Edit In New Hammer 
My goal was to be able to edit maps in the new hammer, export them somehow, compile for quake with the new tools. I figured I'd ask here first in case there was a tut somewhere.

If it's not doable I am gonna fire up hammer 3.4.

It's been a few years (and a few computers) since I had a mapping environment setup. ;) 
Have A Go 
I've been meaning to do it myself since the latest beta version can apparantly show model meshes inside the 3d window. 
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