[Portal 2] Questioning: Map is huge.

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Rderasta
6 Posts
Posted May 03, 2011
Hi everyone, I started mapping with Alien Swarm SDK thanks to all the info found in this web :thumbup:

So here's the deal, I started out of nothing, no knowledge of any of "mapping" matters. Tho, I've made it quite far now, my 'test map' became a HUGE, seriously, HUGE map.. AND I'm not done yet! o.O
And ofc, I'm finding myself with lots of questions about this. So..

Questions:
1. Is there a map size limit?
2. Idea is to make it be ONE map, there isn't any sections; zones, to load. Is there a way to divide it to some sort of 'zones' yet make them load ingame, no wait time?
3. Assuming it does compile in a ONE BIG MAP, will it be playable? (as in, fps)

Gettin deeper:
4. I sincerely don't understand how to make a 'door_go_to_next_zone' (map end - load next part)
Any link or anyone kind enough to explain this in a tutorial way?
5. Is it possible atm to make doors open at player proximity? I couldn't manage to get this done.
Please an explanation about this would be much appreciated as well.

Thats it.. for now :rolleyes:

Thank you all very much. Couldn't have started without you :wink:

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Mek
459 Posts
Posted May 03, 2011
Replied 24 minutes later

Rderasta wrote:
5. Is it possible atm to make doors open at player proximity? I couldn't manage to get this done.
Please an explanation about this would be much appreciated as well.

Place a trigger_multiple in front of the door. Let it fire the Open input of func_door you need when OnTouch occurs.

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Rderasta
6 Posts
Posted May 03, 2011
Replied 22 minutes later

Mek wrote:
Rderasta wrote:

  1. Is it possible atm to make doors open at player proximity? I couldn't manage to get this done.
    Please an explanation about this would be much appreciated as well.

Place a trigger_multiple in front of the door. Let it fire the Open input of func_door you need when OnTouch occurs.

I'm missing this "trigger_multiple". I'm assuming its missing from the FDG file?
Thank you for your reply :smile:

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eviloatmeal
53 Posts
Posted May 03, 2011
Replied 1 hour later
trigger_multiple is a generic entity, it should be there even without any FGDs.
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Sidneys1
89 Posts
Posted May 03, 2011
Replied 3 hours later
You have to create a solid with the Trigger texture and tie it (Ctrl+T) to a trigger_multiple.

Have a nice day,
~Sidneys1

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Remmiz
631 Posts
Posted May 03, 2011
Replied 1 hour later

Rderasta wrote:
1. Is there a map size limit?
2. Idea is to make it be ONE map, there isn't any sections; zones, to load. Is there a way to divide it to some sort of 'zones' yet make them load ingame, no wait time?
3. Assuming it does compile in a ONE BIG MAP, will it be playable? (as in, fps)
4. I sincerely don't understand how to make a 'door_go_to_next_zone' (map end - load next part)
Any link or anyone kind enough to explain this in a tutorial way?
5. Is it possible atm to make doors open at player proximity? I couldn't manage to get this done.
Please an explanation about this would be much appreciated as well.

  1. Yes. The maximum map size in Source games is 32768 x 32768 x 32768.
  2. You can kind of get around using multiple maps if you use world portals to use up all the free space in the map. However, source does have maximum limits on brushes/props/etc. and using too many will make the map really big and slow.
  3. Possibly, depends on how well you optimize it.
  4. http://developer.valvesoftware.com/wiki ... hangelevel
  5. Just use trigger brushes to do this.
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suicidal_banana
16 Posts
Posted May 03, 2011
Replied 1 hour later
I would strongly vote against a map consisting of separated areas, connected with world-portals.

Not that the awnsers above me are wrong, but i felt like adding some more/different awnsers

[1] Yes, look at the grids in the 2d hammer views, this is max.
[2] Yes, in my opinion best method would be teleporting, but even better would be to not do this. (just make separate maps)
[3] As sayd above, depends on optimizing, theres many nice guides on this subject, like this one (please note that you should always optimize, small maps just as much)
[4] The above linked info is great resource, use it
[5][a] For this you need triggers, make a brush, apply the "trigger" texture and tie the brush to a entity (select & ctrl+t)
[5]** Chose trigger_once or trigger_multiple, go to the 'Outputs' tab, and add a output that opens the door on trigger.

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Rderasta
6 Posts
Posted May 03, 2011
Replied 5 hours later
Great, thank you all, really. :smile:

On a side note: I'm gonna be sharing this map with all of you, hopefully, next week, stay tunned :wink:

.. uhmm dont mind the "hopefully, next week" part :neutral: ..