How do you make a map transistion?
I am not looking for a normal elevator transistion but like I said, the transistion from Portal 1, where the map would seem like it would freeze for a quick second, but really be loading the next segment of the map. I would like to use this perticular transistion because I would have the map transistion from Part 1, to Part 2 and Part 2 would have a lot of Part 1 deleted so I could add more things into the Part 2 map since I am at an impass and unable to add anything else. Once again, please help!
What they did was used a trigger which activated @changelevel (which is a point_changelevel) so then the transition script they made did its' work changing between levels without having to totally recompile maps all the time.
BlackBird Studios wrote:
I still can't grasp what the hell Valve is trying to make me do to get this transistion to work. I found the Transistion entry and exit thing, played around with it and I still can't figure it out. I don't know what to do with the transistion script, there is nowhere to it says to putyourmapname here kind of thing. Please, I know it is a lot, but could you possibly put down like step-by-step instructions.
Step 1: go to Steam\steamapps\common\portal 2\portal2\scripts\vscripts\transitions
Step 2: create a backup of the file sp_transition_list.nut
Step 3: Grab notepad and open sp_transition_list.nut.
Step 4: find:
// ---------------------------------------------------
// Demo files
// ---------------------------------------------------
"demo_intro",
"demo_underground",
"demo_paint",
Select that part and replace it with:
// ---------------------------------------------------
// Demo files
// ---------------------------------------------------
"demo_intro",
"demo_underground",
"demo_paint",
// ---------------------------------------------------
// Awesome mod name here
// ---------------------------------------------------
"yourmapname1",
"yourmapname2",
"yourmapname3",
]
Step 5: save
Step 6: When your maps are done, make sure you pack this script in the bsp with packrat. NEVER require other people to overwrite their own sp_transition_list.nut, they might have made some modifications too!!!
You just told portal 2 the order in which your levels are meant to go.
The instances will trigger this script to run so they no that when you enter the exit of yourmapname1 that they have to go to the entry instance of yourmapname2.
Hope that helped 
Can't help too much at the mo, I'm away from home, but if you follow this post and then about 3 posts down I have an attachment 'globals.zip' and this has 2 maps in it that link to each other via trigger_changelevel, maybe that can help you.
http://forums.thinking.withportals.com/post62215.html?hilit=Map1#p62215
HTHs,
Rob
2) Have a trigger_once placed at the place you want to end the level.
3) Have the trigger_once have an output:
OnTrigger : (Name of point_clientcommand) : Command : map (map name here)
So you know how you type "map mapname" into the console to load your map right? Well, the point_clientcommand will automatically enter the command (in this case, load your other map) when triggered in a level. That's how I do my transitions without any scripting. I know I sent you a message to you (BlackBird Studios) but I thought it would be wise to post it for everyone to see an easy shortcut without complex scripting.
I don't know what version you want.
The Portal 2 Version
or
The Orange Box Version
Portal 2 method:
Make a transition script (nut)
I prefer to edit the sp_transition_list.nut and save it as a different file.
Go in to the elevator entry and exit instance (arrival_departure_transition_ents.vmf". and find the entity "logic_script"
replace the name of the script with yours.
Add map names to the list at your pleasure.
Orange Box method:
In the map, put a trigger brush at the point where you want to change the map.
Tie it to a "trigger_changelevel".
Place an info_landmark in the middle of it.
then on the map you want to transition to. put an info_landmark there.
set the parameters of the trigger_changelevel.
You're done.
Portal 2 method:
Pros:
You automatically start with a gun.
You can use elevators easily without editing the logic.
You have the Aperture Laboratories logo as the background in the transition, and loading indicatior lights, and logo, without the console appearing.
Wont pull and prop within 50 units of the player's radius.
*Change version of the portal guns fast.
Cons:
*Not for use if you just started or inexperienced with scripting.
Orange Box method:
Pros:
Easy and convenient.
Recommended for inexperienced scripters.
Cons:
Will pull in any prop with in 50 units of the player's radius to the next map.
No loading image or lights or logo.
You wont start with the portal gun. You will have to put one.
You will have to modify the logic of the elevator.
Spam Nugget wrote:
Note with what masterlagger said, if youre using env_globals, do this but use the command changelevel instead of map. This preserves env_global states between the transition.
But that's only if your using env_global, but still, good point. I would imagine if I was making Co-op maps that I would have to use "changelevel" command instead of just "map."

Until then, bye.