Rooms within a room

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mazemaster
3 Posts
Posted Apr 13, 2012

Hey, I saw the following video with a room that contains a bigger room within it:
vrccnLhlKws

I was wondering if someone could direct me to a tutorial about how to achieve this effect. I'm planning to make a map based on a fractal maze like the following one,

http://www.maa.org/editorial/mathgames/ ... almaze.gif

I did a lot of mapping for HL1 and some for HL2DM, but none for portal.

Thanks for any help!

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Kaleido
272 Posts
Posted Apr 13, 2012
Replied 12 minutes later

It's just a linked_portal_door.

https://developer.valvesoftware.com/wik ... ortal_door

Be very careful using these. They're an entity that was designed as a dev tool for Portal 2, so they're very buggy and require a lot of trial and error to get to work properly.

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msleeper
4,136 Posts
Admin
Posted Apr 14, 2012
Replied 45 minutes later
They're a gimmick, please don't design your entire map around it. It's been done with less than stellar results.
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mazemaster
3 Posts
Posted Apr 14, 2012
Replied 21 minutes later
Ok, thank you for the help!

They may be a gimmick but my goal is to create a 3D fractal maze, so that's what I'm going to do. If they are so buggy that it's not feasible then maybe I should use a different game engine..?

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BenVlodgi
633 Posts
Posted Apr 14, 2012
Replied 2 hours later
I don't understand this fractal thing.... and these portals can be used in an effective way if done properly
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Lpfreaky90
2,842 Posts
Posted Apr 14, 2012
Replied 47 minutes later
As Kaleido said; they were are dev tool, they were used to link different puzzles together so it was only a matter of changing a worldportal to change the order of the puzzles rather then taking out an entire section; add another one, make sure it fits etceterea. And I don't think other engines (in the source branch) support them.

The most common problem with wordlportals is that there are more then 4 portals drawn simultaniously. That causes problems and like a valve employee said: there is a big difference between getting something to work and get it to work with all the different assets in portal 2. Point is: they can be used, but they can be very very buggy.

If you want to see good maps with worldportals check out fourthreaper's penrose series. But there are still a couple of bugs here that cannot be fixed just because of the problems worldportals give.

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mazemaster
3 Posts
Posted Apr 15, 2012
Replied 23 hours later
Hmm, seeing more than 4 portals at a time should be no problem.

Is it possible to change the destination of a worldportal during the game in realtime? (something akin to trigger_changetarget in hl1)?

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Spam Nugget
492 Posts
Posted Apr 15, 2012
Replied 6 minutes later

Quote:
A portal cannot update its position while open. The only way is to close it, move the entity, then reopen it.

From the wiki page on linked_portal_doors. Try looking there first.

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Lpfreaky90
2,842 Posts
Posted Apr 15, 2012
Replied 1 hour later
I would recommend just using another pair of worldportals and opening them instead of actually moving them. Worldportals are already buggy; moving them seems like a very very bad idea.
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RustyDios
154 Posts
Posted Apr 15, 2012
Replied 2 hours later
For more information on "world portals" ...
linked portal door
prop_linked_door

And for the setting/style you could also try setting the world portal up as a Surface Division Field

As for "moving a portal", you need to close the portal... then have an input to "SetPartner" to the new name of the partner door. You can automate this by having a few outputs on the door itself, OnPlayerTeleportToMe> Myself> Close 0.01 and OnPlayerTeleportToMe> Myself> SetPartner> NewPartnerName 0.02 and OnPlayerTeleportToMe> Myself> Open 0.03. This will create something similar to a one-way door that leads back to elsewhere....

Seriously though create two small rooms in the editor, set up a few linked_portal_door pairings called whatever, and play with the settings either using pre-made buttons and commands or the ent_fire console input...

Good Luck!

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MasterLagger
1,695 Posts
Posted Apr 15, 2012
Replied 5 hours later
I used linked_portal_door in my MegaCube map. Although it wasn't as popular as some of my other maps, I made an interesting transition from one room to another by jumping down a hole in the giant cube.