Placing Doors?

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DoubleThinking
13 Posts
Posted Jul 10, 2012
I do use Hammer for mapping, but when lazy at programming all that, I use the Puzzle Creator. Now is there a way to create doors to seperate test chambers? Not only the entrance and exit doors.
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josepezdj
2,386 Posts
Posted Jul 10, 2012
Replied 11 minutes later
Well, that is actually very easy using hammer. It's an entity called prop_testchamber_door. And you can grab the door frame from the map called "zoo_mechanics.vmf" that you have in your sdk_content/maps folder.

And, even though I trust that you have much hammer knowledge [sarcasm seld test completed], I'd suggest you to check out this tutorial.

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DoubleThinking
13 Posts
Posted Jul 10, 2012
Replied 4 minutes later
As I said before, I am lazy. I really just make an instance from a door and copy it all over. I just wanted to know if that was possible in the puzzle creator. Oh an BTW don't think I am a noob in hammer or anything.
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UsCobra11
272 Posts
Posted Jul 10, 2012
Replied 17 minutes later

DoubleThinking wrote:
As I said before, I am lazy.

That won't get you very far in mapping.

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Lpfreaky90
2,842 Posts
Posted Jul 10, 2012
Replied 8 minutes later

DoubleThinking wrote:
As I said before, I am lazy. I really just make an instance from a door and copy it all over. I just wanted to know if that was possible in the puzzle creator. Oh an BTW don't think I am a noob in hammer or anything.

Sorry, if you're lazy: don't use hammer.
If you want doors; try just using panels and fizzlers/laserfields instead. They are sufficient.

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BenVlodgi
633 Posts
Posted Jul 10, 2012
Replied 6 hours later
I'm making a puzzlemaker mod which adds doors, but besides that go with what LPfreaky said
you can also always export your puzzles to hammer puzzlemaker_export <name>
also though it looks nice, your video showing your recreation had a lot of misaligned textures.... which is quite nooby
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DoubleThinking
13 Posts
Posted Jul 11, 2012
Replied 15 hours later
Personally there is a lot more nooby stuff around the world of mapping without the puzzle maker if you look around YouTube....
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BenVlodgi
633 Posts
Posted Jul 11, 2012
Replied 8 hours later

DoubleThinking wrote:
Personally there is a lot more nooby stuff around the world of mapping without the puzzle maker if you look around YouTube....

because every n00b posts their stuff on youtube
and yes there is, but one thing that does stick out just as much as misaligned textures are PTI maps
I'm not against them, I'm just tired of seeing so many

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Lpfreaky90
2,842 Posts
Posted Jul 11, 2012
Replied 27 minutes later

DoubleThinking wrote:
Personally there is a lot more nooby stuff around the world of mapping without the puzzle maker if you look around YouTube....

There are quite a lot of "look-this-is-hammer-and-I-learned-it-in-5-minutes-and-now-I-will-bug-the-entire-world-with-this-fact-maps" but most of them don't land in the workshop or here on twp. (if they land on twp they will probably end up in the trashcan anyways).

The PTI has a lot of stupid things:
* Easily exploitable maps
* Re-creations of puzzles everyone has done before
* Lack of light
* Easily exploitable maps
* They look all the same
* Maps where there is no structure and you get lost in the gazillion indicator lights/panels/symbols etc.

Conclusion;
PTI is nice, but there's a lot more crap in there then awesome maps. For awesome maps this site is still the best ^_^

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Alexander Bell
306 Posts
Posted Jul 12, 2012
Replied 17 hours later
It's a prop_testchamber_door, and you need logic_relays, buttons, and all sorts of other stuff I don't know.
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BenVlodgi
633 Posts
Posted Jul 12, 2012
Replied 1 hour later

Alexander Bell wrote:
It's a prop_testchamber_door, and you need logic_relays, buttons, and all sorts of other stuff I don't know.

you really dont know what you're saying do you?

for random use in chambers use the prop_testchamber_door, for entrance, exit and areas between puzzles use the instance door, it has a built in areaportal which is great for performance

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Alexander Bell
306 Posts
Posted Jul 12, 2012
Replied 2 hours later

BenVlodgi wrote:
Alexander Bell wrote:

It's a prop_testchamber_door, and you need logic_relays, buttons, and all sorts of other stuff I don't know.

you really dont know what you're saying do you?

for random use in chambers use the prop_testchamber_door, for entrance, exit and areas between puzzles use the instance door, it has a built in areaportal which is great for performance

While I am genuinely clueless about most of... everything in Hammer, I was just making this post to try and send a pm to someone who was helping me with an error in one of my maps... didn't want to just spam lol.

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portal2tenacious
393 Posts
Posted Jul 12, 2012
Replied 4 hours later
I kinda just thought of this with BenVlodgi's post, not sure why, but did anyone ever put the elevator logic and base into one instance? Would there be harm in that, because it seems useful, unless you want to change the base.

Alexander Bell wrote:

That's a lot of emoticons/smilies/whatever they're called. Maybe a little too many... suspicious eyes

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BenVlodgi
633 Posts
Posted Jul 12, 2012
Replied 57 minutes later
it would be really easy to do that, but personally I like the separate instances
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CamBen
973 Posts
Posted Jul 21, 2012
Replied 8 days later

DoubleThinking wrote:
As I said before, I am lazy. I really just make an instance from a door and copy it all over. I just wanted to know if that was possible in the puzzle creator. Oh an BTW don't think I am a noob in hammer or anything.

Quit now and Caaaaaake will be served. Yeah, right. Besides, you dont have to do everything in hammer. you can export it,> BenVlodgi wrote:

you can also always export your puzzles to hammer puzzlemaker_export

and then edit the rest and finish it up w/ hammer. although, it isn't the bet idea, but it works.

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MasterLagger
1,695 Posts
Posted Jul 23, 2012
Replied 1 day later

portal2tenacious wrote:
I kinda just thought of this with BenVlodgi's post, not sure why, but did anyone ever put the elevator logic and base into one instance? Would there be harm in that, because it seems useful, unless you want to change the base.

I believe that the P2Editor instances do have the entrance and exit elevator instances that combines both base and logic elements together.

Lpfreaky90 wrote:
The PTI has a lot of stupid things:
* Easily exploitable maps
* Re-creations of puzzles everyone has done before
* Lack of light
* Easily exploitable maps
* They look all the same
* Maps where there is no structure and you get lost in the gazillion indicator lights/panels/symbols etc.

You typed "Easily exploitable maps" twice.

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Lpfreaky90
2,842 Posts
Posted Jul 23, 2012
Replied 1 hour later

MasterLagger wrote:
You typed "Easily exploitable maps" twice.

oh and I forgot:
* Easily exploitable maps