Half Life 2 style map transitions
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I'm currently constructing a massive Test area with 5 interlocking maps & 7 transition points. The main map needs to recognize where the player exited/entered so that I don't need to force a linear path. Each map will need 2 transition points (enter/exit). The main map will also feature a 'progress puzzle' that must not be reset between transitions.
I believe the relevant entities are trigger_changelevel and info_landmark, but I'm more used to doing it Portal 2-style. You can probably find some nice tutorials out there for HL2 maps though.
The linear method works to a point. However, my initial plans involving a central 'progress' chamber became more of a quantum physics equation involving fresh textures, models and the works. It would be silly for me to overload a map (again) with great ideas, so splitting them up with the HL2 transitions would make tracking everything so much easier. This will also make it easier for me to duplicate the necessary brushes for those linked_portal_door entities.
In the end, it will feel more like a massive test area with a decent size BTS to work with. I'm aiming for about 5 hours of continuous play & 10 interconnected maps, each with their own theme. This would be the 1st in 3 or 5 episodes, so to speak.
PS: If you remember my last entry with the gravity related puzzles, I'm experimenting a bit more with them this time around.
I really do like linking to my own posts so here's an example if you want to have a look: post86902.html?hilit=transition%20landmark#p86902
There is also more info about transitions if you scroll up to the top of the thread.