Falling Elevator. How to make it?

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fedebenarg
70 Posts
Posted Jul 20, 2013
Hi! In my new Wheatley map, you fall to the top of a test chamber, from the elevator tube, still in the elevator (because that part of the lift melted). How I make this?
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User
630 Posts
Posted Jul 20, 2013
Replied 1 hour later
You could do it with a Path,
Need: Path_track, Path_track_train, Func_door_rotate.

Parent the Func_door_rotate to the Path_track_train and set the speed of the train very high, when the train is "falling", you "open" the door_rotate (With very tiny speed, so the elevator tilts a little bit)

Now parent the Elevator to the rotate and add a "falling" sound, Env_Shake that rumbles until the Elevator stops, a flickering env_projected_texture and a Env_Spark. (Maybe you could use a point_viewcontrol for a cinematic camera, but thats difficult)

Hope you understand what i mean :wink:

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TeamSpen210
608 Posts
Posted Jul 20, 2013
Replied 2 hours later
I'd possibly suggest a phys_convert instead of a train. It converts an object into one affected by physics. One of the Wheatley maps features you falling through the roof of an office, so you might be able to reuse that animation (Valve usually uses animated models for collapsing objects).
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fedebenarg
70 Posts
Posted Jul 20, 2013
Replied 6 hours later
Thanks! Now it works
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User
630 Posts
Posted Jul 21, 2013
Replied 17 hours later
What did you do fede? ^^
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fedebenarg
70 Posts
Posted Jul 21, 2013
Replied 8 hours later
What you said to me. Use the path_tracks
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Dafflewoctor
415 Posts
Posted Jul 21, 2013
Replied 30 minutes later
@TheTobbell: It's my birthday too! Happy birthday!
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Gemarakup
1,183 Posts
Posted Jul 21, 2013
Replied 26 minutes later
Mine is in 6 days.
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User
630 Posts
Posted Jul 21, 2013
Replied 27 minutes later

Dr.Toaster Waffles wrote:
@TheTobbell: It's my birthday too! Happy birthday!

Yeayhi :3 Happy Birthday!

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protoborg
288 Posts
Posted Jul 30, 2013
Replied 8 days later
You can also use world portals. You would link a portal facing up to a portal facing down. Make sure the lighting is just bright enough to see the walls but not so bright that the portals can be seen. This prevents the hall of mirrors effect that is caused by having the portals facing each other. As the player falls they pass through the lower portal and out of the upper portal. They keep falling endlessly. Using a timer allows you to determine how long you want the player to fall. After some period of time the timer deactivates the lower portal which allows the player to fall into whatever space the tube is connected to.

Since Valve claimed in the commentary that there was only one place where they still had a world portal, I'm not certain how they did the ridiculously long fall that leads to the Old Aperture area, but this technique is how I make a really long fall happen.

PS If you want the player to be able to look up and see the LONG drop above them, turn the lower portal back on when they fall into the room.

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FelixGriffin
2,680 Posts
Posted Jul 30, 2013
Replied 46 minutes later
I think the fall into Old Aperture just has two copies of the shaft and a trigger_teleport at the top of the bottom one. The landmark feature makes sure you're always aimed right.

If you want to prevent the mirror effect, you can use worldportals with rendermode 10 or just a trigger_teleport setup.