Paint, Pistons, and Fields

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Instantiation
66 Posts
Posted Jun 04, 2012
I had an idea for a map, but as soon as I tested the basic ideas in the new PeTI mapmaker, I realized it wasn't going to work. There are two things that I want to happen which do not seem possible:
- I want to paint a few piston platforms and then raise them- Then I want the piston to go through an emancipation grid and/or laser hazardI can probably place enough angled panels and such to work around this if it is not really possible.

So my question for you all is, can this be done easily in Hammer, and can I make most of the map in the PeTI mapmaker and then switch to hammer? (Or is there a reason I shouldn't, like this has already been done or is really buggy or something?)

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ChickenMobile
2,460 Posts
Posted Jun 04, 2012
Replied 1 hour later
I believe that this will be easier in hammer unless the PTI editor has 'paintable' piston lifts.
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Instantiation
66 Posts
Posted Jun 05, 2012
Replied 1 day later
Well, I did confirm that the PTI piston is not paintable and does not have such an option. I'm glad I checked that first, before making the whole map.

So yeah, hammer it is, then. Should I knock out most of the map with the PTI and then take it to hammer? Or just learn hammer?

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josepezdj
2,386 Posts
Posted Jun 05, 2012
Replied 5 minutes later

Instantiation wrote:
So yeah, hammer it is, then. Should I knock out most of the map with the PTI and then take it to hammer? Or just learn hammer?

The most useful aspect of the new level maker is precisely that you can build the whole map, all the tedious stuff, all rooms, walls, floors, ceiling, entities, connections, etc. and then simply use hammer for the fine tuning... so you have the chance to not learning everything of hammer, only what you really need to achieve your goal.

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Vordwann
767 Posts
Posted Jun 05, 2012
Replied 3 hours later

josepezdj wrote:
Instantiation wrote:

So yeah, hammer it is, then. Should I knock out most of the map with the PTI and then take it to hammer? Or just learn hammer?

The most useful aspect of the new level maker is precisely that you can build the whole map, all the tedious stuff, all rooms, walls, floors, ceiling, entities, connections, etc. and then simply use hammer for the fine tuning... so you have the chance to not learning everything of hammer, only what you really need to achieve your goal.

Except for the fact that it's a complete mess of overcomplicated instances and annoying 128x128x128 brushes that you have to resize to do any detailing when you port a PTI map into hammer...

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josepezdj
2,386 Posts
Posted Jun 05, 2012
Replied 17 minutes later

josepezdj wrote:
Except for the fact that it's a complete mess of overcomplicated instances and annoying 128x128x128 brushes that you have to resize to do any detailing when you port a PTI map into hammer...

I agree completely. The idea (I'm referring to PTI ppl only, I don't use the new level maker...) is to not touch all the relays and func_instance_params all over! Only tweak your map or detail it visually... In this case, I guess the OP could take some advantage of this transition... ofc avoiding all that mess you mentioned though :biggrin: