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How do you make a map transistion?

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Note with what masterlagger said, if youre using env_globals, do this but use the command changelevel instead of map. This preserves env_global states between the transition.

Image
I think in terms of boolean variables. Generally, it makes things easier.

Blackbird,
I don't know what version you want.
The Portal 2 Version
or
The Orange Box Version

Portal 2 method:
Make a transition script (nut)
I prefer to edit the sp_transition_list.nut and save it as a different file.
Go in to the elevator entry and exit instance (arrival_departure_transition_ents.vmf". and find the entity "logic_script"
replace the name of the script with yours.
Add map names to the list at your pleasure.

Orange Box method:
In the map, put a trigger brush at the point where you want to change the map.
Tie it to a "trigger_changelevel".
Place an info_landmark in the middle of it.
then on the map you want to transition to. put an info_landmark there.
set the parameters of the trigger_changelevel.
You're done.

Portal 2 method:
Pros:
*You automatically start with a gun.
*You can use elevators easily without editing the logic.
*You have the Aperture Laboratories logo as the background in the transition, and loading indicatior lights, and logo, without the console appearing.
*Wont pull and prop within 50 units of the player's radius.
*Change version of the portal guns fast.

Cons:
*Not for use if you just started or inexperienced with scripting.

Orange Box method:
Pros:
*Easy and convenient.
*Recommended for inexperienced scripters.

Cons:
*Will pull in any prop with in 50 units of the player's radius to the next map.
*No loading image or lights or logo.
*You wont start with the portal gun. You will have to put one.
*You will have to modify the logic of the elevator.

Spam Nugget wrote:
Note with what masterlagger said, if youre using env_globals, do this but use the command changelevel instead of map. This preserves env_global states between the transition.

But that's only if your using env_global, but still, good point. I would imagine if I was making Co-op maps that I would have to use "changelevel" command instead of just "map."

Crazy is as crazy does.
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WIP:
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Workshop Maps Link: http://steamcommunity.com/profiles/76561198008890579/myworkshopfiles/[/spoiler]

Yes, for coop too. Just thought it was an important point to make.

Image
I think in terms of boolean variables. Generally, it makes things easier.

I really can't thank you guys enough. This has helped me out so much and I hope for future purposes, this conversation helps somebody else out. Don't think you're out of the ropes just yet, I'm sure Hammer will screw me over eventually. :lol:
Until then, bye.

BlackBird Studios?
Map in Progress:
[spoiler]The Story of The Untold Truth
Chapter 1: The Escape
Chapter 2: The Question[/spoiler]
Maps Made:

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