Check out Half-Life Re-imagined competition results!
Check out Skewing textures in Hammer, our newest tutorial!
Say hello to ellen123, our newest member!

logo

Site Stuff

Reference

Maps

Community

ShoutBOX

Poll

Feeling Blue

What's your favourite shade of blue?

Azure

15

Cobalt

32

Turquoise

10

Cyan

11

Royal

9

Teal

3

Onliners

10 mins

olograph

14 mins

Admer456

17 mins

Jessie

24 mins

Striker

35 mins

Trempler

50 mins

Dimbeak

56 mins

Solokiller

Affiliates

A gaming and technology blog by TWHL admins Penguinboy and Ant. A music blog by TWHL users Ant and Hugh.

Zelda - Tile Puzzle

Map Vault > Example Maps

map screenshot

Ratings Disabled

[More Screenshots]

Avatar

By Penguinboy (See more)
21st October, 2006

Half-Life 2
705.7KB - RMF, BSP
3361 views
830 downloads
4 comments

Last edited: 21st October, 2006

download

Easily the most complex entity setup I have ever done.

Stepping on a tile (which is a door) triggers the doors representing the tile to change rapidly, making it appear it has happened instantly.

The door trigger for that trigger is then disabled, and a teleport trigger is enabled. If the player steps back onto the tile, all tiles are reset blue and you are teleported bact to the start. All teleport triggers are disabled, and the door triggers are enabled again.

There are 29 tiles in this example. There is a math_counter with a max set to 29. On the opening of a tile, it adds 1 to the counter, and the door opens when it hits its max of 29. 1 is subtracted from the counter when a tile is closed.

Each tile, when opened, triggers the opening sound. The sound is the actual sound recorded from the game, put through a crapload of filters to get rid of the background music. The counter triggers off the sound of the door opening, which has been converted from a midi I found on the web. The background music is the same. (This is also the first time i have use cue points in wav files.)

There are small clip brushes in between tiles to force the player to walk in straight lines. (Also to prevent cheating by walking on the edges of tiles and missing the triggers.)

When the puzzle is solved, all teleports and door triggers are removed from the map. The clip brushes are all one door, and are raised when the puzzle is solved also.

The background music can be turned on and off with the button near the spawn.

Credits to Talia from IRC for the math_counter idea, and to Nintendo for the music and idea.

Comments

avatar kraken says: 26th October 2006, 08:23 AM
I dont have the IQ to understand what you said, but it sounds cool, GW
avatar Madcow says: 28th October 2006, 14:14 PM
Coolest shit ever, I can't believe you made it! :D
Also, when I opened the map in hammer and tried to ungroup the multi_trigger group I got a memory error and hammer crashed! ^^
Extreamly nice job, really
avatar Habboi says: 28th October 2006, 19:31 PM
Ha I was just playing Zelda a sec ago...God I hate it! So hard...Nice example.
avatar Tetsu0 says: 13th July 2009, 12:05 PM
Played this a while ago and never commented.
It's a nice concept, and swell execution.
You must be logged in to comment.