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Moving_Terrain_Example

Map Vault > Example Maps

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By 23-down (See more)
20th August, 2016

Half-Life
1.93MB - RMF, BSP
693 views
122 downloads
6 comments

Last edited: 20th August, 2016

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This is a small demonstration map showing you how to get moving terrain levels done just like in the Opposing Force Intro. This time how ever it's for default Half-Life1. Unlike in other tutorials ( http://twhl.info/articulator.php?art=111) I completely make due without trigger_changetargets or similar methods.

Unlike in other people their attempts my approach in theory requires only a small handful of entities as you can re-use most of em. It's pretty straight forward and nobody should have trouble understanding the concept behind it.

In this example I worked mostly with env_render entities so you can imagine where this is going. But have a look for yourself.

The included bsp. map contains all textures so just paste it into your Hl1/opfor maps folder to see how things work.

When you open the rmf. in Hammer make sure to load my provided Wad. file as well because I've added you detailed explanations in form of custom textures what each specific entity group does. The demonstration ends when reaching the tunnel. Just quit the map afterwards.

Have fun
23-Down

Comments

avatar Admer456 says: 20th August 2016, 21:43 PM
This is surely going to help mappers who don't understand how it works.

When I first tried to make moving terrain, I cut it into segments, and tied the whole group to a single func_conveyor.
Then, I tied it to a func_train.
It took me 4 months to realize that I need to have a separate func_train for each segment.

And now:

User Posted Image
avatar hfc says: 20th August 2016, 22:27 PM
nice map design nice railcar design it reminds me "super interactive trailer" from portal 2 :) nice job. :)
avatar 23-down says: 21st August 2016, 01:20 AM
Glad you guys like it..
@Admer456: Tell me about it... Getting that to work is surely a pain in the ass. Thankfully with this example map now it should provide a nice basis from which to operate.

Also lovely map you've got there but I would possibly add high cliffs on the edges so that the players can't look into the void.
avatar NineTnine says: 21st August 2016, 12:58 PM
this is cool, I tried to do something like this for ages but could never get it together and figure it out!
avatar Unq says: 23rd August 2016, 03:33 AM
Nice map. Although I didn't use any trigger_changetargets in my tutorial - it looks like quite a similar entity setup. :)
avatar 23-down says: 23rd August 2016, 20:58 PM
Oh I must have thought about yet another tutorial then. My mistake. Btw. The dl link to your tutorial is broken which is why I had chosen to make my own. Would be good if you could re upload yours on that page again. The more the better so people can choose which approach they feel more comfortable working with even though they're similar.
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