@qckdth
Let me take a look at your map.
"I've seen in HL main campaign (for example "We've got hostiles") they had a grid set to a func_door"That's actually pretty easy to make. Just take a look at this map.
"I sealed up my map with a func_conveyor"Lol
"If you are simply making a map in opposing force, just put your map in the gearbox/maps folder and play it from OP4 instead."
Only problem is that the npc's stay after level change, so they are like suspended in the airUse trigger_transition. Only the entities which are inside the trigger will be transfered to the next map.
"Notice lack of texture blending - engine requires vertex painting for it, so making modelled terrain is not only easier, but also possibly better looking."So idTech 4 doesn't have anything like displacements?
"The impression I'm getting based on the screens are that the map consists of mysterious, desolate ruins with hints of possible magic/fantasy tech in it's past."Oh, then I guess I'm doing everything right. Thank you.
"Like, if they just have to go through the level and they cross through some trigger_once in a random doorway that opens the airlock then that would be kinda lame."Don't worry. Maybe I'm a beginner, but I'm not that bad.