This is the prefab of de_dust2, edited just to fix some leaks and modified door arches for a better looking.
The point of the map is that I want to isolate each round a bomb site. Each round to play on other bomb site. It's meant for playing with 5-6 players and not get bored by having the same strategy each round.
At this moment there are two func_wall_toggle blocking the CT Spawn. Actualy they're set to start invisible. If I can make them alternate each round I can solve my problem.
Anyway, if I manage to make those blocking walls work, I could easily attach to them an arrow decal showing the open path.
But it works like this: activate door1, activate door2, deactivate door1, deactivate door2. So it happens that both paths would be blocked or opened, and you gotta step on b1 > b2 > b1....and so on.
I hope I'll spark your brains xD
It wouldn't be bad though to make both b1 and b2 triggers in a dark room so when players would spawn they would activate both and then goes through a teleport in their original spawn. It would be a mess to make many teleports but it would be fine xD
PS: I'm newbie...I couldn't upload the sketch on this site so I used another.
http://i1149.photobucket.com/albums/o600/andorei/sketch.png
Just the game constantly shows me "Bad surface extents at 544/0 (x,y,z)" error
and I already rebuilded a couple of brushes(apparently 20) and I think it will force me to rebuild the whole map.And THAT is what I don't have nurves for...
Btw I think I managed to make it work. Right now I'm testing it and if it works I'll post another pic with the sketch.
EDIT: Okay so it works. I can make them alternate. Walls will never be both visible or invisible. But I still have a problem. If a player join after the round has begun he will trigger all this thing again and he will trap players in one side of the map while he is in the other.
Anyway, If you understood my earlier post...well...I made two "devices". One got door1 as primary target and the other has door2 as primary target. door1 starts invisible and door2 starts visible. So when both "devices" are triggered, one door turns "on" and the other turns "off". Next time the devices are triggered again they will turn "on" the wall that's invisible and turn "off" the one that's visible.
Kinda dizzy I know xD
No easy way with no complex entities.
Link: http://www.2shared.com/file/pIuHThl7/test_map.html Dead link