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 (
VERC: The Opposing Force Opening Sequence) 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
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:
@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.