Spikestacle Course [WCB-295-JDG]
This one should be challenging, but not as punishing as Dreams was. I like this one!
developer 1, you'll see that even in that small, rectangular room, you're hitting over 2000 wpolys (which is quite a lot). If, when you're building your map proper, you start to run into poor framerate, you'll probably have to make some changes. I'd definitely put the
nulltexture on any faces you can't see if you're not doing that already, since that will help ensure the engine isn't trying to render things it can't see.
The Mad Carrot said:I think the tutorial Jessie posted is the old way of doing switchable texture lights. Nowadays, with Vluzacn's Half-Life Tools, you can get a better result when you use the light_surface entity.Oh, cool, I didn't know about this! That sounds much simpler and more flexible.
func_walllights is important, as is having a matching
func_wall_toggleas well, one that starts visible. If you trigger it at the same time as the red cube, it'll give the appearance of the cube changing.
trigger_once, it'll target everything with that name.
multi_manager. That would let you target the cubes individually at set times, along with other sound effects and sprites or whatever else you might like to spice the effect up (if you wanted those). You can check out Tutorial: Multi_Manager for info on how to use that.
func_buttonis, well, a button, which you press with the 'use' key ingame to have it trigger something.
trigger_onceis a zone which triggers something when you enter it (the zone is invisible). Both entities have a "Target" attribute, which should have the name of the func_wall_toggle in.