The Great Leap

Half-Life HL
The Great Leap by Elon Yariv
Posted 14 years ago2006-07-20 05:18:38 UTC • Examples • Half-Life
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Name
The Great Leap
By
Elon Yariv Elon Yariv
Type
Map
Engine
Goldsource
Game
Half-Life
Category
Examples
Included
BSP, RMF/VMF
Created
14 years ago2006-07-20 05:18:38 UTC
Updated
14 years ago2006-07-21 20:28:42 UTC
Views
4009
Downloads
937
Comments
16
Download

Lets see you leap this gap!

The real purpose of this example map is:
1)Demonstrate how to make the player float.

2)Show how to make a cool spiral alien door(iris door), quite tricky!

3)How to make stay-open doors using SlayerA's method.(the original example map can found in the vault)

Used Entities:
1)Trigger_push

2)Func_door_rotating

3)Trigger_multiple
Env_global
Multisource
Multimanager

You should experiment with the trigger_push's strength a bit in your map. In this one 1000 was too low, you could reach the ground. When you are on the ground the push seem to have no affect, only when you are in mid air. In much dipper pits 1000 would be perfect, by jumping you can reach places down in the pit and afterward jump back when you are done with them.

If the trigger_push's strength is below 1000 it doesn't seem to affect the player in the vertical vector only horizantaly..

16 Comments

Commented 14 years ago2006-07-20 05:46:16 UTC Comment #12593
The door is the iris door?
I haven't tested it yet but i will soon!
Commented 14 years ago2006-07-20 07:14:48 UTC Comment #12595
Never knew how they call those things, but yes, it's an iris door.
I was inspired by Duke3D.
Commented 14 years ago2006-07-20 11:28:33 UTC Comment #12599
Nice map! I used to play Duke3D before when i had crappy PC, then i was modelling all kinda' stuff there. I want to put 3,5 stars.
Commented 14 years ago2006-07-20 11:49:20 UTC Comment #12600
Modeling? In Duke Nukem 3D there are only sprites! At list in my duke3D.
Commented 14 years ago2006-07-20 16:14:37 UTC Comment #12601
i was expecting a nice little gap that would be challenging but when i held forward and made it to the other side without jumping i was sad =(

nice door
Commented 14 years ago2006-07-21 11:00:42 UTC Comment #12607
Anybody can give a bit more constructive comments? Not only- Nice/bad door/map. Say if you liked the archtitecture, how can it be improved, if you liked this method to make the player float...ect
Commented 14 years ago2006-07-21 16:54:00 UTC Comment #12615
It's an example map, who gives a fuck about the architecture...

Superb door that is perfect in every way imo, and one of the more amazing/inventive things I've seen for HL, period. Possibly improve it a little by experimenting with different textures/sounds, but it's excellent the way it is.

The Zero-G float was really neat, but too bad there wasn't a way to push yourself up or down--your sorta stuck on the xy plane. However, if you put the player in a small passage way or corridor, it would prolly simulate Zero-G almost perfectly.

Very nice example :)
Commented 14 years ago2006-07-21 17:25:45 UTC Comment #12616
Thats because the trigger_push's strength is 1500. At 1000 you could reach the floor if you jumped, but the push would suddenly stop if you reached the ground and work only when you are in mid air.
Commented 14 years ago2006-07-22 10:03:49 UTC Comment #12626
HL sucks in a zero-g environment because there is no way to move yourself...
Commented 14 years ago2006-07-31 19:17:46 UTC Comment #12702
I have to take back some of my comments--maybe-- 'cause your iris doors look just like the ones in "Interloper" towards the end of HL1--I never played the game through all the way!

Did those Are your doors like those afayk?
Commented 14 years ago2006-07-31 21:38:23 UTC Comment #12703
I haven't got the faintest idea. I don't recall seeing any of these doors in Hl1...
I thought on the idea of the door by myself, didn't get it from anywhere else.
Commented 14 years ago2006-07-31 23:35:46 UTC Comment #12704
Um, maybe those are models :

Check out c4a1a...it's Xen so you'll love it ^_^
Commented 14 years ago2006-12-12 04:54:37 UTC Comment #13667
The screen really doesn't do this map justice, but whatever. It would probalby be impossible to show the effect in one screenie--maybe if you had 4 in various stages of opening?

I take back what I said about the doors at the end of Half-Life: Yours are vastly sexier/more complex--and the sound is also well done.

You should submit this for the door compo!!

The zero G is again, also a very neat idea. I'm too experimenting with func_water rendered invisible, to try for a limited zero-g effect in my current map, but it's not working too well :(
Commented 14 years ago2006-12-12 04:55:11 UTC Comment #13668
The screen really doesn't do this map justice, but whatever. It would probalby be impossible to show the effect in one screenie--maybe if you had 4 in various stages of opening?

I take back what I said about the doors at the end of Half-Life: Yours are vastly sexier/more complex--and the sound is also well done.

You should submit this for the door compo!!

The zero G is again, also a very neat idea. I'm too experimenting with func_water rendered invisible, to try for a limited zero-g effect in my current map, but it's not working too well :(
Commented 14 years ago2006-12-14 08:27:46 UTC Comment #13701
Awesome work with the iris door.
It actually felt, like it was organic.

Superb work!
Commented 10 years ago2010-11-13 23:08:08 UTC Comment #18630
Good work on the tutorial, had trigger_push not working in my test map until, I saw this. Depth of texture brush/aaatrigger was too shallow and Push was below 1,000 YouTube has a few vid's but they don't highlight those two as potential pitfalls when using the trigger_push entity. Iris looks good but I am up against the "source" / Goldsource engines limitations and have to delete an existing texture if I want to add anything. (No errors or Warnings but map kicks you to desktop during loading.)

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