Alternating func_wall_toggles for de_dust2_AxB

Counter-Strike CS
Alternating func_wall_toggles for de_dust2_AxB by Quasar
Posted 12 years ago2012-05-14 15:27:04 UTC • Problems • Counter-Strike
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Name
Alternating func_wall_toggles for de_dust2_AxB
By
Quasar Quasar
Type
Map
Engine
Goldsource
Game
Counter-Strike
Category
Problems
Included
BSP, RMF/VMF
Created
12 years ago2012-05-14 15:27:04 UTC
Updated
12 years ago2012-05-14 20:40:33 UTC
Views
1810
Downloads
472
Comments
9
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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.

9 Comments

Commented 12 years ago2012-05-14 17:41:57 UTC Comment #19980
This is surely an interesting idea, if not original. Perhaps it would be interesting with 4 alternative bomb sites eh?
Commented 12 years ago2012-05-14 17:49:05 UTC Comment #19981
Well I just saw a tutorial few months ago about how you could change a box place each round. Unfortunatly I can't find it anymore. This week I reinstalled Hammer and I was thinking about making a map for the server I play on. I remembered about that tut and I was thinking about blocking paths on a map to make it a bit smaller when there are few players. I'm not sure if it's original but for sure it would be awesome if people would make use of this trick. At this moment all I know is that it's possible, but I'm not an advanced mapper so I thought some help would be good :)
Commented 12 years ago2012-05-14 19:14:05 UTC Comment #19982
Don't know how to do it in Goldsource, but if you figure it out make sure there's something to tell players immediately from spawn which way is blocked and which way is accessible, otherwise they'll waste valuable round time going the wrong way only to be blocked.
Commented 12 years ago2012-05-14 19:29:05 UTC Comment #19983
Haven't thought about that yet. But I think it would be pretty obvious since the walls, that will be blocking one path, will be few units away from spawn.
Anyway, if I manage to make those blocking walls work, I could easily attach to them an arrow decal showing the open path.
Commented 12 years ago2012-05-14 20:39:41 UTC Comment #19984
I managed to make this.
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
Commented 12 years ago2012-05-15 08:42:48 UTC Comment #19985
I tried, but I give up before I take a hammer and crash my computer...
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...
Commented 12 years ago2012-05-15 08:47:02 UTC Comment #19986
Strange..I don't get any errors.
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.
Commented 12 years ago2012-05-15 09:26:23 UTC Comment #19987
It wouldn't let me upload the testing map on this site so I used another site.
Link: http://www.2shared.com/file/pIuHThl7/test_map.html Dead link
Commented 12 years ago2012-06-05 21:58:22 UTC Comment #20002
Glad you fixed it, good job! =)

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