Ready Room
Eel-Ecurb
Join Date: 2003-09-01 Member: 20446Members
<div class="IPBDescription">Obvious or not?</div> I made this ready room for a map with new textures, but I wanted all the join team portals together, so in the screenshot the centre pad is the auto-select team, and the two outside pads are the spectator portals. The alien and marine and the other two pads, is that obvious or should I add different signs?
Comments
Sadly no, it isn't obvious, and I'd say they're too close together which could end up being frustrating when you want to choose a specific thing but accidently fall into a different trigger area. Signs are a must too.
edit: you can't really tell from the screenshot but the portals are on platfors and have computer gubbins above and below, kind of like a teleporter.
unless you changed the hight of the vent'd textured brushes, they're at 32 units high if im correct as that's the hight of the texture. player's gonna have to jump to get up to the join portals... <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
Anyways, im on to the next part of te map, can anyone give me a quick how to or point me in the direction of a tutorial on how to make a bottomless pit that would kill a player if they were to fall into it?
If you want the looking-good-to-other-players way, just make the hole really deep with a trigger_hurt set to massive damage at the bottom. Or, if you want the cool-but-looks-bad-to-others way, set up a teleporter to send them to a deep, black textured room with a trigger_hurt set to massive damage at the bottom... first option looks more real, but second seems more "bottomless".
Just some ideas.
Gee, its been awhile...
Make a box and then make it a trigger_hurt entity, change its value for damage to something high (over 500hp so it will kill an onos instantly) then change the the damage type to fall. Then extend the box to fill the space that you want the player to die in.