Digital Paint Discussion Board

Development => Mapping => Topic started by: nightryder on July 05, 2007, 11:58:25 PM

Title: Elevators
Post by: nightryder on July 05, 2007, 11:58:25 PM
make an elevator thats really slow and have elevator doors, and you have to shoot a button for what level you want, and have some sappy music in the background
Title: Re: New Map -
Post by: nopyo on July 06, 2007, 12:44:59 AM
Here's some ideas:
1) have the 2nd flag be on top of a poker table in another room.
2) have the offense spawn in a parking lot with cars for cover, hopefully the cars are easy to make.

By the way, how many floors does the building have so far?
Title: Re: New Map -
Post by: Apocalypse on July 06, 2007, 04:50:15 PM
Here's an idea put in twenty flags jk maybe 2 flags though one high and easier to get to the other harder to get to and on the main floor or just make the one farther give you more points.
Title: Re: New Map -
Post by: Eiii on July 06, 2007, 05:35:53 PM
Here's an example of a simple elevator, just to show that it's possible. I think elevator doors might be doable, but petty tough.
Title: Re: New Map -
Post by: Cobo on July 06, 2007, 07:03:26 PM
Nice Eiii.
Making doors shouldnt be too hard, just make some doors like castle1 on each stop.
Title: Re: New Map -
Post by: jitspoe on July 06, 2007, 07:35:56 PM
Heh, but you could walk into the elevator shaft when the elevator isn't there.
Title: Re: New Map -
Post by: nopyo on July 06, 2007, 07:58:55 PM
Just in case the elevator isn't there, put a ladder in the elevator shaft.

Is it possible to make it so if you get crushed under the elevator while it's coming down, you die? That would be fun :D
Title: Re: New Map -
Post by: Cobo on July 06, 2007, 08:02:25 PM
When you push a button from outside, the elevator would come up, and then the doors would open ;)
Title: Re: New Map -
Post by: Eiii on July 06, 2007, 10:05:36 PM
Have fun accomplishing that with the current trigger system.
Title: Re: New Map -
Post by: Cobo on July 06, 2007, 10:19:09 PM
Can't you just have different triggers in a same space (button)?
I've never really worked with triggers, but I dont see how it can be more complicated than making 2 different triggers that do 2 different things.
Title: Re: New Map -
Post by: Eiii on July 06, 2007, 10:21:48 PM
But what if two people try to call the elevator at once, hmm? To get it to really work like an elevator, you'd need a trigger that can change it's target based on certain condition. Or have it's target be changed.
Title: Re: New Map -
Post by: Cobo on July 06, 2007, 10:48:13 PM
Excelent question Eiii.
You'll understand once you see my sketch.
Title: Re: New Map -
Post by: Termin8oR on July 06, 2007, 10:53:08 PM
wow Cobo, thats a really detailed computer!
Waste of a sketch and time though.
Title: Re: New Map -
Post by: Cobo on July 06, 2007, 10:56:22 PM
Best 5 minutes spent, ever.
Title: Re: New Map -
Post by: y00tz on July 07, 2007, 01:23:46 AM
Best 5 minutes spent, ever.

Agreed, thanks for that.
Title: Re: New Map -
Post by: Fullmetal_Steeb on July 07, 2007, 02:39:17 AM
Here's an example of a simple elevator, just to show that it's possible. I think elevator doors might be doable, but petty tough.
we all know you can do elevators... 2fort5 has showed us that...
Title: Re: New Map -
Post by: Cobo on July 07, 2007, 02:42:52 AM
I think he meant multi level elevators?
Title: Re: New Map -
Post by: Fullmetal_Steeb on July 07, 2007, 02:44:20 AM
I think he meant multi level elevators?

oh, yeah now that i think about it like that it makes more sense...
Title: Re: New Map -
Post by: ViciouZ on July 07, 2007, 03:01:10 AM
Just make boxes, and when you go in, the door closes and it teleports you to the next floor, etc. That would be a quick fix.
Title: Re: New Map -
Post by: Eiii on July 07, 2007, 04:31:39 AM
You can't do triggered teleporters.
Title: Re: New Map -
Post by: DeadZero0 on July 07, 2007, 12:29:56 PM
that skecth made my day, you have no idea =D
Title: Re: New Map -
Post by: jitspoe on July 09, 2007, 01:14:07 PM
There actually is an elevator entity in quake2.  I've never messed with it, though.  I've heard it's kind of complicated.
Title: Re: New Map -
Post by: cusoman on July 11, 2007, 04:29:54 PM
Heist seams like it would be a great map. for the elevator idea you could look at 2fort5, which has an elevator in the fort, as soon as you get on it moves.  maybe you could get the maker to give you the exact entities and keys and such u need. idk if anyone said this but a basement would be pretty cool with storage boxes and stuff, could offer an underground route to the flag. just ideas.
-Cusoman
Title: Re: New Map -
Post by: Chef-Killer on July 12, 2007, 12:36:23 PM
It is a
> "func_plat"
with
> "height" "..."
> "speed" "..."

I also used it in my latest map, but it is a very easy entity. It isn't kind of complicated, thats why i think you mean something else.
Title: Re: New Map -
Post by: cusoman on July 12, 2007, 12:47:37 PM
well the func_plat could work, just put it in a big shaft(rectangle), and doors would be nice but not neccessary. the elevator thing is do-able, but if u do it, 2 floors and a basement would be cool. the elevator could take u to all 3, plus 
normal stairs and stuff, plus outside routes to get to all 3 floors without even being in the building first. this level could be very interesting.
Title: Re: New Map -
Post by: Clockwork on July 13, 2007, 07:14:11 AM
I dunno, just throwing this idea to you, but if you decide not to do an elevator, u could just make a section of wall look like one, throw an our of order sign on it and put in some stairs...
Title: Re: New Map -
Post by: Eiii on July 13, 2007, 04:47:28 PM
There actually is an elevator entity in quake2.  I've never messed with it, though.  I've heard it's kind of complicated.
http://dplogin.com/forums/index.php?topic=7388.msg81374#msg81374 <- They're not that tough, but doing one that looks really good would be a problem.
Title: Re: New Map -
Post by: Krewzer_ on July 14, 2007, 01:43:57 AM
routez has an elevator with call buttons and all. As mentioned the platform is easier for most maps. The elevator uses the func_train enity and you could make it go to any floor you would like but it will need a trigger to call it to that foor. The elevator is not as smooth as the platform but that might just be a speed setting. gamedesign.net has tutorial on elevators which is where I learned it from.  I had a map started which had 6 floors the elevator would go to, only problem was that if someone else called the elevator it would go to that floor instead.
2fort5 using a func_plat
the doors can be set not to open until the elevator gets to that floor, but I can't remember how at the moment. Anyway if an elevator is what you need it can certainly be done.
Title: Re: New Map -
Post by: Eiii on July 14, 2007, 03:35:41 AM
It's easy enough to get doors to open when the elevator gets to a floor- what I can't figure out is how to get them to close when it leaves, which would require the editing of targets.
Title: Re: New Map -
Post by: Apocalypse on July 14, 2007, 09:06:39 AM
What you should do for an elevator since it goes to a different floor if you press it would be make it so you can get on top and climb the ropes holding it if you could make the ropes.
Title: Re: New Map -
Post by: Eiii on July 14, 2007, 03:50:41 PM
That'd also be very hard, if not impossible.

EDIT: I was thinking wrong. That'd be really easy.
Title: Re: New Map -
Post by: Apocalypse on July 15, 2007, 10:06:58 AM
Now you're just getting confusing eii.
Title: Elevators
Post by: y00tz on July 15, 2007, 01:51:50 PM
This is from the discussion from Heist,  I want to keep that about the map so I'm moving it here, plus it's good for search reference.
Title: Re: Elevators
Post by: KnacK on July 15, 2007, 08:34:15 PM
Along the same lines as an elevator, how about a vertical conveyor system like they use in parking garages for valets?

A conveyor belt runs vertically and every few feet there is a ledge on it to step on to take you to whatever floor.  You just jump off when you are at where you want to be.
Title: Re: Elevators
Post by: y00tz on July 15, 2007, 08:36:23 PM
Hmm.  How could it be implemented? 

Along the same line, with less fancy logistics, in my map terminal I had a horizontal 'conveyor belt' that was set to slick so that once you got on it felt like you sped up.

Any ideas for mastering the y axis?
Title: Re: Elevators
Post by: Eiii on July 16, 2007, 12:29:06 AM
http://eri3ch.googlepages.com/ele2.bsp <- example.
Title: Re: Elevators
Post by: Apocalypse on July 16, 2007, 11:23:55 AM
Knack's idea sounds pretty good by the way you might want to put the very first post back.