How to make bottomless pits?

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
Make a relatively deep pit, then put the black_gradient overlay on the cliffsides.
 
Oct 6, 2008
1,947
445
1. Make it a really, really deep.
2. Try uisng the black gradient thing mentioned above or
3. Bottom of pit has func_illusionary bottom (player passes through it
4. Player falls into room black all sides and hits func_teleporter - teleports to room
5. Inside this room (all black) suspend the player somehow off the floor (so no footstesp)
6. Then fire your kill trigger - depending on how nasty you want to be is the timer length - you'll want to make it long enought so that people will go f-me and just opening the console and typing kill.

Lastly you will need to have a wind sound to simulate falling.

Don't put one of these near a fianl cap zone.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
1. Make it a really, really deep.
2. Try uisng the black gradient thing mentioned above or
3. Bottom of pit has func_illusionary bottom (player passes through it
4. Player falls into room black all sides and hits func_teleporter - teleports to room
5. Inside this room (all black) suspend the player somehow off the floor (so no footstesp)
6. Then fire your kill trigger - depending on how nasty you want to be is the timer length - you'll want to make it long enought so that people will go f-me and just opening the console and typing kill.

Lastly you will need to have a wind sound to simulate falling.

Don't put one of these near a fianl cap zone.

Having a map mechanic that encourages a player to open his console to type a command to commit suicide, i would say is a poor mechanic.

Incidently, the black gradient is essential as VRAD has trouble calculating accurate colours in low lighting conditions. Relying on a natural blend to darkness unfortunately results in blue and purple blotches, plus the gradient allows you to control a decent into darkness faster as light bounces often illuminate an area more than you'd normally desire. This also means you can kill the player within a reasonable space of time.
 
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tyler

aa
Sep 11, 2013
5,102
4,621
It's not that VRAD has trouble; it has to do with the lighting formulas Valve uses for rim lighting.
 

tyler

aa
Sep 11, 2013
5,102
4,621
No, you have to set the damage force to zero. The actual option for it is a double negative so it's a bit confusing.
 

xzzy

aa
Jan 30, 2010
815
531
I'm curious whether setting this to fall damage will affect the trajectory of the ragdoll in any way. And by that I mean, will it prevent it from getting thrown back out of the hole like in JeanPaul's latest map?

Yes it will. We had it set to the default on Stoneyridge for a long time, and it threw ragdolls around in comical fashion.

You need it set to "fall" to get the "clumsy painful death" kill notice too.

edit - seeing yyler's post I guess that means we just had the damage force set
 

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
Yes it will. We had it set to the default on Stoneyridge for a long time, and it threw ragdolls around in comical fashion.

You need it set to "fall" to get the "clumsy painful death" kill notice too.

edit - seeing yyler's post I guess that means we just had the damage force set

Yeah we had damage force on. I fixed that one. :p
 

Wander

L3: Member
Sep 16, 2010
148
55
I'm curious whether setting this to fall damage will affect the trajectory of the ragdoll in any way. And by that I mean, will it prevent it from getting thrown back out of the hole like in JeanPaul's latest map?

I'm not sure, but if that would be a problem, one could use the phys_ragdollmagnet entity to keep ragdolls down and make sure they dont fly back up
 

spekkio

L1: Registered
Jan 27, 2012
8
1
There's a property within the trigger_hurt called "Zero Damage Force." Set that to yes, and the body will properly ragdoll and fall, instead of rocketing around spasmodically when hit by the trigger. Hope that helps!