Darkzone Questions

Sarijy

L1: Registered
May 24, 2009
15
0
In a portion of the longer term map I've been making I have an area that I intend to be a 'Fall to your death' spot. I want it to look shadowy and deep so a player doesn't decide 'I wonder whats down there' and jump then die and hurt their team.
I was wondering in general if there's any sort of way of cancelling light or making shadowy objects to cancel out the light. I was contemplating trying to make a texture that's dark but not having it collide with players.

Any suggestions, solutions. Cheap and expensive solutions are totally acceptable.
Thanks!
 

Stormcaller3801

L5: Dapper Member
Jul 5, 2009
249
28
I know this one's come up before, somewhere in here. If not directly this, then at least the idea of obscuring everything below a certain point to get the 'fall to your death' part across. Possibly something involving lava.
 

Washipato

L3: Member
Jun 22, 2009
149
331
There is a black texture that you can use at the bottom of the pit. It's the most cheap solution.

You can also add a black gradient to the walls by custom textures or overlays, making them darker and darker until they reach the bottom of the pit
 

Sarijy

L1: Registered
May 24, 2009
15
0
The pit doesn't get to be very deep unless I just add depth below the lowest point on the map. Can I set light to just go through the black texture and show up only black?
 

Lockhart

L2: Junior Member
Sep 1, 2009
96
2
I haven't gotten that far on my map, but I was going to use both methods Washipato mentioned eventually. I'm not sure what black texture he's talking about as I've searched before. Is it a tool or just a black texture?
 

J4CK8

L11: Posh Member
Mar 4, 2009
820
243
In the other thread, I'm pretty sure the solution was a decal or overlay that was a fade to black. Not sure what it was calle dthough. But yes the toolsblack is what you would use at the bottom.
 

Terr

Cranky Coder
aa
Jul 31, 2009
1,590
410
Things to try and mix-and-match:
  1. There is a "toolsblack" texture which will be pitch-dark under any lighting.
  2. There is a black gradient overlay you can use to shade walls.
  3. You can use a fog-controller to put close dark fog below someone, but this is tricky to get right given the fog transition time etc.
  4. You can use a layered stack of individually-mostly-transparent func_brush entities (textured with toolsblack) to get a fade, as with plr_panic.
  5. You can try func_smokevolume to put black puffs into the air.

[ame="http://forums.tf2maps.net/showthread.php?t=4950"]Abyss Darkness illusion - TF2Maps.net[/ame]
 
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Sarijy

L1: Registered
May 24, 2009
15
0
I don't really have a desire to spam up the mapping questions thread with another question but-
I added the toolsblack textures. Can I make it non colliding so players will go through it, just not see through it.
How do I make a kill-field, aka where if you fall into it, you die, checked up on the valve mapping wiki and couldn't find anything while looking for 'Death, kill, lava, acid, field, etc'
Also is there a way I can stop the camera from following a persons character because in the time after you die it normally goes to the kill camera. This would be something like how when a player falls off outlands in wow, the camera stops after they fall. I don't really want people seeing under the toolsblack texture.
 

Washipato

L3: Member
Jun 22, 2009
149
331
The player will always collide with something at the bottom of the pit. Take a look to maps like cp_steel, there the player dies and lies on the ground.

To kill a player, use a trigger_hurt brush entity (http://developer.valvesoftware.com/wiki/Trigger_hurt).

Cover the bottom of the pit with a brush using the trigger teture and press "ctrl + T" to link it to an entity. Then. change the entity's type to tirgger_hurt

Set the flags so it hurts clients and the damage to be high enough to kill any player (9001 will be more than enough). In "damagetype" choose FALL, so you will get the "Falled to a clumsy death" message when someones dies from it.
 

Sarijy

L1: Registered
May 24, 2009
15
0
Sadly enough I figured it out before you made your post. Pointing me in the direction of the right trigger was enough.
Even sadder I had picked 9001 as the damage to be dealt.