Rate this crazy map idea/8.8

T

The Asylum

So I figured if I am ever going to do this I should test out the trigger_teleport brush.

So here's what I've got:

trigger_teleport
Name: tele_test_01
Remote Destination: tele_test_01_exit

and:

info_target
Name: tele_test_01_exit

So that looks about right, you think? Problem is, it won't teleport me when I entering the trigger area. That Error Checker webpage had no solution for me, so I'm stumped.

What wizardy is required for a working teleporter?
 
T

The Asylum

I tried using info_teleport_destination too, but nothing happened as well. The little SmartEdit window said to use info_target instead, so I did. :bored:
 

Oddjob

L1: Registered
Apr 19, 2008
10
1
Seems like a cool idea to me. I fully support creative ideas if executed correctly :D
 

Troublesome

L1: Registered
Apr 11, 2008
15
0
I tried using info_teleport_destination too, but nothing happened as well. The little SmartEdit window said to use info_target instead, so I did. :bored:

open the properties for your trigger_teleport then click the tab called "Flags" and make sure "Clients" is checked.

Hopefully this should solve your problem.
 

AWESOME-O

L10: Glamorous Member
Mar 20, 2008
779
132
oh i came with a great plan, make an sort off tunnel where they come into, (The time line o_O) Where they will be pushed trough with an trigger push so they can't stay in there, and ofcourse with a no-build.
 

Dox

L8: Fancy Shmancy Member
Oct 26, 2007
588
62
teleporters play badly in every map ive played with them. one or two engies make sentry guns by them and people die before they even know what happened when they teleport over.
 

DasMatze

L2: Junior Member
May 17, 2008
87
31
Then you should add a func_nobuild around the teleporter destinations or everyone plays spy. Even if the engis now that they're spys, the sentry guns won't attack.

DasMatze
 

TheDarkerSideofYourShadow

L10: Glamorous Member
Apr 12, 2008
792
286
I think the best idea would be you teleport into an area that is no build, and has great sniper cover (really, inside a building would be the best. Then, there are multiple exits from that area, which cannot be locked down by 1-2 SGs.