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Elevators/Lifts

Discussion in 'Mapping Questions & Discussion' started by Peligrino, Aug 16, 2010.

  1. Peligrino

    Peligrino L1: Registered

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    In my map I have an extremely steep area. Id like to put elevators/lifts moving up because I think it would be interesting to fight with and a great gameplay addition. I know how to make elevators, but how can I build them so that they go up and down lets say every 30 seconds?
     
  2. Nimelrian

    Nimelrian L2: Junior Member

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    Don't use elevators.

    Need for elevators indicates a bad map layout.
     
  3. edward0810

    edward0810 L1: Registered

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    It depends on what type of map he is making LOL
     
  4. alecom

    alecom L8: Fancy Shmancy Member

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    Use a logic_timer with Refire Interval as 30.

    OnTimer -> elevator
    You could have two timers, one for up and one for down.

    top path_track OnPass ->DownTimer enable
    bottom path_track OnPass -> UpTimer enable


    UpTimer:
    OnTimer -> elevator up
    OnTimer -> UpTimer disable

    UpTimer:
    OnTimer -> elevator down
    OnTimer -> DownTimer disable

    edit: sorted





    Don't forget to make the entire lift area nobuild ;D
     
    • Thanks Thanks x 1
    Last edited: Aug 16, 2010
  5. Seba

    aa Seba DR. BIG FUCKER, PHD

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    I lqtm. Elevators are bad because they force players to travel up in groups, leaving others behind. The separate teams greatly and allow the enemy to camp the exit like there's no tomorrow. Oh, and lifts are kinda broken in TF2 - if you jump while the lift starts, it'll go through you and quite possibly get you stuck in places you don't want to be stuck in.
     
  6. Peligrino

    Peligrino L1: Registered

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    I agree with what you guys have been saying. However I only plan to have one lift my map, the other ways to get up include stairs, etc. Does this solve the problem?
     
  7. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    30 seconds seems like an awefully long sequence. A lot can happen in under 30 seconds.
     
  8. Peligrino

    Peligrino L1: Registered

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    Haha. Just a temporary time, obviously would be changed in playtesting.
     
  9. Jayden

    Jayden L1: Registered

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    That new Valve map (thunder mountain?) has elevators. Tbh, I'm more interested in how they do the cart-sliding. This thread is now about that.
     
  10. absurdistof

    aa absurdistof

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    I actually tried elevators in earlier versions of thunderclap, but I didn't like how they don't provide constant elevation (you have to wait for it to come down).

    So yes, I speak from experience. I offer two suggestions if you wish to keep the mechanic.

    1) Use an elevator that is activated by the player. No one wants to come running to a lift, on fire, to see that they've missed it by a few seconds.

    2) Use a 'lift'. This is to say use a trigger_push to push the player up instead of using a func_door to act as an elevator. This is currently what I use because anyone can use it at any time. The only requirement is that the player has to fall into the trigger, or jump into it in order for it to lift them.

    Finally, if you are willing to ditch the mechanic, I would suggest changing your layout to accommodate some stairs or ramps instead. I only suggest this because of the ensuing confusion of lifts/elevators that aren't properly explained to the player.

    And just because Valve does something doesn't mean it's right :p


    I disagree, I think need for elevators is either intentional, or indicative of a mistake when calculating travel between height variations.
     
  11. Pocket

    aa Pocket func_croc

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    If you want to make an elevator, consider making it a cyclic elevator. Players will get a continuous flow up or down. No waiting time, no having to travel in groups. Probably easier to program too, since it's one continuous movement.