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5. With the outer brush face of the door still selected, apply the texture to the inner door faces.
Move your camera to the inside of the building and press Shift+Ctrl+ click to apply the select texture and its properties to the inside of the door. The result should look something like Figure 11-16.
That leaves you with two more brush faces to complete the doors: the inner edges. You must not forget that when these doors are opened by the player in the game, the inner edges of the doors are visible.
Apply the vertical_5_ new texture to the door brush faces.
Copy the texture from the outside of the doors to the inside, along with the texture adjustments you made.
Rather than hiding brushes, the easier method to get to the inner door brushes is to move the door into a more accessible place in the map. Here you make your changes, and then you move the door back where it belongs.
140 Part III: Expanding Your Creation
If you select a brush face and adjust its texture editor. To copy this updated information, dese-
properties, the update won't always be included lect and reselect the texture you want to copy
when you go to copy it. Instead, the original tex- for the new values to register.
ture values will be copied. This is a fault in the
1. Move one of the doors to where you can access the inner brush face where the two doors meet, as I have done in Figure 11-17.
2. Apply the same texture that was used on the inside of the doorway, terminal/t1_metal2.
3. Move the door back into place.
4. Do the same for the second door.
When you’re done, remember to save your work so as not to lose it.
If you can’t access a brush face easily, move it to where you can, and then move it back when you’re done.
Chapter 11: Heading to the Great Outdoors 141
Fixing a Bottleneck
Having multiple players in two areas divided by a single, small door can cause problems. If they all try to run through that door at the same time, they will get stuck. In addition, the volume and predictability of players moving through this area can make the game predictable. This is known as a bottleneck. To solve this issue, you either need to make the door larger or create a second door.
The latter suggestion usually makes for a more interesting level in the game.
Right now, your map has two major areas divided by a bottleneck. You have an indoor area and an outdoor area split by a single doorway. To make the level flow better and to create more player options, you would be better off placing a second set of doors in the map in a different location.
To avoid having a bottleneck situation in your map, add a second set of doors to the north wall of the north room. This makes it easier for your players to run between the inner and outer areas of the level, and the additional choice allows for more strategy by the players.
Select the north wall of the second room. Follow steps 1 through 11 in the earlier section, “Clipping out some doors.” After you create your second set of doors, texture the brush faces by following the instructions in the section “Touching up the textures.” You should end up with what you see in Figure 11-18.
Create a second, identical set of doors on the northern wall of the north room.
When you go to apply the door textures to this second set, you don’t have to reload the entire texture set from where they came. Because you have already used them in your map, select MaterialOShow In Use to filter your list of textures to include only those currently in use in your map.
142 Part III: Expanding Your Creation______________________________________________
Sliding the Door Open
What’s missing from your map at this point is a way to get through your doors. Right now, they are just solid brushes. The only difference between them and the walls around them are the textures. The doors should open for the players. Because these are going to be interactive elements of the game, you need to turn them into entities. In this case, door entities will suffice.
Making that door move
Here’s what you need to do to get the doors to move:
1. Move the camera over to one of the door sets in the map.
2. Select one of the two doors in the set.
3. Right-click the 2D Window work area to open the menu, and then choose funcOfunc_door from the list.
This is a function door that slides open and closed when a player approaches it.
You have to make sure that you have only one door selected when you apply this entity function. If you select more than one brush, the editor will turn all the selected brushes into a single door entity that acts as one door. This is great if your door is made up of several pieces. However, because you want the two doors to work independently, you need to apply the entity function to each one separately.
4. With the door still selected, open the Entity tab.
You now want to tell the game which way the door should slide when it opens. In the case of Figure 11-19, you want the door to slide up. Up is represented as the 90 button in the Entity tab because it represents a direction of 90 degrees.