| Note: This tutorial
assumes you already have the basics of a level, ie. a hollowed box and
a player start inside it. =]
For this tutorial we'll be
creating two levels that exit to eachother.
Step 1:
| Make a door that will be
used for the exit. I'm once again using the standard trapezoid door from
the door tutorials.
note
you don't have to use a
door for an exit. you can use a button, an elevator, whatever. in the past,
a door was what was most commonly used which is why i chose to use it for
my example. |
Step 2:
| Create a Trigger\Change
Level entity. This is the entity that controls what map the player
will goto next. In it's properties enter a name such as "exit2" in the
map field and give the entity a targetname. |
Step 3:
| Now, place
a large brush on the other side of the door. You want it to be large enough
to cover the size of the door so that when the player walks through there's
no way they can miss hitting it. Texture this brush with the "trigger"
texture and apply the Trigger\Multiple entity to it. In it's properties
input the name for the change level entity in the target field.
This brush acts as the activation field for the change level entity. When
the player passes into the brush the change level entity is called and
takes you to the specified next level. |
|
Step 4:
| Now you have half of the
tutorial done. Save this level you just made as "exit1". Now goto the change
level entity and in the map field change the value from "exit2"
to "exit1". Now save this map as "exit2". What you just did was create
two levels that exit to eachother. You might want to texture one differently
from the other so you can easily tell the two apart in-game. |
Notes:
| If your destination map
has multiple spawn points, and you'd like to specify which spawn point
they goto here's what you need to do. Right now in the map field
of the change level entity, you're using the format of just entering a
map name. Change that format to "map name$player start name". And then
in the destination map give the desired player start a targetname
of whatever you entered as the "player start name". Confusing? =] Here's
an example: Say I want to exit from my current map "curmap" to a specified
player start named "playstar" in a map called "nexmap". In the change level
entity in "curmap" I would enter "nexmap$playstar" in the map field.
This is a usefull thing to use if you're creating a hub of levels in which
the player will be traveling back and forth between levels multiple times.
As I said before, you can
have a button end a level instead of having the player walk through the
door. Instead of creating a door with an activation field behind it, simply
have the button target the change level entity. If you want the player
to get into an elevator to travel to the next level, simply put the activation
field above or below the elevator a ways depending on which way the elevator
travels. The player will travel into the activation field as the elevator
moves. |
That's it! Go exit some levels! |