Notices

TF2 vs linked_portal_door  Thread Tools Reply
Old 03-16-2012, 06:03 PM   #1
henke37
L5: Alleged Expert
 
henke37's Avatar
 
henke37 is offline
Posts: 401
Thanks: 26
Thanked: 71

Default TF2 vs linked_portal_door


I wonder if anyone has any good ideas for what you would do if the tf2 version of the source engine supported the Linked_portal_door entity.

It allows you to basically link any part of the map to another part without the player noticing the teleportation. Let's assume that you can shoot through it. Both projectiles, hitscan and area attacks.

Obviously this does not currently work in the game. I wouldn't expect it to get into the game unless Valve wants to change the system requirements.
 
Reply With Quote
Advertisement
 
Advertisement
Advertisement Sponsored links

Old 03-16-2012, 06:59 PM   #2
Empyre
L3: Junior Member
 
Empyre's Avatar
 
Empyre is offline
Posts: 144
Thanks: 38
Thanked: 33

Default TF2 vs linked_portal_door


If this were added, I could make the hypercube map I long to make. I won't hold my breath.

__________________
For the world is hollow, and I have touched the sky.
 
Reply With Quote
Old 03-16-2012, 08:11 PM   #3
stevethepocket
(heaven forbid) ponies
 
stevethepocket's Avatar
 
stevethepocket is offline
Posts: 1,994
Thanks: 170
Thanked: 753

Default TF2 vs linked_portal_door


They introduced it for Portal 2, so no.

__________________
Current projects: Fort Frolic (BioShock-themed Arena map) | Turbine remake
 
Reply With Quote
Old 03-17-2012, 11:26 AM   #4
YM
LVL100 YM
 
YM's Avatar
 
YM is offline
Posts: 6,116
Thanks: 1,021
Thanked: 3,724

Default TF2 vs linked_portal_door


Quote:
Originally Posted by henke37 View Post
Obviously this does not currently work in the game. I wouldn't expect it to get into the game unless Valve wants to change the system requirements.
Quote:
Originally Posted by stevethepocket View Post
They introduced it for Portal 2, so no.
Don't be a dumdum. This is a hypothetical thread.

It'd suddenly make TC easy. ALL THE SPACE IN THE WORLD.

Seriously though, TC would suddenly become incredibly easy.

On the other hand it'd screw over 3D skyboxes since they use a 1:1 mapping with world coordinates.

__________________
Online Portfolio
My Blog
Twitter
 
Reply With Quote
Old 03-18-2012, 03:17 AM   #5
LeSwordfish
Semi-Trained Quasi-Professional
 
LeSwordfish's Avatar
 
LeSwordfish is offline
Posts: 2,141
Thanks: 902
Thanked: 1,568

Default TF2 vs linked_portal_door


You could nicely use it for interior/exterior area divide though. just throw it up where the skybox isn't visible.

__________________
--- pl_crusoe --- plr_Jackal --- Tumblr --- @LeSwordfish --- Portal Buttons ---
---Adopted map --- #72hrmap --- Writing --- Twitter --- Original Portal mechanic ---
--- Only War: Armoured Fist --- Dark Heresy: Lost and Gone Forever ---

 
Reply With Quote
Old 03-18-2012, 06:47 AM   #6
Kiddnils
L3: Junior Member
 
Kiddnils's Avatar
 
Kiddnils is offline
Posts: 126
Thanks: 98
Thanked: 48

Default TF2 vs linked_portal_door


I don't know if this would make a difference but maybe better optimization?
 
Reply With Quote
Old 03-18-2012, 08:19 AM   #7
LeSwordfish
Semi-Trained Quasi-Professional
 
LeSwordfish's Avatar
 
LeSwordfish is offline
Posts: 2,141
Thanks: 902
Thanked: 1,568

Default TF2 vs linked_portal_door


One on the floor linked to the ceiling. Spam down on opponents on the same level as you, rj up to reach opponents hiding on lower levels.

__________________
--- pl_crusoe --- plr_Jackal --- Tumblr --- @LeSwordfish --- Portal Buttons ---
---Adopted map --- #72hrmap --- Writing --- Twitter --- Original Portal mechanic ---
--- Only War: Armoured Fist --- Dark Heresy: Lost and Gone Forever ---

 
Reply With Quote
Sponsored links
Advertisement
 
Advertisement
Advertisement

Reply

Previous Thread Next Thread
Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off



All times are GMT -5. The time now is 09:41 PM.