Shoot-to-open doors

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Shoot-to-open doors

A door you shoot to open, like the ones in Metroid games and the like.

If placed as is you don't have to change anything (except maybe the textures, but that's up to your own discretion); though if you're going to rotate, you're going to have to change the directions the doors will open, or else they'll fly away like mad.

If you're going to place more than one, you might want to rename the doors and change the output of the buttons, unless you want one shot door to open all of them (again, up to your own discretion).

By default the doors close in 4 seconds, this can be changed in the properties of the doors and the outputs of the buttons if you think it's too short.

Included in the file is:
  • An Iris door (screen A (which functions differently from those found elsewhere on this site I believe)).
  • A set of simple, rectangular doors (screen B, now with more frame).
  • Two fancy 6 sided ones composed of two 5-sided doors (screen C, with even more frame than that sucker above).
  • A two stage door (screen D).

All those for both CS:S and HL2:DM (and some others I suppose).

If you wish, you could try adding a damage filter to the buttons so only explosions can open them, sounds to the doors for a more sci-fi effect, a block light brush for inside-to-outside transition, or link a func_areaportal to it.

The note has been modified.

Comments

  • Taravir avatar
    Taravir Offline
    Member Joined 3 years ago
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    2 years ago:
    **Notes:**

    - This will be rather nice, hoping to build a custom map either in portal or TF2 for garrysmod
    Bananite
  • ASTFA avatar
    ASTFA Offline
    Member Joined 5 years ago
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    5 years ago:
    > **Posted by Devieus**

    > > **Posted by ASTFA**
    >
    > > > **Posted by Devieus**
    > >
    > > > > **Posted by ASTFA**
    > > >
    > > > Yes, they should, it's just complicated brushwork; yes, that was the intention basically, and no, unless you can give me some pointers.
    > >
    > > The suggestions I would have made are already given by those who've left a comment below.
    > >
    > > EDIT: I also spent a night modifying and fixing the door on the first screen shot (shoot-to-open-door-5)
    >
    > You didn't happen to have rotated it or made another one, have you?

    No rotations, I just made it look like the way it did in the screenshot when idle (with a hole in the middle). I also checked a flag in the func_button entities so that bullet holes cannot appear on either side of the door, at all.
    Ima noob n I help other noobs
  • Devieus avatar
    Devieus avatar ONLINE
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    Report post
    5 years ago:
    > **Posted by ASTFA**

    > > **Posted by Devieus**
    >
    > > > **Posted by ASTFA**
    > >
    > > Yes, they should, it's just complicated brushwork; yes, that was the intention basically, and no, unless you can give me some pointers.
    >
    > The suggestions I would have made are already given by those who've left a comment below.
    >
    > EDIT: I also spent a night modifying and fixing the door on the first screen shot (shoot-to-open-door-5)

    You didn't happen to have rotated it or made another one, have you?
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    Mantra
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  • ASTFA avatar
    ASTFA Offline
    Member Joined 5 years ago
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    5 years ago:
    > **Posted by Devieus**

    > > **Posted by ASTFA**
    >
    > Yes, they should, it's just complicated brushwork; yes, that was the intention basically, and no, unless you can give me some pointers.

    The suggestions I would have made are already given by those who've left a comment below.

    EDIT: I also spent a night modifying and fixing the door on the first screen shot (shoot-to-open-door-5)
    Ima noob n I help other noobs
  • Devieus avatar
    Devieus avatar ONLINE
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    Report post
    5 years ago:
    > **Posted by ASTFA**

    Yes, they should, it's just complicated brushwork; yes, that was the intention basically, and no, unless you can give me some pointers.
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    Mantra
    Sentinel of the TV remote
  • ASTFA avatar
    ASTFA Offline
    Member Joined 5 years ago
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    5 years ago:
    I am planning a new Alien / Space / Future-tech map in CS:S and got a couple of questions for you.

    1.Do they still work in the latest Source updates?

    2.Can you / I modify the textures used? If I do decide to use these (the ones on screens A & C, maybe D) they'll need to look slightly darker.

    Thanks.

    EDIT: Having read the comments below,

    3.Do you have plans to improve these prefabs?
    Ima noob n I help other noobs
  • Link102 avatar
    Link102 Offline
    Member Joined 8 years ago
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    6 years ago:
    no one shoot a door to open it ...

    You haven't played Metroid.
    It's a design style the mapper can choose.
    RUN bitch RUN!
  • sanY avatar
    sanY Offline
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    Report post
    6 years ago:
    no one shoot a door to open it ...
    Germanya avatar
    Mantra
    Germanya
  • Archanor avatar
    Archanor avatar Offline
    Member Joined 9 years ago
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    6 years ago:
    The design of the door could be better, don't be afraid to add more details to it.
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    Mantra
    Problem, officer?
  • Devieus avatar
    Devieus avatar ONLINE
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    Report post
    6 years ago:
    Yes, the basic idea was to have multiple doors; as I stated before, it was based on doors found in Metroid, which are usually pretty elaborate.
    Though if it pleases the crowd, I'll add some more doors and add frames to the current ones while I'm at it.
    Sentinel of the TV remote avatar
    Mantra
    Sentinel of the TV remote

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Devieus
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Posts
12
Views
6,292
Downloads
804
Date Added
6 years ago
Sep 1 2010 @ 11:20pm UTC
Date Modified
2 years ago
Jun 15 2014 @ 8:37am UTC

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DevNotes

Doors in Metroid need to be shot to open, so will these.
Made in hammer.

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Credit where it's due.

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