User:Lolimsogreat21/Sandbox
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Doors (also known as gates or shutters) are a set of dynamic map brush entities that the player can interact with by opening and closing them.
Funcitionality
All doors have two or more parts to them that allow them to fullfil their purpose, as well as separate them from basic, unmoving map geometry. A visible door model called func_door
and an invisible trigger_multiple
. Spawn doors have an additional invisible wall called func_respawnroomvisualizier
attached to them.
The appearance of a door heavily varies from map to map; ranging from large castle gates to small garage shutters. Much like a wall, a closed door fully blocks all bullets, projectiles, flames, healing beams or any other particles from passing through it, ensuring that two players standing on opposite sides are incapable of damaging or meaningfully interacting with each other. Most models are non-transparent, although some incorporate see-through materials such as wireframe fencing or glass windows, allowing certain degrees of vision.
The main functionality of doors comes from their triggers, an invisible bounding box that encompasses the door's model and checks whether a player's collision box is touching it, at which point the door will open. Most doors remain open as long as at least one player is in contact with its trigger. Once that is no longer fullfilled, the door will automatically close without the need for any additional input. Doors open and close according to their properties, which are manually set by the map maker and determine things such as the door's speed, the sound it emits, how much damage it deals if it closes on a player etc.
Buildings, projectiles or any other entities are not capable of opening doors by being inside their triggers. Buildings are also prevented from being built inside the door's model, even when it is open.
Types
Spawn doors
Spawn doors are a type of door that serves as an entrance and exit to respawn rooms, providing players the ability to safely exit and enter their spawn, all while shielding them from the opposing team. Spawn doors can be found on any maps that have a dedicated respawn chamber, making them the most prevalent type of door in the game.
In order to successfully accomplish their task, trigger entities of spawn doors have an additional property called Filter Name
; which requires the door to first check the allegiance of players who stepped inside them. If the player is of the correct team, as specified by Filter Name
, the door will open and let them in/out. Otherwise, the door remains locked shut.
However, this alone is usually not enough of a deterrent to prevent players from sneaking into the opposite's team spawn, as simply waiting for someone else to open the door for them would completely nullify this measure. For that reason, func_respawnroomvisualizier
is placed over the spawn doors as an additional safety measure. Func_respawnroomvisualizier
is an invisible wall that also checks whether the person attempting to go through it is of the correct team before letting them pass. Func_respawnroomvisualizier
is by-default invisible, however to players of the incorrect team it appears as a no-entry sign when approached.
In addition to not letting through incorrectly aligned mercenaries, func_respawnroomvisualizier
also does not permit partner taunts between two players on its opposite sides. It does however allow through projectiles, bullets and flame particles from the other team.
Maps
Payload
Swiftwater
- Setup
- Point A's caputre
- Point B's capture
- Point C's capture
- Point D's capture
Badwater
Setup | Checkpoint A | Checkpoint B | Checkpoint C |
---|---|---|---|