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https://www.youtube.com/watch?v=sAbUIXtCNjY
First off: Don't rely on "VPhysics" collision boxes for "prop_static"s. Use a Playerclip brush to make sure the player doesn't get stuck.
The first time I played this map, I got stuck on a chair, and had to restart the map.
Second: make it clear where the player should go. I solved the test chamber and after the door malfunctioned I wasn't aware I had to go back to the "Behind the Scenes" area. I thought I was supposed to portal through the door and that I'd missed my oppertunity. A full map restart for nothing.
And third: DON'T USE "VPhysics" COLLISION BOXES ON PNEUMATIC DIVERSITY VENTS (PIPES)!! The collision for the vacuum pipes are finicky and its easy for the player to fall off of them to their doom below. Again, use Playerclip brushes (walls) to make it easier for the player to ascend.
I rest my case.
Text Effect: Credits
Color1: 255 255 255
Color2: 0 228 240
Fade in Time: 1
Fade Out Time: 1
Hold Time: 5 and
Scan time: 0.025.
With a "logic_auto"-entity I've triggered the env_fade and all texts at the same time with the "Fade" and "Display" Output.
I hope that helped.
P.S.: When you don't want that the player moves, when the screen is blocked with the fade, just create a "player_speedmod"-entity in your world and trigger it with the logic_auto with this output:
My output named: OnMapSpawned
Target entities named: <Name of player_speedmod here>
Via this input: ModifySpeed
With a parameter override of: 0
After a delay in seconds of: 0.
Have a nice day :)
But good map.
s's Inquisition mappack. Maybe that will give you an idea to "switch modes" or something.
Particle Color (RGB) = 240 243 124,
Particle Per Second = 20,
Maximum Particle Speed = 7,
Minimum Particle Lifetime = 1,
Maximum Particle Lifetime = 4,
Maximum Visible Distance = 1000,
Minimum Particle Size = 2 and
Maximum Particle Size = 8.
I placed this box under each on the lights and edited them with the Clipping Tool.
I hope that helps ;)