Creating a portal elevator
It is a common misconception that making a elevator in portal is very hard. It is, however a very simple process. If it is created properly, it can be turned into a prefab and be easily duplicated.
A landing is really easy to make. It consists of 7 walls and a floor and ceiling with a similar hole. It can be easily recreated from the image on the right. Please note, that the image to the right, the grid is 16 units/square. When you have finished your first landing, texture it and group it, so it can be easily duplicated for the bottom landing.
The shaft is also very easy. It consists of 3 parts. A top cap, a middle piece, and a bottom cap. Walls are 192*16, and textured with plasticwall002a. The caps are 64 units tall, and the center piece is 384 units.
The Shaft Details
- 1. Create 4 16*16 sized brushes and place them in each corner. They should be turned into a func_detail.
- 2. Next, create a block that is 8*8*160.
- A. Texture it with plasticwall002a as well.
- B. Then slice it into 3 pieces vertically, that are 2, 4, and 2 respectively.
- C. Take the center piece and resize it to be 2 units wide, instead of 8. Texture it with white008.
- D. Duplicate this piece to from a square.
- E. Make it a func_detail and place one every 64 units in the center shaft.
The Landing Details
Place the elevator landing prop in the center of the landing. You may choose to add the 16 light beams, however for such a time consuming process, it is easier to copy it from the example map. Note: All original portal maps have a misplaced light beam. If copying it, you may wish to move it into place. Place the platform rings in place. The top of these rings align to the top of the platform room. Copy the landing details to the second landing.
Place a prop_dynamic with these settings in the lower landing.
The func_ tracktrain
Hide world details and make a func_tracktrain out of invisible brushes as shown.
|First Stop Target||elevator1_path1|
|Height Above Track||0|
Check every flag except Fixed Orient, and Use Max Speed. Set these settings:
Fixing door collisions
Create a brush textured with tools\toolsinvisible and place it as shown. Tie this brush to a func_brush. This will stop a player from getting stuck in the door when collisions are enabled.
Place two paths in the center of the room. Call the first one "elevator1_path1," and the second one "elevator1_path2." Do not set the second path to point to anything. Enable props and test the map using ent_fire. Determine if the paths need to be repositioned. In my case I needed to move it back 8 units and down 16.
Place an info_particle_system with the following values:
|Particle System Name||elevator_beam|
Place an env_citidel_energy_core with these settings:
Place two lights with the following settings:
|Brightness||183 204 218 60|
|Brightness HDR||183 204 218 40|
Also, set initially dark.
Place three sounds, with their source set to the elevator model. They should be:
Name them something unique.
Add an env_shake with these settings:
Create a trigger brush inside the elevator with these outputs:
Set the second path track to have these outputs:
To make this an elevator at the beginning, simply change the train's first stop target to elevator1_path2.
Note: You should save the elevator in its own file and copy and paste it to preserve the grouping, so you can easily turn it into a multi stop elevator.
To make a multiple stop elevator, simply add another path track, and set the middle path tracks to fire a stop event to the train. A trigger can be placed at every floor and disabled until required.
Remember to disable collision when placing your trigger in your level. Otherwise, you will not be able to enter the elevator.</div>