Shoot-to-open doors

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.

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Comments

  • ASTFA's Levels
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    Posted 2 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's Levels
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    Posted 2 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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  • ASTFA's Levels
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    Posted 2 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's Levels
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    Posted 2 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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    Sentinel of the TV remote
  • ASTFA's Levels
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    Posted 2 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's Levels
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    Posted 4 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's Levels
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    Posted 4 years ago

    no one shoot a door to open it ...

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    Germanya
  • Archanor's Levels
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    Posted 4 years ago

    The design of the door could be better, don't be afraid to add more details to it.

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  • Devieus's Levels
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    Posted 4 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.

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  • Link102's Levels
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    Posted 4 years ago
    Why would you have to change the outputs if you place more of them?
    double entity names, like Devieus says, if you don't change the name one shot will open all the doors.
    You know theres a flag that allows doors to be shot open. No outputs needed.

    nope but it's not the same story for double doors... at least I hope this is the point of this prefab, else it's a fail.

    And to be honest, the doors look bad (no frame, nothing really goodlooking) and for this you need like 30 seconds.
    I agree
    RUN bitch RUN!

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DevNotes

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

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