Pick up the crowbar of research scientist Gordon Freeman, who finds himself on an alien-infested Earth being picked to the bone, its resources depleted, its populace dwindling. Freeman is thrust into the unenviable role of rescuing the world from the wrong he unleashed back at Black Mesa. And a lot of people, people he cares about, are counting on him.

Post tutorial Report content RSS feed How to make moving stairs

Four easy steps to create moving stairs like in Portal.

Posted by Radu_IceMan on Feb 27th, 2010
Basic Mapping/Technical.

Have you ever wanted to make stairs like in Portal for your level, but you never found out how? Well, in this little tutorial I'm gonna show you how to make some simple moving stairs (portal-like).

First step:
Make a couple of brushes that will form the stairs (size doesen't matter, but make sure to align the brushes on their corners). I made mine 192.0 x 32.0 x 8 (also, I made 8 steps for the stairs)

Step two:
Create a hole, in which the stairs will be hidden, and make sure they fit in there. TIP* When you usually go up the stair, you bump a bit (down-up).If you want to get rid of that, create a ramp on each step. Then make sure they connect to each other, so when the stairs are open they form a ramp. Make sure you use the "Player_clip" texture. Then tie each step including the ramp to "func_movelinear"(select the two brushes and click tie to entity, select fun_movelinear and then hit ok.

Step three:
Now, select each "func_movelinear" and open the properties. Change the names to:

  • stair1_1
  • stair1_2
  • stair1_3
  • stair1_4
  • stair1_5
  • stair1_6
  • stair1_7
  • stair1_8

Then, the move distance. The first step should have 15, second one 30, third one 45, fourth 60, fifth 75, sixth 90, seventh 105 and eighth 120. Finally, set the move direction to "up" (-90 0 0)

Step four:
Create a brush using the "trigger" texture and then tie it to "trigger_multiple". Open it's properties and name it "trigger_stair_open". Now, if you set the "delay before reset" to -1 it will only trigger once (that's what I did). After that, go at Outputs and add the following:

Make sure you write at delay in seconds, exactly this: The first stair should have 1.40, second one 1.20, third one 1.00, fourth 0.80, fifth 0.60, sixth 0.40, seventh 0.20 and eigth 0.00. By doing that, the stairs will open from the last to the first. If you want to make the open from the first to the last, inverse the numbers for each steps.

Step five:
Compile the map and ejoy your moving stairs.

NOTE* If you didn't understand my text tutorial then download the vmf and bmp files.


Post comment Comments
anthonyinbmore Nov 2 2010 buried:


**** U ******* *** thanxs this realy helpfull

-5 votes     reply to comment
Zulu159 Dec 25 2013 says:

Make tutorial for that if you may.

+1 vote     reply to comment
Post a comment

You are not logged in, your comment will be anonymous unless you join the community. Or sign in with your social account:

Half-Life 2
Windows, X360, XBOX, PS3
Developer & Publisher
Send Message
Release date
Released 2004
Game watch
Start tracking
Related Games
Half-Life 2
Half-Life 2 First Person Shooter
Related Engines
Source Commercial Released 2004
Related Groups
Valve Developer & Publisher with 6 members