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Article describes new features of 'trigger_teleport' entity that can be used for enlarging ingame map dimensions

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We’ve added “Don’t reset view angle/speed” flag to the “trigger_teleport” entity. This feature can be used for enlarging the ingame space. We’ve used it when built very long vent pipe and metro tunnel. While passing it looks like... nothing. You see almost no perceptible changes. But in map file it is three or four pipes placed close to each other. Like this:

Sample 1

Sample 2

Triggers on ends of segments placed in a specific way. The end of first segment looks like this:

Sample 3

There are 52 map points between center of “info_teleport_destination” and the nearest point of “trigger_teleport”.

The start of the second segment looks like this:

Sample 4

As you know, the “trigger_teleport” entity teleports player exactly to a center of “info_teleport_destination” entity (not as it is in case of “trigger_changelevel” and “info_landmark”). And it is necessary that point of the “info_teleport_destination” and point of player’s approximate location without using this scheme will be coincide. The simplest way to do this is to keep player from “going aside”. Thats why map geometry near from teleport should be (it is recommended) “narrow”.

You can simplify your work if your plot allows you to close the back way. Just keep the distance between entities. Place both of them (with correct distance) in both of copies of the “transit rooms” and remove unnecessary ones.

Anyway, now we can make something like this:

Except for the “narrow” level desing, it can be useful

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