Garry's Mod
vp_whitecomplex
Warrior 7 22 SEP 2024 a las 18:57
A mapping trick from an old Source veteran
I love maps that create a persistent story and world like this, and love the usage of vanilla mapping techniques like level transitions. I already left my review on the map collection itself.

But, on the off chance the creator ever sees this, if I could humbly bring one vanilla mapping trick to their attention that they may or may not know about for maintaining persistent events across map changes, it would be this: Global States.

https://developer.valvesoftware.com/wiki/Env_global

Controlled through the env_global entity, there are a few predefined ones that have specific behavior, but you can create custom ones as well. Their state can be used by entity I/O, or by logic_auto entites on map load. They can store on/off states, or a counter.

Most importantly, they persist between maps and are saved into vanilla savegames, and because they can be read on map load by logic_auto, actions in one map can be used to trigger events in another when the player(s) move back to that map. Notably, this also works in multiplayer even across administrator map changes (e.g. changelevel command), which don't normally save any entity state.

If they knew about this already, that's perfectly fine; maybe it doesn't fit into their vision, maybe they will never even see this. But, on the off chance they didn't know about it, hopefully I've helped in some small way.