FUN WITH SHRINES



Many maps use brush architecture to represent shrines (often blade shrines), with a shrine trigger nearbye. With no obj_shrine, however, there are no sparkles to let a player know when the shrine trigger becomes active again. Bots also have trouble finding shrines that don't use the usual shrine model.

One way around this is to shrink the obj_shrine down to 0.1 and hide it inside a brush model (func_wall, func_rotate, func_train, etc). The shrine sparkles will then show up in the game, even though the tiny shrine model is hidden within a piece of architecture. You have to use brush models (or OBJ_ models like statues) instead of standard brushes, otherwise the sparkles won't show up.

If you want the sparkles above or below a point, then use the angles field appropriately to make the tiny model face upwards or downwards.

For examples, see the "Celestial Chaos" and "Death Toll" maps, available from the maps page.


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