Originally Posted by Redunzgofasta
I have been using the DOS1 editor rather intensive lately so I am fully aware of how you can enter a building, or take the stairs in the campaigns guys, it triggers a teleport script with a trigger as it's destination, but without a functional atmosphere trigger it will look pretty bad.

The same goes for manualy teleporting (auto teleport won't work remember) a player to the basement, attick or whatever, without a functional atmosphere trigger it will look bad.
And that is asuming it even will work and teleport range for both target and destination insn't limited to what the GM cn actually see on the map. Being able to select a player by it's portrait and teleport him anywhere no matter the range would be needed for that.

And yes, I know the GM can adjust the atmosphere, but that would be level wide and turn the exterior into interior lighting as well and that would be bad for the players not going into that shop or what ever, or force them to stay together.
And in that case it most likely is easier to just load a new level.

So unfortunatly any interior will have to be a new level.


That's how it would have been in the old version of the editor that shipped with DoS 1, yes. However, if you play that three player castle-courtyard arena map in DoS 2 EA, you'll notice it looks like they have a new system. The lighting inside the houses is different at all times than it is outside. Idk how they did this. Maybe you can draw an area in the map editor that you want to designate to be indoor and change the lighting there without relying on triggers this time around?


GMAddon1: Adds almost every single monster and NPC from the main campaign into GM mode, plus a few large custom maps to use in GM mode.