Hi, Sorry but I need to know which you are attempting? The brush based trigger_changlevel or the point_server command.
For the brush based (trigger_changelevel),
You need to create your brush (this brush needs to be textured with the tools/trigger texture).
and then press ctl+t to get the 'tie to entity' Your brush will now be an entity, either double click on it or right click on it and select properties.
In the properties box you'll have a dropdown menu in the top left, browse this menu until you get to trigger_changelevel.
As for the rest the Valve wikki should explain everything:
Place an info_landmark in both maps to mark the same location in both maps.
To fire events in the next level, use the OnChangeLevel output to turn on an env_global in the current level. Create a logic_auto in the next level that checks for the state set by the env_global.
To control which entities go through the level transition, create one or more trigger_transitions and give them the same name as the landmark. Any entities within the trigger_transition(s) will go to the next map.
Level transitions must be two-way. That is to say, there must be a trigger_changelevel in the next level that points to the current level, as well as the trigger_changelevel taking the player to the next level. If a one-way level transition is desired, simply make this second trigger_changelevel inaccessible to the player (and/or check the "Disable Touch" flag).
The info_landmark must be in the player's PVS when the level change is triggered. If it is not, the level change will fail. Both info_landmark entities must have the same name.
Although the info_landmark should be in a corresponding position in both levels, the two trigger_changelevel brushes must NOT be in the same place in each level. If they are, you will be thrown into an infinite loop, endlessly ping-ponging back and forth between the two levels.
Availability
This brush-based entity is available in: all Source games.
In code it is represented by class CChangeLevel, defined in triggers.cpp.
Keyvalues
targetname
<target_source> Name.
map
<string> New Map Name.
landmark
<target_destination> Landmark Name.
Flags
2 : Disable Touch
4 : To Previous Chapter
Inputs
ChangeLevel
Cause the level change. Use this when triggering the level change with a button, etc.
Outputs
OnChangeLevel
Fired when the level changes.
Retrieved from
http://developer.valvesoftware.com/wiki ... hangelevel
And as for the point_server command option just add a pointserver_command and name it: mapchange and have a Trigger once brush based entity send an output like this.
"OnTrigger" "mapchange,Command,changelevel oc_nameofyourmap,10,1"
(the 10 value is the time delay, the 1 value is just to fire the output once).
If this is too much you need to learn how to create triggers, and tie brushes to entities and learn a bit about the Output/Input system (I/O).
Sorry I can't give anymore as I'm miles (9000 quite possibly more) away from my computer and hammer.
G'luck