Camera Portals This is deffinately one of the most confusing elements available to level designers. I've received multiple requests to explain this effect so here it is. It's actually not that bad. I've incorporated the effect with one of my portal models but you can use whatever you want. Create a brush that will be the teleporting veiw. This brush will display the veiw where the player will launch into. Use the 'common' and then 'no draw' texture for the brush and then select just the surface by hitting (ctrl+shift+mouse1) and use 'sfx' and then 'portal_sfx' to cover the facing brush. Now right click on the 2D window and select 'misc_portal_surface' and place it in the center of the portal brush with no more than 64 units between the entity and the brush. Now directly in front of the new entity right click again on the 2D window and select 'misc_portal_camera' and deselect the entity. Now figure out where you'd like to point the camera view and again right click on the 2D window and select 'target_position'. Think of this entity as being the eye of your camera. Now deselect the 'target_position' box and select the portal surface box first and then select the portal camera box next by using (shift+mouse1) and then hit (ctrl+k). You should see an orange line go between the two entities. Now do the same with the camera entity and the target position. Once again you'll see the connecting line but now it will be green. This is a shortcut that can be used for jump pads, teleporters, and any connecting entity. Above the image on the right shows this effect used with a standard teleporter. You can reveiw the teleport feature by visiting the tutorial here. Below is an image of an example of the key and value structure for this effect. There is also an angle feature that can be used to manipulate the yaw and rotation of the camera veiw but is a real pain to make work properly. A buddy of mine suggested just going with the default and it seems to work just fine. However, if your feeling adventureous then go for it! On the next page you can see an example of the effect.