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I know how to keep the gameplay good with combat and puzzels

Those headcrabs must've been really annoying, I wouldn't make such a thing.

What I'd make is the following scene:
Player enters the room like any other test chamber. A wall bursts and breaks, with two combine elites with AR2's walking out of it. You need to use portals to move from cover to cover, to a location where you can direct a energy ball to the combines.

I might drop a rollermine out of a dropper, which you'd need for the buttons. But that might get frustrating.

Anyhow, it got potential, but its also easy to make a very messed up map with using npcs.

Be advised that any noticable taste of blood isn't part of any test protocol. But is an unintended side effect of the Hand-Held-High-Energy-Pellet.
jrlauer wrote:
I don't particularly like this style of portal. I prefer to concentrate on the puzzles. If I want to shoot something (which isn't often) I'll play a different game.

:wink:

In half-life 2 they rarely mix it up. Any puzzles in Half-Life will first appear when combat is over and as you solve the puzzle, that usally triggers some combat. Maybe this would be the best idea? The Portal turrets shoots you so that's kinda the same, isn't it?

Bulska wrote:
I know how to keep the gameplay good with combat and puzzels

Those headcrabs must've been really annoying, I wouldn't make such a thing.

What I'd make is the following scene:
Player enters the room like any other test chamber. A wall bursts and breaks, with two combine elites with AR2's walking out of it. You need to use portals to move from cover to cover, to a location where you can direct a energy ball to the combines.

I might drop a rollermine out of a dropper, which you'd need for the buttons. But that might get frustrating.

Anyhow, it got potential, but its also easy to make a very messed up map with using npcs.

Wouldn't players get sad when they try to put a portal under a combine elite and realize he walks over it?

Bulska wrote:
What I'd make is the following scene:
Player enters the room like any other test chamber. A wall bursts and breaks, with two combine elites with AR2's walking out of it. You need to use portals to move from cover to cover, to a location where you can direct a energy ball to the combines.

I've been running through my head how to do this well in a BTS section of my mappack, but so far it's much to large of a headache.

Enrichment Center 4XE3 Progress:
Planned:15(+/-)
Drawn up: 9/15
Maps Done: 2/15
pestchamber wrote:
In half-life 2 they rarely mix it up. Any puzzles in Half-Life will first appear when combat is over and as you solve the puzzle, that usally triggers some combat. Maybe this would be the best idea? The Portal turrets shoots you so that's kinda the same, isn't it?

This is a pretty good idea. Puzzle solving while under fire doesn't sound like much fun... to me any way.

:wink:

:wink:

Stop stealing my ideas!! D:

I wasn't planning combat for my map... but... erm... Secret..?

pestchamber wrote:
Wouldn't players get sad when they try to put a portal under a combine elite and realize he walks over it?

I know that would be a problem, so what the mapper needs to do is avoid all contact with combines and portals.

NPC's shouldn't be given the chance to get near a portal, so keep them on metal surfaces etc. Rollermines and manhacks can enter portals without problem

Be advised that any noticable taste of blood isn't part of any test protocol. But is an unintended side effect of the Hand-Held-High-Energy-Pellet.
Bulska wrote:
I know that would be a problem, so what the mapper needs to do is avoid all contact with combines and portals.

NPC's shouldn't be given the chance to get near a portal, so keep them on metal surfaces etc. Rollermines and manhacks can enter portals without problem

Rollermines do too? Eeeexcellent....

Enrichment Center 4XE3 Progress:
Planned:15(+/-)
Drawn up: 9/15
Maps Done: 2/15
Bulska wrote:
I know that would be a problem, so what the mapper needs to do is avoid all contact with combines and portals.

NPC's shouldn't be given the chance to get near a portal, so keep them on metal surfaces etc. Rollermines and manhacks can enter portals without problem

Just make an NPC clip wall between the concrete and metal floor so that it looks like for the player that the combines just dont want to go on concrete floor :D

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