Combine
Quote from Bulska on June 16, 2009, 12:35 pmI 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.
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.
Quote from pestchamber on June 16, 2009, 4:05 pmjrlauer 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.
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 puzzelsThose 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?
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?
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?
Quote from Stormrain on June 16, 2009, 8:20 pmBulska 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.
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.
Planned:15(+/-)
Drawn up: 9/15
Maps Done: 2/15
Quote from jrlauer on June 16, 2009, 9:09 pmpestchamber 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.
This is a pretty good idea. Puzzle solving while under fire doesn't sound like much fun... to me any way.
Quote from Bulska on June 26, 2009, 7:22 pmpestchamber 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
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
Quote from Stormrain on June 26, 2009, 8:45 pmBulska 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....
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....
Planned:15(+/-)
Drawn up: 9/15
Maps Done: 2/15
Quote from pestchamber on June 27, 2009, 5:18 amBulska 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
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