maps with multiple paths?
Quote from Browen on January 30, 2008, 10:15 pmwould it be possible or a good idea to make maps with multiple paths through them, like 2- 4? maybe each path could be focused on a different skill such as one focused on tunneling, another on flings, etc. and you could choose which one to go through and it would add re playability. it also might be interesting if there was a set of maps that was non-linear. Such as at the end of the first map you can choose to go through an aperture door with the promise of cake or go behind a panel which would lead to a different level, and maybe even different endings. I do not make maps because for some reason hammer does not work on my PC but i think it would be very interesting to play through a map or a set of maps with this concept. what do you think? is it possible or even practical?
would it be possible or a good idea to make maps with multiple paths through them, like 2- 4? maybe each path could be focused on a different skill such as one focused on tunneling, another on flings, etc. and you could choose which one to go through and it would add re playability. it also might be interesting if there was a set of maps that was non-linear. Such as at the end of the first map you can choose to go through an aperture door with the promise of cake or go behind a panel which would lead to a different level, and maybe even different endings. I do not make maps because for some reason hammer does not work on my PC but i think it would be very interesting to play through a map or a set of maps with this concept. what do you think? is it possible or even practical?
Quote from msleeper on January 30, 2008, 10:16 pmAssuming the mapper had the patience to actually impliment this concept, I think it would be really awesome to do and add replayability to a map.
Assuming the mapper had the patience to actually impliment this concept, I think it would be really awesome to do and add replayability to a map.
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Quote from iamafractal on January 30, 2008, 10:51 pmyes it's a great idea if you do it right. a great map, one of my favorites, that has 4 distinct paths (at least) is hetzchase_nailway. you can find it over at this link
yes it's a great idea if you do it right. a great map, one of my favorites, that has 4 distinct paths (at least) is hetzchase_nailway. you can find it over at this link
The cake is a PI
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Add me on STEAM: iamafractal
I'm up for coop games & beta testing your maps...
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Quote from youme on January 31, 2008, 4:40 pmI'm currently deciding how big to make the branch, If I make it too large it will overwhelm me and take foever and if I make it too small it won't work because it will just suck.
I'm currently deciding how big to make the branch, If I make it too large it will overwhelm me and take foever and if I make it too small it won't work because it will just suck.
Quote from iamafractal on January 31, 2008, 4:52 pmhm at your rate i might have a map before you! and that's saying a lot!
hm at your rate i might have a map before you! and that's saying a lot!
The cake is a PI
--
Add me on STEAM: iamafractal
I'm up for coop games & beta testing your maps...
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Quote from Corion on January 31, 2008, 5:38 pmMultiple paths interest me. I think if Portal ever has a chance of getting some multiplayer maps/mods done they'll have to make use of a lot of multiple paths.
I think some cool ways to implement them would be:
1) Hide the choice for multiple paths well - make the user accomplish some amazing feat to locate and use the hidden path, and make its overall difficulty slightly less than the other path.
2) Make the choice obvious, but prevent the player from taking it back once he/she makes the choice.
3) Make both paths quite difficult, but allow some amount of progress on one side to make the other path easier as well - if the user dead-ends in one path he/she can always go the other way and try it.
4) Make the user choose one of the paths but then require them to complete the other paths as well to finish the level - at the start of two different paths they choose you could give them a single-portal gun (orange in one and blue in the other) and in a third path you could give them a companion cube - to get down the fourth and final path they would need all three items.
5) This is almost the opposite of suggestion 3. Take suggestion 4 and take it to the next level. Make it so as the user progresses down one of the three paths, obstacles are created that offset the benefit the player gets from having completed one of the other paths. I.E. While path 2 may be easier once you have the blue portal gun from path 1 as well, one of the walls you could have used to portal to/from may have disappeared, or a stepping stone you may have needed disappeared once you picked up the companion cube from path 3.
6) Similar to Zelda games, require a player to have an item from another path to access or complete one.
One thing that I MUST request of all authors seeking to make multiple-path maps : let the player see parts of the other path they could have taken. The more times you can make your level cross by/over/under/next to other paths in the map, the more you can reuse the details and hard work you put into it and give your map a more connected, epic feel.
Multiple paths interest me. I think if Portal ever has a chance of getting some multiplayer maps/mods done they'll have to make use of a lot of multiple paths.
I think some cool ways to implement them would be:
1) Hide the choice for multiple paths well - make the user accomplish some amazing feat to locate and use the hidden path, and make its overall difficulty slightly less than the other path.
2) Make the choice obvious, but prevent the player from taking it back once he/she makes the choice.
3) Make both paths quite difficult, but allow some amount of progress on one side to make the other path easier as well - if the user dead-ends in one path he/she can always go the other way and try it.
4) Make the user choose one of the paths but then require them to complete the other paths as well to finish the level - at the start of two different paths they choose you could give them a single-portal gun (orange in one and blue in the other) and in a third path you could give them a companion cube - to get down the fourth and final path they would need all three items.
5) This is almost the opposite of suggestion 3. Take suggestion 4 and take it to the next level. Make it so as the user progresses down one of the three paths, obstacles are created that offset the benefit the player gets from having completed one of the other paths. I.E. While path 2 may be easier once you have the blue portal gun from path 1 as well, one of the walls you could have used to portal to/from may have disappeared, or a stepping stone you may have needed disappeared once you picked up the companion cube from path 3.
6) Similar to Zelda games, require a player to have an item from another path to access or complete one.
One thing that I MUST request of all authors seeking to make multiple-path maps : let the player see parts of the other path they could have taken. The more times you can make your level cross by/over/under/next to other paths in the map, the more you can reuse the details and hard work you put into it and give your map a more connected, epic feel.
Quote from youme on January 31, 2008, 5:50 pmlast paragraph... yes. Even in the actual game you go into several observation rooms when BTS and can see puzzels you have already done, one time you fall out of a cube delivery tube into a test you already have done. it all adds to the gameplay
last paragraph... yes. Even in the actual game you go into several observation rooms when BTS and can see puzzels you have already done, one time you fall out of a cube delivery tube into a test you already have done. it all adds to the gameplay
Quote from iamafractal on January 31, 2008, 6:59 pmthat's precisely what will happen in my map... 9 ways to sunday...
that's precisely what will happen in my map... 9 ways to sunday...
The cake is a PI
--
Add me on STEAM: iamafractal
I'm up for coop games & beta testing your maps...
--