what a twat! just stay on the button
Companion Cube Chronicles (spoilers inside)
what a twat! just stay on the button
youme wrote:
you put it on a button and it rolls off when you go to walk through the door it openswhat a twat! just stay on the button
OMG that's an awesome idea. If the nemesis cube could hop to a limited degree and it could hop off of buttons in two or three jumps, that would open up lots of cool puzzle interaction. Like it takes it a little bit of time to get off the button, so it adds a time pressure to puzzles that isn't an explicit countdown-type button. And then say if you found a normal storage cube and put it on top of the nemesis cube, it would prevent it from hopping. Lots of possibilities with mechanics like that...
Grudge wrote:
You guys have so many awesome ideas I could sex you.
umm.... 
youme wrote:
umm....
lol 
So...what made the Cube with the heart 'special?'
atomsk wrote:
You say that you'll try to convert those that do not see that which is special in the Companion Cube. Would you enlighten me? Did the Companion Cube speak? It was rather quiet for me for all of TC17. Also, TC17 is the last place I remember using the Companion Cube. The other levels left you with a generic Cube.
So...what made the Cube with the heart 'special?'
so you didn't see what was special about it?
wait for his mod to be finished and during the course of playing it you will.
atomsk wrote:
http://www.weebls-stuff.com/wab/cube/
I posted that in the IRC.
Seriously, the cube pwns all.
)
I think if Valve had added one more level with the cube in, to build attachment to it, because for me level 17 was a very quick level so i didnt really grow attached to it before I killed it.
atomsk wrote:
http://www.weebls-stuff.com/wab/cube/
I could only stand about a minute of hearing a guy go "meh" before I had to close the window
atomsk wrote:
it's an...inanimate object...so...you destroy those rather than...kill...?
The whole idea is it's a major joke. "Companion" cube was the name it
was given to get beta testers to understand that it's not just a NORMAL
box. They were to utilize it the WHOLE level b/c the beta testers, a lot of
them apparently just left the box at the steps after using it to jump over
before it was called a "Companion" cube.
Since then, b/c of the "imagined" attachment you're supposed to have to
this cube it's sort of grown into an awkward phenomenon. As part of
GLaDOS' speech in the game it was mentioned that the Companion cube
will not "try to stab you" and quotes like
"If the Companion Cube DOES speak to you, we strongly urge you
not to accept it's advice." gave a semi-backstory of what previous
"test participants" may have gone through. Just as a thought, Some
may have lost their minds, actually gotten ATTACHED to the cube and
thought that it did talk; Others may have thought that the cube was
threatening to kill them. This feeling could be attributed to possible
cabin fever (locked in the facility for a long period of time and spending
a long time to find your way out... especially since many of the previous
test subjects apparently didn't survive... being baked and all)
And then, after all this buildup, you're required to "euthanize" your
Companion Cube.
So, this whole story in essence has given the Companion Cube a
personality (if the game didn't do it enough in just one level) as well
as a cult following.... to an inanimate object.
Maybe that is a better explanation?
But just incase you or anyone else guesses it, and then thinks I'm stealing the idea, I think I'll reveal part of how Steve (working title still
) hinders your progress.
Here it is, quite spoilery, even for those who have been looking at all the spoilers so far...
It can create portals too.
I'll say no more for now.
Wroth wrote:
No it's not already working, but it's clearly possible, because portals are automatically created in the first couple of levels of the official game. So I'm looking into it right now.
on the first levels without the ASHPD they use prop_portal. on the levels with the gun in the pedestal the portal gun itself fires the blue portals so you could perhaps hide a portal gun inside the cube, set it so it cant be picked up by the player, isnt solid and is invisible
I'll be using prop_portal then, because I think having the cube fire portals physically from its position (which could be anywhere depending on how the game is played) would unneccesarily complicate things very quickly.