Ninja skills and what you ninja in a map

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protoborg
288 Posts
Posted Jan 05, 2012
So here's the scenario/question. What would cause you to use ninja skills/advanced ninja skills? Would those skills still be used if you discovered that the thing or puzzle or whatever that inspired you to use them in the first place were to, say, suddenly disappear?

What I am getting at is what elements or puzzles within a map do you commonly use ninja skills on?

The reason I ask this I have a map in mind that involves P2 ninjas and wanted to make sure that people would in fact be ninjas in it.

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beecake
484 Posts
Posted Jan 05, 2012
Replied 2 hours later
Do you mean glitches or advanced flings?
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protoborg
288 Posts
Posted Jan 05, 2012
Replied 35 minutes later
I meant what parts of a map; such as ledges, gaps, etc. are likely to make you whip out the ninja "testing" skills?
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Vordwann
767 Posts
Posted Jan 05, 2012
Replied 1 hour later
cube tossinnggggggggg!
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beecake
484 Posts
Posted Jan 05, 2012
Replied 18 minutes later
I think advanced flings is just as good as the KNOWN glitches. But tell people before they start the map, that they have to use glitches some time.
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protoborg
288 Posts
Posted Jan 05, 2012
Replied 46 minutes later
Actually, the idea is to make ninjas UNABLE to use their ninja skills. The point of the map is to remove those opportunities just before the player can use it. It's sort of a revenge thing. hehe :smile: I imagine their are many mappers who get annoyed by all the ninjas out there. I personally don't care if you want to ninja it up in my maps, but I figured I would be the "you can't do that in my maps" guy. (That was a reference to "Can't Do That on Television".) My signature if you will.
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spongylover123
944 Posts
Posted Jan 05, 2012
Replied 5 hours later
There will always be a way to glitch a map, Valve or custom.
The only way to do is to patch the glitch yourself and distribute the patch.
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MasterLagger
1,695 Posts
Posted Jan 05, 2012
Replied 15 minutes later
I know a trick in which players stand on the rim of the observation room window, but that can easily be fixed if the author chooses to place a clip in front of the window.
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Spam Nugget
492 Posts
Posted Jan 06, 2012
Replied 3 hours later

protoborg wrote:
Actually, the idea is to make ninjas UNABLE to use their ninja skills. The point of the map is to remove those opportunities just before the player can use it. It's sort of a revenge thing. hehe :smile: I imagine their are many mappers who get annoyed by all the ninjas out there. I personally don't care if you want to ninja it up in my maps, but I figured I would be the "you can't do that in my maps" guy. (That was a reference to "Can't Do That on Television".) My signature if you will.

Haha I like youre thinking! I had a map I made where if you used a cube throw instead of the intended soloution the cube gets fizled and GLaDOS calls you a cheat.

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Vordwann
767 Posts
Posted Jan 06, 2012
Replied 4 hours later
But.... it's not cheating... and you can never remove all of these things in EVERY situation in your map without removing some normal things in the map in normal situations. Plus, even filters+triggers can't choose between someone legitimately flinging up to a platform with a cube vs. cube tossing it up.
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protoborg
288 Posts
Posted Jan 06, 2012
Replied 3 hours later
You don't understand. I'm talking about moving the geometry of the level.

Let's look at an example.

Let's say there is pit and to one side of the pit is an observation window.  In the middle of the pit is a faith plate.  The intended solution is to drop a cube one the faith plate.  The cube bounce up to a button on the ceiling.  The button activates a bridge over to the exit.

The ninja might try to use the ledge of the window to skip using the faith plate.  Or perhaps the ninja will try using the faith plate them-self.  Either technique will result in failure as both the window ledge and the faith plate are booby trapped.  GLaDOS might even have something to say about using these ninja skills against her.

The window ledge has a trigger near it that causes the entire wall to lift out of the way.  This means that, if the player attempts to use the ledge as a jumping point, the poor ninja will end up landing somewhere they may not like being.  GLaDOS [i]is[/i] a bitch, after all...and just a [i]little[/i] bit crazy.

The faith plate is keyed to only allow objects to fling from it.  The ninja who attempts to use it will end up in the pit as the faith plate will detect the presence of the ninja and drop down into the pit.  We all know what that means.

This is the kind of thing my map would employ. I know it sounds difficult to implement, but I like a challenge. I'm sure some enterprising ninja will find some way around these "features", but it is still fun to try to outwit the cleverest of opponents. After all, if it weren't for Moriarty, Sherlock Holmes would have shot himself in boredom.

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spongylover123
944 Posts
Posted Jan 06, 2012
Replied 11 minutes later

protoborg wrote:
You don't understand. I'm talking about moving the geometry of the level.

Let's look at an example.
```
Let's say there is pit and to one side of the pit is an observation window.  In the middle of the pit is a faith plate.  The intended solution is to drop a cube one the faith plate.  The cube bounce up to a button on the ceiling.  The button activates a bridge over to the exit.

The ninja might try to use the ledge of the window to skip using the faith plate.  Or perhaps the ninja will try using the faith plate them-self.  Either technique will result in failure as both the window ledge and the faith plate are booby trapped.  GLaDOS might even have something to say about using these ninja skills against her.

The window ledge has a trigger near it that causes the entire wall to lift out of the way.  This means that, if the player attempts to use the ledge as a jumping point, the poor ninja will end up landing somewhere they may not like being.  GLaDOS [i]is[/i] a bitch, after all...and just a [i]little[/i] bit crazy.

The faith plate is keyed to only allow objects to fling from it.  The ninja who attempts to use it will end up in the pit as the faith plate will detect the presence of the ninja and drop down into the pit.  We all know what that means.
```
This is the kind of thing my map would employ. I know it sounds difficult to implement, but I like a challenge. I'm sure some enterprising ninja will find some way around these "features", but it is still fun to try to outwit the cleverest of opponents. After all, if it weren't for Moriarty, Sherlock Holmes would have shot himself in boredom.

You can't stop speed runners, Valve couldn't.
I recommend using a player clip texture to fill the gap inside of the glass.
Or if you want you can put a turret in a chair in the observation room. If you walk on the frame the turret will shoot

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protoborg
288 Posts
Posted Jan 06, 2012
Replied 1 hour later

spongylover123 wrote:
You can't stop speed runners, Valve couldn't.
I recommend using a player clip texture to fill the gap inside of the glass.
Or if you want you can put a turret in a chair in the observation room. If you walk on the frame the turret will shoot

Sounds to me like a challenge.

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Spam Nugget
492 Posts
Posted Jan 07, 2012
Replied 12 hours later
Another good thing to ninja is turrets, like going through the portal 2 turret maps without firing a portal.
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spongylover123
944 Posts
Posted Jan 07, 2012
Replied 14 minutes later

Spam Nugget wrote:
Another good thing to ninja is turrets, like going through the portal 2 turret maps without firing a portal.

Disable pickup and motion. Win!

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Lpfreaky90
2,842 Posts
Posted Jan 07, 2012
Replied 3 hours later

spongylover123 wrote:
Spam Nugget wrote:

Another good thing to ninja is turrets, like going through the portal 2 turret maps without firing a portal.

Disable pickup and motion. Win!

Ew :sad: then the turrets won't say "please put me down!" anymore!
(and if I get there in a legimate non-ninja way I cannot pick them up either =(.

I personally prefer to make my maps as ninja-proof as possible, without hurting legit gameplay.
So damage pushes player :thumbup: .
Super damage :thumbdown:
Don't be able to pickup :thumbdown:

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spongylover123
944 Posts
Posted Jan 07, 2012
Replied 10 minutes later
I also recommend allow shooting through portals
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Lpfreaky90
2,842 Posts
Posted Jan 07, 2012
Replied 2 minutes later

spongylover123 wrote:
I also recommend allow shooting through portals

depends on the map, but usually I agree! Why wouldn't they shoot through portals?! that doesn't even make sense!

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protoborg
288 Posts
Posted Jan 08, 2012
Replied 20 hours later
Those are all great ideas. I will take them into consideration. They are nice general advice, but I was looking for puzzle elements that might inspire ninjas to do their thing.
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Spam Nugget
492 Posts
Posted Jan 08, 2012
Replied 2 hours later
its not gereraly specific elements, but their arrangrment that allows ninjas.