Ninja skills and what you ninja in a map
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.
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.
The only way to do is to patch the glitch yourself and distribute the patch.
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. heheI 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.
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.
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
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.
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!
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
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
.
Super damage
Don't be able to pickup ![]()
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!