map inspired by a mod (Half-Life 2 or Portal 2)
I do like the idea of a collapsing floor though. Could be interesting way to trap the player in preparation for the actual death.
And if you're making this in Hammer, you could have a trapdoor (maybe one of the flip panels from the editor) with a trigger that activates when you walk over the trap door and opens it, dropping the player into a slime pit
HMW wrote:
If you're looking for more creative and sadistic ways to kill players, search for "Halfquake" on moddb.com.
http://www.youtube.com/watch?feature=en ... qc_pUNR=1
The last minute or so of this video is hilarious. I thought I might do the same in some area of my map simply because it looks rather evil in its simplicity. It is so damn "evil" it is hilarious to watch.
&&&
Mr Waterhandle wrote:
Ugh, the point of the Stanley Parable was not to have 'a few creative deaths' for every route. The Stanley Parable actually had something to say.
Jesus Christ, this. Way to completely miss what the game was trying to tell you. Did you actually hear what the narrator had to say? I'm sure you were listening but I mean, did you hear what he was saying, the same way Woody Harrelson wasn't hearing Wesley Snipes in White Men Can't Jump.
Also: HMW, did I introduce you to halfquake, or did you happen to find it on your own? 99.9% of people I know who know it, know if it because I showed them to it. That series has greatly inspired me and the games I make (very evident in my short game The Sheep & The Peach). amen is another example of a game that's trying to tell you something, though it's not nearly as core as Stanley Parable is.
The second one (Amen) is their best one IMO. As I interpret it, it puts the spotlight on how much mindless busywork and time wasting there is in some classic game types, platformers and RPGs in particular.
(I rage-finished all three of them, but I don't remember how long it took.)
npc_msleeper_boss wrote:
Mr Waterhandle wrote:Ugh, the point of the Stanley Parable was not to have 'a few creative deaths' for every route. The Stanley Parable actually had something to say.
Jesus Christ, this. Way to completely miss what the game was trying to tell you. Did you actually hear what the narrator had to say? I'm sure you were listening but I mean, did you hear what he was saying, the same way Woody Harrelson wasn't hearing Wesley Snipes in White Men Can't Jump.
This is precisely what I said to him. The only thing "Stanley Parable" had to "say" was that gamers are not actually given any real choice in where they go or what they do. Bioshock was a prime example of this and it got the message across much more clearly than "SP" did.
npc_msleeper_boss wrote:
Also: HMW, did I introduce you to halfquake, or did you happen to find it on your own? 99.9% of people I know who know it, know if it because I showed them to it. That series has greatly inspired me and the games I make (very evident in my short game The Sheep & The Peach). amen is another example of a game that's trying to tell you something, though it's not nearly as core as Stanley Parable is.
I found that to be a wonderfully inspiring game. I watched the videos on youtube, but still I was inspired to new heights of creative sadism in torturing the player. I think some of the more creative moments may end up in my map (which was the original point of this thread).
HalfPortalLife3 wrote:
What about a spinning fan with a trigger_hurt? Or maybe a cannon to "shoot fire" at the player.
The fan is not half bad an idea. A cannon might be a little over the top. Also a cannon does not really fit with Aperture's "Science" theme.
Maybe it sprays highly concentrated H2SO4(aq), which would create a fizzler-like effect if it hit a small piece of organic matter (like a paper, or maybe your skin).
Maybe you could activate a deathfield which moves on a tracktrain, trapping you in a corner and eventually killing you?
protoborg wrote:
I saw a video of a mod for either HL2 or P2
Half life 2, the Stanley Parable. Loved that mod. And there are only one or two choices that dont effect ending, but every other choice effects the ending. There is only one where you dont die, and thats if you listen to the narrator, heh.
HMW wrote:
I'm in the 0.1% that somehow stumbled upon it by themselves. It was a by-product of some Google searching that didn't want to return the thing I was originally after. I do remember you mentioning the series somewhere on TWP a long time ago. Something related to paranoid quick-saving.
That's likely, as I said I've lauded the halfquake series pretty much since I discovered it in the early 2000's. Sunrise was fun, the puzzles were more interesting (mostly due to Spirit of Half-Life) but the story was lackluster compared to amen.
Yenwood wrote:
[...]And there are only one or two choices that dont effect ending, but every other choice effects the ending. There is only one where you dont die, and thats if you listen to the narrator, heh.
Exactly my point. I thought it was an interesting twist to normal game play.
portal2tenacious wrote:
Button connected to a door. A pedestal button connected to a dropper. Hit the button, companion cube drops. Just as it drops, neurotoxin starts coming out. If you want to, you can make the cube fizzle, or explode. Or let me die with my best friend. Or a room that shows everyplace that neurotoxin can come out of. As long as there's neurotoxin. I'm good.
Does somebody need his neurotoxin fix today? 
Shane wrote:
How about a pneumatic density vent similar to the kind included in Catsy's latest Moonbase map?
Pneumatic density vent? Hmmm. not sure what that is, but sounds interesting.
FelixGriffin wrote:
A cannon...of SCIENCE! [...] Maybe you could activate a deathfield which moves on a tracktrain, trapping you in a corner and eventually killing you?
I want to kill the player, not torture them.
I might just add some of these to the list.
FelixGriffin wrote:
A pneumatic diversity vent is like a dropper tube, but glass only and it sucks things away like a vacuum cleaner. Removed from the campaign, but still buildable with the P2AT.
I know what the Pneumatic Diversity Vent is. The item in question is the Pneumatic Density Vent.
But if you replaced the trigger_pushes with trigger_vphysics_motions, you could easily make a Pneumatic Density Vent.