maps with multiple paths?

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Browen
73 Posts
Posted Jan 30, 2008
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?
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msleeper
4,095 Posts
Member
Posted Jan 30, 2008
Replied 1 minutes later
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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iamafractal
272 Posts
Posted Jan 30, 2008
Replied 34 minutes later
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
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youme
937 Posts
Posted Jan 31, 2008
Replied 12 hours later
There is branch in paths in TS13.....
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Browen
73 Posts
Posted Jan 31, 2008
Replied 5 hours later
cool youme, and i cant wait to play TS13
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youme
937 Posts
Posted Jan 31, 2008
Replied 3 minutes later
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.
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iamafractal
272 Posts
Posted Jan 31, 2008
Replied 11 minutes later
hm at your rate i might have a map before you! and that's saying a lot!
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Corion
33 Posts
Posted Jan 31, 2008
Replied 46 minutes later
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.

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youme
937 Posts
Posted Jan 31, 2008
Replied 11 minutes later
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
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iamafractal
272 Posts
Posted Jan 31, 2008
Replied 1 hour later
that's precisely what will happen in my map... 9 ways to sunday...
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Browen
73 Posts
Posted Feb 01, 2008
Replied 21 hours later
iamfractal, when do you think your map will come out?
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iamafractal
272 Posts
Posted Feb 02, 2008
Replied 14 hours later

Browen wrote:
iamfractal, when do you think your map will come out?

one day... one day..

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youme
937 Posts
Posted Feb 05, 2008
Replied 3 days later
What are peoples views on multiple endings to map/games?
Maps being you end up in three different places but not really haveing done much different
Games being where you take an alternate path and then end ata hugely different point to the other paths(posibly vastly shorter game)?
Also, what does everyone think about being forced into a loose loose situation... inveitable death with no way out. Sounds like a great ending to me.(no seriously it does)
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iamafractal
272 Posts
Posted Feb 05, 2008
Replied 13 minutes later

youme wrote:
What are peoples views on multiple endings to map/games?
Maps being you end up in three different places but not really haveing done much different
Games being where you take an alternate path and then end ata hugely different point to the other paths(posibly vastly shorter game)?
Also, what does everyone think about being forced into a loose loose situation... inveitable death with no way out. Sounds like a great ending to me.(no seriously it does)

all can be fun

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Hyakkidouran
84 Posts
Posted Feb 05, 2008
Replied 39 minutes later

youme wrote:
Also, what does everyone think about being forced into a loose loose situation... inveitable death with no way out. Sounds like a great ending to me.(no seriously it does)

Depends, I know people who can't stand that.
Since you talk about multiple endings, it could be the "bad ending". But many players like the "haha I'm so powerful" feeling games give, and giving them as their only choice to see their effort become vain (in the game's world) often frustrates.

Good example, in HL1 : it ended in death if you declined the G-man's offer. But this was clearly the "bad end". The official ending being to accept the offer. Proof : HL2 starts fom here.

Also the bad end should have some drama : nice dialogue and death situation, to really make it feel like an ending, and not just a slightly spectacular death.

A very hard exercise, but can be interesting if done properly.