WIP Traps - Requests

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-ArttyIntel-
76 Posts
Posted Jun 23, 2011
Replied 2 hours later

MissStabby wrote:
Make a very tall room that slowly fills up with goo (or crumbles away into the void) so you have to keep gaining height quickly.

I wanted to make a map like that called Ascend. xD

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-ArttyIntel-
76 Posts
Posted Jun 23, 2011
Replied 3 minutes later

MissStabby wrote:
Make a very tall room that slowly fills up with goo (or crumbles away into the void) so you have to keep gaining height quickly.

I wanted to make a map like that called Ascend. xD

Edit: Also maybe make a room where no portals may be added. With gaps and stuff with spikes at the bottom(Or gel) So you have to really on ducking and jumping. Simple to make, fun to play.

Pm me if youd like to hear a great idea for the most confusing ending ever.

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rellikpd
1,053 Posts
Posted Jun 24, 2011
Replied 6 hours later

MasterLagger wrote:
I'm not going to do a "maze" ...

What I had in mind isn't really a maze. But more like different platforms/walkways to get from one side of the room to the other. basically this would be easy to traverse under non-stressed conditions... but the fact that there are lasers (and/or other traps (eg: Crushers)) to keep you moving, give you less time to think about how/where to walk/jump, and more about having to move quick, and think quick.

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Vordwann
767 Posts
Posted Jun 24, 2011
Replied 2 hours later
What I had in mind was (tutorial), parent all the slime entities to a track train, and then every time something happens, move it up one step of the tracktrain.
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rellikpd
1,053 Posts
Posted Jun 24, 2011
Replied 2 hours later

Vordwann wrote:
What I had in mind was (tutorial), parent all the slime entities to a track train, and then every time something happens, move it up one step of the tracktrain.

that's actually a pretty common (in gaming terms) trap.. and its hella frustrating... especially if the path to the "top" is somewhat challenging, and isn't just simply "jump like a jackass until you get to to the top"

I'd like to see what a good mapper could do with that sort of trap.

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-ArttyIntel-
76 Posts
Posted Jun 24, 2011
Replied 3 hours later

rellikpd wrote:
Vordwann wrote:

What I had in mind was (tutorial), parent all the slime entities to a track train, and then every time something happens, move it up one step of the tracktrain.

that's actually a pretty common (in gaming terms) trap.. and its hella frustrating... especially if the path to the "top" is somewhat challenging, and isn't just simply "jump like a jackass until you get to to the top"

I'd like to see what a good mapper could do with that sort of trap.

It would be quite a switch up. The portal community has became so bland and id like to see new ideas.

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Hober
1,180 Posts
Posted Jun 24, 2011
Replied 9 minutes later

-ArttyIntel- wrote:
The portal community has became so bland

:notwant:

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Vordwann
767 Posts
Posted Jun 24, 2011
Replied 1 hour later
Honestly, I think maps where there are no portal surfaces are a no-go for Portal. Save them for another game that isn't named after what you aren't putting in the map.
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-ArttyIntel-
76 Posts
Posted Jun 24, 2011
Replied 53 minutes later

Hober wrote:
-ArttyIntel- wrote:

The portal community has became so bland

:notwant:

:potd:

I was trolling. Just as a note.

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MasterLagger
1,695 Posts
Posted Jun 24, 2011
Replied 4 hours later
Well, since I'm not using my computer to map out these ideas, I'm drawing them on paper. If I find a photocopier, I'll post them up. I'll draw the ones I will include in Traps.
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-ArttyIntel-
76 Posts
Posted Jun 24, 2011
Replied 33 minutes later
Sounds good:)
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MissStabby
160 Posts
Posted Jun 25, 2011
Replied 11 hours later

MasterLagger wrote:
Well, since I'm not using my computer to map out these ideas, I'm drawing them on paper. If I find a photocopier, I'll post them up. I'll draw the ones I will include in Traps.

show us your traps made of papery goodness!!! :biggrin:

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MasterLagger
1,695 Posts
Posted Jun 25, 2011
Replied 41 minutes later
Ok here they are, I had to change them to JPG format.
Images 6
Post image 1
Post image 2
Post image 3
Post image 4
Post image 5
Post image 6
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-ArttyIntel-
76 Posts
Posted Jun 25, 2011
Replied 5 minutes later
I love the ideas! Your art skills not so much man. xD
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MasterLagger
1,695 Posts
Posted Jun 25, 2011
Replied 3 minutes later
Yeah, I'm not very good at drawing. I just wanted a quick easy way of showing my ideas. And make a couple of them kinda funny.
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-ArttyIntel-
76 Posts
Posted Jun 25, 2011
Replied 1 minutes later
Yea I liked the fake door one. "NOOOOOOOO!"
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MasterLagger
1,695 Posts
Posted Jun 25, 2011
Replied 5 minutes later
Actually it's an fake exit elevator, I blame my drawing. But still "NOOOOOOO!" is kinda funny.
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Vordwann
767 Posts
Posted Jun 25, 2011
Replied 5 hours later
I feel like fake exit elevator and the surprise are unavoidable and thus players would get really angry.
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rellikpd
1,053 Posts
Posted Jun 25, 2011
Replied 8 minutes later
instead of a "rising laser" i think rising acid/goo would be better (imo) because it actually will cover up everything below it (more daunting). and it would be easier to prevent "bypassing" (eg: You can shoot through lasers... Who's to stop you from just shooting past/under the lasers, there by preventing you from dieing.)

EDIT: Yeah traps are fine. as long as they are avoidable/beatable. The "surprise" factor is only funny/surprising "once." and most likely frustrating more than fun. Employing a trap is cool, but the player needs atleast SOME way (however slim) to "beat" it

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Vordwann
767 Posts
Posted Jun 25, 2011
Replied 1 hour later
Yeah and as long as you attach a func_noportal_volume to the goo and the trigger_hurt as they rise up the room, no portals will be able to be shot through the goo to access previous portal surfaces. Also, remember, I think goo only rising a little bit each time you complete part of the puzzle is much better than just continuous rising. Makes it more thinking and less just wild frenzied looking for way to get up.