WIP Traps - Requests

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MasterLagger
1,695 Posts
Posted Jun 25, 2011
Replied 22 minutes later

Vordwann wrote:
I feel like fake exit elevator and the surprise are unavoidable and thus players would get really angry.

Exit Elevator is a trap, but not a death trap. It's giving the player the "not out of the woods yet" feeling.
The "Surprise" is avoidable. The Companion Cube is there not just for a shocking surprise, but also can be used as a shield. I've done this on experiment maps I've made before the 2011 Contest.

rellikpd wrote:
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

I agree with you will the acid pits, I'll change it to a rising acid pit. And as I mentioned before, the "Surprise" is beatable.

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-ArttyIntel-
76 Posts
Posted Jun 25, 2011
Replied 1 hour later

Vordwann wrote:
I feel like fake exit elevator and the surprise are unavoidable and thus players would get really angry.

Yea I know. I was playing a map a while back from my aperture labs and there was an elevator that Kept taking off to fast and it was pissing me off really bad. Then I realized your suppose to fall in it cuz there is a exit

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MasterLagger
1,695 Posts
Posted Jun 26, 2011
Replied 15 hours later

-ArttyIntel- wrote:
Vordwann wrote:

I feel like fake exit elevator and the surprise are unavoidable and thus players would get really angry.

Yea I know. I was playing a map a while back from my aperture labs and there was an elevator that Kept taking off to fast and it was pissing me off really bad. Then I realized your suppose to fall in it cuz there is a exit

I know I mentioned this earlier, but not all of the traps I'm including are death traps. Some traps take you to different areas. I'm making every "transportation" trap simple so the player won't get confused about where to go next.

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Darkylight
81 Posts
Posted Jun 26, 2011
Replied 5 hours later
You can use some gravity forces or world portals illusion laberinth :razz:
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MasterLagger
1,695 Posts
Posted Jun 26, 2011
Replied 4 hours later
I don't want to make things too complicated, but perhaps I'll try that with a different map
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-ArttyIntel-
76 Posts
Posted Jun 26, 2011
Replied 2 hours later

MasterLagger wrote:
I don't want to make things too complicated, but perhaps I'll try that with a different map

Like the idea:)

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ChickenMobile
2,460 Posts
Posted Jun 27, 2011
Replied 7 hours later

Darkylight wrote:
You can use some gravity forces or world portals illusion laberinth :razz:

Any chamber with gravity changes or World portals that change your gravity is just confusing. I say just keeping to regular traps/"get out of there quickly before you die" events are probably the way to go. Plus this will work with the theme of the map.

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MasterLagger
1,695 Posts
Posted Jun 27, 2011
Replied 5 hours later
That was what I was thinking. I also have a "Space Station" map that's been on hold also. Maybe I'll use the gravity thing for that map.

Edit: Kinda of topic, anyone else think about an outer space level?