Continued from
http://www.celephais.net/board/view_thread.php?id=60400&start=100
The map that is scheduled for the next RMQ demo has a pretty brutal multi-element trap at its core, as well as other gameplay novelties that are
part of the environment. I didn't make any sketches, I just roughly knew where that trap would be and when I got there, I built that section around the trap. Same for the other, weirder element, which I can't disclose now :-P
I had this rough idea that an
environmental hazard is in area X, while a certain form of movement is required through area Y, and some other obstacle might be in area Z. And I just built that while I did the blocking out. These things aren't actually hard to do if you're blocking out anyway. But I think a map should have 2 - 3 non-monster related / environmental challenges, some parts that require alternative forms of movement, plus a couple corners that are worth exploring. That should allow you to halve the monster count while keeping it interesting.
I hate to repeat it, but even without turning it into QuakeRaider, TR games are pretty good sources of inspiration when it comes to traps and non-monster challenges. Watch/hear this guy flip as he plays through the famous trap gauntlet in "The Great Wall":
http://www.youtube.com/watch?v=W_dP53CPuk0
It's just trap after trap after trap. You think you're through it, and then you turn around just to see another spiked wall come at you. You stop to calculate distance, but the floor starts crumbling. The secret pickup in the crushers is also a nice detail. This whole thing must have caused countless fatalities, without a single monster in there.
A collection of crusher based traps, and some moving blades/combination traps:
http://www.youtube.com/watch?v=a2tgFOIAo2Y&feature=related
Most of the basic elements of these exist in Quake; they have to be built
while laying out the level though. Of course Quakeguy is a lot less nimble than Lara; you can't duck, climb, balance, and whatever. hence the traps must be slightly dumbed down for Quake, but not much.
- Doors aka crushers
- small landing spots or thin columns
- nail shooters
- lava or other threat when falling
- rotating entities
- trigger_hurt
These can be combined to create more interesting traps. The basis of these TR style traps are usually crushers, danger of falling, having to land on small spots, and shooters. There are also the good old pendulum traps and rolling blades/boulders/whatever. I find these a bit boring, unless combined with shooters. That's because the player can just stand and wait for the right moment. However, by adding shooters, you can force them to think on their feet. If they stand and calculate for too long, their health gets spiked away. It helps if you can set the shooter's damage (easy to do if you use a custom progs).
Finally, you have breakaway floor with spikes underneath, or just lava. This can be done in Quake, too; there is a testmap in RMQ that does this. Naturally, you could just retract the floor like in e4m3. Best to combine this again with jumping through something that you have to time, because an added timing element makes the trap even more precarious than just taking away the floor. Most traps in Tomb Raider are combinations of something that requires timing (crushers, pendulum, blades) or skill (grappling, wallrunning), and something that reduces the time you have available (shooters, breaking floor, retracting ledge, application of physics). Make the way dangerous, and at the same time pull the floor away underneath them.
You can do these things in Quake, you just have to remember building them in the blocking out stage already. Although to a certain extent, you can use existing corridors as the base for a trap, like they say here:
http://www.youtube.com/watch?v=gL71UuPB8Gg
Flak ogres / nail ogres, and other monsters, can be used in place of stationary nail shooters to make the whole thing less predictable and give the option to kill part of the trap to make it easier. It should be obvious that you can use monsters as part of traps or puzzles (like having to kill certain monsters to give you a chance at fighting others / pass a trap).
And so forth. These crusher based traps tend to work well (DOOM did that a lot, too), the crushers just need to be wide enough to counteract the Quakeguy's moving speed. Moving through a wide crusher takes longer than moving through a thin one, thus the crusher has a larger chance to hit. They can be staggered, of course, like in that first vid I posted above.
An element that can be nicely used against the player is that you can't stop immediately in Quake. There is still some movement after letting go of the keys. This makes it that much harder to land on a tiny spot without falling or sliding into the crusher...
It's pretty fun to design traps in Quake.