|
Posted by ijed on 2006/10/17 07:34:19 |
what's the best type of pure trap in the general opinion - i mean ones that don't necessarily include monster ambushes but 'real' mechanical traps. Some of the ones in the original game could be pretty lethal one hit kills, but they're the type that everyone hates. I used to make very complex systems of triggers and crushers and spikes and so on, but have found recently myself making crappy lava pits instead which ultimately detract from the gameplay.
What's the best trap you've seen in Q1, or any other game for that matter? For me it's the corridor in the original game (ep4 elder god shrine) that slides across revealing a lava pit - you can either sprint forward and die or retreat and then cross as the pit closes again. Its a basic concept but forces the player to think and react to the environment more intelligently.
other examples of great traps - ? |
|
|
Well, I Hate You All Without Exception
#26 posted by ijed on 2006/10/19 12:50:57
y yo conosco un poco de castellano, pero no tanto y ahora hace un alto posicion.
la titulo de este mensaje es una broma.
heheheh
Ijed... And "flamers" ...
#27 posted by JPL on 2006/10/19 13:03:22
Calla-te conio...
I agree with Blitz, it is not the place for a flaming session, even if you really hate somebody... Just ignore those you consider as morrons..
So let's continue to discuss about trap ingame...
As example, and IMHO, the ultimate trap is the last teleporter in Doom2, or was it Ultimate Flesh consumed pack ? I don't remember exactly... o_O ... Anyway, at the end, the player is teleported in a small area full of monsters... and there's no way to survive, except cheating... I tried many times with BFG9000, etc... but it was impossible to survive without iddqd...
I guess there are many ways to make good trap..
Sorry,
#28 posted by Ankh on 2006/10/19 13:10:32
but what is a WETY? I don't get it.
Funny You Should Mention That
#29 posted by ijed on 2006/10/19 13:16:13
it was when you finished the game on . . . easy? i've made a map for my current project that's called 'the bitch ending' the same thing, basicly. its only when they beat it on easy and they don't miss out on any levels apart from an ending map (no monsters, incompletable) so i can't see it irritating anyone.
one thing i'm exploring is having leaping creatures, typically fiends, jumping in from windows and from out of holes in the ground (lots of trigger_monsterjumps) and this seems to be a pretty cool trap since they rarely react quick enough to kill you instantly even when the trigger throws them straight in your face, it takes a second or two before they'll even take a swing.
also, i said at the end of my previous post that i was joking in the title :) (which is why i put anti-flame as the icon!)
and showing off that i've got some pidgen spanish
ahora si yo callate
But . . .
#30 posted by ijed on 2006/10/19 13:24:07
what's conio?
-and WETY?
Ijed
#31 posted by JPL on 2006/10/19 14:06:35
He entendido... no te preoccupas... no tenia intencio de te molerstar...
Oh, and for completion, a conio is quite equivalent to an "asshole"... while i know it is not the corerect translation... Oh, please note I was joking, and that I understood ijed was joking as well..... :P ..
And concerning WETY... errr... is it this stuff you are refering to ?? http://www.freshnsoft.com/products-wety.html
doh !
Trap Themed Level
#32 posted by Scragbait on 2006/10/19 14:46:03
Anyone who has played through Wheel of Time will remember a multi-map journey through the bowels of the white tower. What made this fun was the variety of traps and the need to solve puzzles, be observent and move slowly and use ter angreals (small one-time use specific spell thingys) to progress. There were no live enemies - your environment was the enemy. I think it was an excellent, fun and atmospheric implementation of traps in-game. The traps ranged in lethality from some damage to insta-kill. The explanation for the traps is that they were needed to protect treasure (or something valuable) in the cellars and that only those in charge of the tower knew how to navigate safely through.
Trapeze Artists
#33 posted by scar3crow on 2006/10/19 16:22:57
JPL - Do you mean the ending of Episode 1 in the original Doom? It has a hurt sector that ignores God mode (in fact, disabling it). However before you die it triggers the epilogue text.
I am fine with traps being lethal as long as there is a cue to them (an audible click, lights turning on, or just that strip of ground being a bit bloody). Another way to demonstrate is to have monsters trip them before the player (a zombie wandering onto a pressure plate).
My reason for support of the more lethal traps is simply that it appeals to my sense of victory/loss, rather than my conservatism. Lethal traps, if they get me, I have been "beaten" by the map. The designer is the victor. Whereas traps that just do moderate damage more of annoy me because I like to have full health and when I have armor, get a bit obsessive with it not being damaged in any way. Nice clean armor, just got it, dont hurt it!
With lethal traps, I am in danger, with more minor ones, I am being prodded by the new guy in class.
As for specific traps I enjoy... I enjoy the ambush of the fake exit in Doom, I think it is Halls of the Damned, e2m6 - it takes that image of hope for every gamer and transforms it into dread, complete with a cue which though it warns the player, plunges them into brief confusion before the knee-jerk "shoot the moving thing!" moment returns.
I enjoyed the variety of crushers in Doom/2 you can lure enemies into as well as long as you successfully avoid them...
Rise of the Triad has so many traps it is difficult to mention just one... Flame jets, the spinning blades, pitfalls, boulders, moving walls, the game is a dictionary of traps and secrets.
The Build engine games seemed to put more emphasis on naturalistic traps rather than ones layed out for the player... buildings collapsing and navigating through large machinery was the standard work order here - aside from the laser trip bombs in Duke3d. I shudder to think of how much more evil Blood could have been if they employed a similar method with proximity detonators used against the player. Blood does however have the ubiquitious paranoia of gargoyle statues, most of them are fine... but sometimes they change.
Quake puts the traps usually right before you... in e2m3, e4m2, e4m3 you can see the instruments of pain readily at hand, waiting. It simply tells the player to "Wait, dont assume, tread lightly in this world" - and if they dont, they generally lose 30 to 60 health suddenly - but you can use such against monsters as well. However the most theatrical of the traps are seen in the demo loop - the crushers in e1m3 which this thread has thoroughly covered, but also the bloody spiked wall in the Door to Chthon. You step in and it is obvious pain awaits you - the hallway is smeared with blood, and then the wall moves. Of course id being id, there is a secret behind it.
The missionpacks offer even more in the ways of traps... everyone remembers feeling a bit like Indiana Jones in Scourge of Armagon, not just for the rolling boulder, but also moments like the floor tiles which drop off into lava later in the game. Dissolution of Eternity offers plenty of straightforward traps... the whoosh of swinging guillotines cutting through air and ogre alike... the buzz of the groundsaws... and the electrodes randomly spewing lightning. Nevermind all the falling rock in r2m2.
We need more traps, just as long as the player isnt 100% ambushed with them.
Well
#34 posted by PuLSaR on 2006/10/19 16:34:21
speaking of traps.. Hm i always loved traps and environment interaction in games/maps. But i think that there's a lack of traps in most of quake maps (both custom and id). Most of mappers don't think they are nessesary imho. As for me, i always place at least one trap in my maps (usualy more). maybe someone remembers my monsterfree map.
http://pulsar.quaddicted.com/maps/monfree.zip
posting from mobile, my fingers are dying
Portal
#35 posted by Kell on 2006/10/19 17:08:53
Talking of the evolution of traps in FPS games, I assume you've all seen the Portal trailer on Steam...?
There's a hole in the sky
Through which things can fly
maybe someone remembers my monsterfree map
Yes indeed.
Heh
#36 posted by necros on 2006/10/19 18:15:51
i'm actually more excited about portal that HL EP2... :P
Trinca
#37 posted by Lunaran on 2006/10/19 19:22:31
I like you just fine, and if I've ever been a jerk to you it's no more than I'm typically a jerk to anyone. You just never specified what WETY meant.
Yes, I'm One Too.
#38 posted by pjw on 2006/10/19 19:54:40
p.s2->are all raven guys assholes?
Every single male working here is a complete and total asshole.
The females are okay though.
Still...what the fuck is WETA? Anyone?
W E T Y
#39 posted by pjw on 2006/10/19 19:55:38
...them too.
:\ Sorry Then Lun, But I Didnt Like Some Atitudes U Had In #tf...
#40 posted by Trinca on 2006/10/20 03:06:51
let me explain then!!!
there are lots of boxes with func_door with and each box got a word and u need to know the puzzle or the func_door active and u fall into the lava... like this
R E N R R
E E T U I
E R T Y L
so u need to jump to L then U then N to have a safe way... the other words make u fall in lava...
So ...
#41 posted by Text_Fish on 2006/10/20 03:38:44
... W E T Y refers to a floor of lettered tiles like at the end of Indiana Jones and the Last Crusade? Sounds cool.
I really enjoyed Salv. The traps were gruesome and required a combination of agility and consideration to get past, but they weren't so complex that they ruined the flow of the game. Afterall, Quake should be a fairly fast paced game, so you don't want to die too many times as a result of traps, but you do want to be kept on edge by the knowledge that something potentially more lethal than a Shambler might be waiting round the corner.
#42 posted by Trinca on 2006/10/20 03:48:30
yes Text_Fish like this (indiana Jones)!!! but i dont remenber name of map :\ going to try to find this weekend in my data base :| will take some hours
Doom Ep1
#43 posted by ijed on 2006/10/20 06:20:03
that's what i meant before and what inspired me to make a 'bitch ending' it was great because it made fun of the player, but still left progression open - ultra violence. i'm taking alot of ideas from doom, including a twist on the end of ep1 with the giant star arena, but with fiends (only; no infighting >:))
the letters thing sound a good idea - in salv there's the bit where you jump across pillars with the lights telling you which ones aren't safe - sounds similar.
the traps in the original were very brutal, but the whole environment screamed TRAP! with blood on the walls or a huge spiked plate of metal (yep, great trap in door to cthon, maybe trap of the game) or whatever, but its always very obvious that pain is nearby, the only ones not marked so well were pretty harmless and just meant to keep the player on thier toes - like the spike trap in shub's pit.
Ah, Okay.
#44 posted by pjw on 2006/10/20 18:05:49
Thanks for the clarification.
Pjw...
#45 posted by distrans on 2006/10/24 20:10:51
...weta is a New Zealand pet. Although apparently they have varieties in South Africa as well.
http://weta.boarsnest.net/
Wow.
#46 posted by pjw on 2006/10/25 07:52:24
Eek, Pat. Eek.
#47 posted by Lunaran on 2006/10/28 17:47:44
Rolled up, very elegant.
Unrolled, makes my skin move around as if it wants to climb off.
Seeing photos of the horrid cephalopods that still walk this earth make me leery about eating things like crab and lobster, because I think about their close neighbors on the biological ugly tree and wonder if crab meat isn't just an amalgam of yellow gooey insect flesh.
Lun
#48 posted by Kell on 2006/10/28 19:05:40
cephalopods = squid and octopi
crustaceans = crabs, lobster, wood lice etc.
arthropods = crustaceans + insects + arachnids
arthropods != cephalopods
Creepy Fucking Thingapods With More Legs Than Me
#49 posted by Lunaran on 2006/10/28 21:36:06
how's that?
wait, this is the traps thread? WTF are we talking about this for?
Haha, Someone Fell For My Derailment Trap!
#50 posted by pjw on 2006/10/28 23:09:02
...yeah.
|
|
You must be logged in to post in this thread.
|
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.
|
|