Disappearing blocks
Quote from JakeeeD on August 11, 2011, 3:09 pmW7AcDCtTVmk
They make me feel so nostalgic.
W7AcDCtTVmk
They make me feel so nostalgic.
Quote from KenJeKenny!? on August 11, 2011, 6:59 pmLooks like it could make for a interesting game mechanic if you see it like this. BUT for somebody who doesn't know the intended approach/solution this will get INCREDIBLY frustrating and game breaking...
So if you persist on using it i would really advice you to ease up on using it. Introduce it gradually (make a super,super, super simple puzzle with it in the first room for example) and don't use it as your one and only puzzle element! and use appropriate signs (but not to much) to guide the player.
You don't want people only being able to finish your map after seeing/reading a solution or part of it... because that takes away all the fun and purpose of your puzzle.
Make sure to read up on this forum topic:
Portal 2 level design guidelines
Looks like it could make for a interesting game mechanic if you see it like this. BUT for somebody who doesn't know the intended approach/solution this will get INCREDIBLY frustrating and game breaking...
So if you persist on using it i would really advice you to ease up on using it. Introduce it gradually (make a super,super, super simple puzzle with it in the first room for example) and don't use it as your one and only puzzle element! and use appropriate signs (but not to much) to guide the player.
You don't want people only being able to finish your map after seeing/reading a solution or part of it... because that takes away all the fun and purpose of your puzzle.
Make sure to read up on this forum topic:
Portal 2 level design guidelines
Quote from JakeeeD on August 12, 2011, 9:50 amThanks for your suggestions. I just wanted to try how that concept would actually work and then I thought that I would show it to mappers, so they would get some ideas from it. I have to say that I am a terrible mapper, so I don't think you can expect creative maps from me, but maybe someone may use that as an puzzle element.
PS. I actually hated those things in Mega Man 2..
Thanks for your suggestions. I just wanted to try how that concept would actually work and then I thought that I would show it to mappers, so they would get some ideas from it. I have to say that I am a terrible mapper, so I don't think you can expect creative maps from me, but maybe someone may use that as an puzzle element.
PS. I actually hated those things in Mega Man 2..
Quote from ChickenMobile on August 12, 2011, 11:12 amLooking at this I can say that it would probably be better if arms folded out or lifted (2 lift higher each time or something) as appearing blocks are a little too unrealistic. However I can see how this can work and is more of an action type puzzle.
P.S. I can see that you got this idea from the first portal's chamber 18. But it involves a cube
Looking at this I can say that it would probably be better if arms folded out or lifted (2 lift higher each time or something) as appearing blocks are a little too unrealistic. However I can see how this can work and is more of an action type puzzle.
P.S. I can see that you got this idea from the first portal's chamber 18. But it involves a cube ![]()
Quote from JakeeeD on August 12, 2011, 11:30 amchickenmobile wrote:Looking at this I can say that it would probably be better if arms folded out or lifted (2 lift higher each time or something) as appearing blocks are a little too unrealistic. However I can see how this can work and is more of an action type puzzle.P.S. I can see that you got this idea from the first portal's chamber 18.
Yep, it is unrealistic. The idea was just trying to port Mega-Man-type-platformer-popping-block-concept to Portal. It is self-explaining that it doesn't work so well in nowadays games which do emphasize realism pretty much. Even though it's not an excuse, it was just a test and it wasn't meant to be a "real map", so it doesn't have things like indicator lights and signs or even elevators.
But you're right, the concept can be "portalized" very easily, like you told things like folding arms and lifts. They're good ideas and I may actually do something like that if I build an actual map.
P.S. I can see that you got this idea from the first portal's chamber 18.
Yep, it is unrealistic. The idea was just trying to port Mega-Man-type-platformer-popping-block-concept to Portal. It is self-explaining that it doesn't work so well in nowadays games which do emphasize realism pretty much. Even though it's not an excuse, it was just a test and it wasn't meant to be a "real map", so it doesn't have things like indicator lights and signs or even elevators.
But you're right, the concept can be "portalized" very easily, like you told things like folding arms and lifts. They're good ideas and I may actually do something like that if I build an actual map.
Quote from Vordwann on August 12, 2011, 11:54 amI feel like this could easily just be a map for the original Portal, so you might want to use panels and add a lot more mechanics.
Reminds me a lot of the end of testchamber 18 in portal.
I feel like this could easily just be a map for the original Portal, so you might want to use panels and add a lot more mechanics. ![]()
Reminds me a lot of the end of testchamber 18 in portal.
[spoiler][SP] Alternate[/spoiler]
