map inspired by a mod (Half-Life 2 or Portal 2)
Quote from protoborg on August 21, 2012, 5:31 amResonance cascade, huh? I get the feeling Aperture is probably shielded from such things as resonance cascades. Otherwise, I would think the G man would have paid GLaDOS a visit on behalf of his enigmatic employers. Hell, the Combine would have visited Aperture if not such shielding.
I do like the idea of a collapsing floor though. Could be interesting way to trap the player in preparation for the actual death.
Resonance cascade, huh? I get the feeling Aperture is probably shielded from such things as resonance cascades. Otherwise, I would think the G man would have paid GLaDOS a visit on behalf of his enigmatic employers. Hell, the Combine would have visited Aperture if not such shielding.
I do like the idea of a collapsing floor though. Could be interesting way to trap the player in preparation for the actual death.
Quote from HMW on August 21, 2012, 10:08 amIf you're looking for more creative and sadistic ways to kill players, search for "Halfquake" on moddb.com.
If you're looking for more creative and sadistic ways to kill players, search for "Halfquake" on moddb.com.
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic
Quote from Shane on August 21, 2012, 10:35 amAhh the halfquake mods are awesome.
And if you're making this in Hammer, you could have a trapdoor (maybe one of the flip panels from the editor) with a trigger that activates when you walk over the trap door and opens it, dropping the player into a slime pit
Ahh the halfquake mods are awesome.
And if you're making this in Hammer, you could have a trapdoor (maybe one of the flip panels from the editor) with a trigger that activates when you walk over the trap door and opens it, dropping the player into a slime pit

Quote from ChickenMobile on August 21, 2012, 10:40 amPerhaps. A back-stabbing Companion Cube?
Perhaps. A back-stabbing Companion Cube?
Quote from wstrika on August 21, 2012, 11:50 amHMW wrote:If you're looking for more creative and sadistic ways to kill players, search for "Halfquake" on moddb.com.
Quote from protoborg on August 22, 2012, 9:30 amhttp://www.youtube.com/watch?feature=en ... qc_pU&NR=1
The last minute or so of this video is hilarious. I thought I might do the same in some area of my map simply because it looks rather evil in its simplicity. It is so damn "evil" it is hilarious to watch.
http://www.youtube.com/watch?feature=en ... qc_pU&NR=1
The last minute or so of this video is hilarious. I thought I might do the same in some area of my map simply because it looks rather evil in its simplicity. It is so damn "evil" it is hilarious to watch.

Quote from msleeper on August 23, 2012, 9:51 amMr Waterhandle wrote:Ugh, the point of the Stanley Parable was not to have 'a few creative deaths' for every route. The Stanley Parable actually had something to say.Jesus Christ, this. Way to completely miss what the game was trying to tell you. Did you actually hear what the narrator had to say? I'm sure you were listening but I mean, did you hear what he was saying, the same way Woody Harrelson wasn't hearing Wesley Snipes in White Men Can't Jump.
Also: HMW, did I introduce you to halfquake, or did you happen to find it on your own? 99.9% of people I know who know it, know if it because I showed them to it. That series has greatly inspired me and the games I make (very evident in my short game The Sheep & The Peach). amen is another example of a game that's trying to tell you something, though it's not nearly as core as Stanley Parable is.
Jesus Christ, this. Way to completely miss what the game was trying to tell you. Did you actually hear what the narrator had to say? I'm sure you were listening but I mean, did you hear what he was saying, the same way Woody Harrelson wasn't hearing Wesley Snipes in White Men Can't Jump.
Also: HMW, did I introduce you to halfquake, or did you happen to find it on your own? 99.9% of people I know who know it, know if it because I showed them to it. That series has greatly inspired me and the games I make (very evident in my short game The Sheep & The Peach). amen is another example of a game that's trying to tell you something, though it's not nearly as core as Stanley Parable is.
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Quote from HMW on August 23, 2012, 4:39 pmI'm in the 0.1% that somehow stumbled upon it by themselves. It was a by-product of some Google searching that didn't want to return the thing I was originally after. I do remember you mentioning the series somewhere on TWP a long time ago. Something related to paranoid quick-saving.
The second one (Amen) is their best one IMO. As I interpret it, it puts the spotlight on how much mindless busywork and time wasting there is in some classic game types, platformers and RPGs in particular.
(I rage-finished all three of them, but I don't remember how long it took.)
I'm in the 0.1% that somehow stumbled upon it by themselves. It was a by-product of some Google searching that didn't want to return the thing I was originally after. I do remember you mentioning the series somewhere on TWP a long time ago. Something related to paranoid quick-saving.
The second one (Amen) is their best one IMO. As I interpret it, it puts the spotlight on how much mindless busywork and time wasting there is in some classic game types, platformers and RPGs in particular.
(I rage-finished all three of them, but I don't remember how long it took.)
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic
Quote from protoborg on August 23, 2012, 6:35 pmnpc_msleeper_boss wrote:Mr Waterhandle wrote:Ugh, the point of the Stanley Parable was not to have 'a few creative deaths' for every route. The Stanley Parable actually had something to say.Jesus Christ, this. Way to completely miss what the game was trying to tell you. Did you actually hear what the narrator had to say? I'm sure you were listening but I mean, did you hear what he was saying, the same way Woody Harrelson wasn't hearing Wesley Snipes in White Men Can't Jump.
This is precisely what I said to him. The only thing "Stanley Parable" had to "say" was that gamers are not actually given any real choice in where they go or what they do. Bioshock was a prime example of this and it got the message across much more clearly than "SP" did.
npc_msleeper_boss wrote:Also: HMW, did I introduce you to halfquake, or did you happen to find it on your own? 99.9% of people I know who know it, know if it because I showed them to it. That series has greatly inspired me and the games I make (very evident in my short game The Sheep & The Peach). amen is another example of a game that's trying to tell you something, though it's not nearly as core as Stanley Parable is.I found that to be a wonderfully inspiring game. I watched the videos on youtube, but still I was inspired to new heights of creative sadism in torturing the player. I think some of the more creative moments may end up in my map (which was the original point of this thread).
Jesus Christ, this. Way to completely miss what the game was trying to tell you. Did you actually hear what the narrator had to say? I'm sure you were listening but I mean, did you hear what he was saying, the same way Woody Harrelson wasn't hearing Wesley Snipes in White Men Can't Jump.
This is precisely what I said to him. The only thing "Stanley Parable" had to "say" was that gamers are not actually given any real choice in where they go or what they do. Bioshock was a prime example of this and it got the message across much more clearly than "SP" did.
I found that to be a wonderfully inspiring game. I watched the videos on youtube, but still I was inspired to new heights of creative sadism in torturing the player. I think some of the more creative moments may end up in my map (which was the original point of this thread).
Quote from HalfPortalLife3 on August 23, 2012, 11:20 pmWhat about a spinning fan with a trigger_hurt? Or maybe a cannon to "shoot fire" at the player.
What about a spinning fan with a trigger_hurt? Or maybe a cannon to "shoot fire" at the player.
Think of all the things we learned
For the people who are still alive