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map inspired by a mod (Half-Life 2 or Portal 2)

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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.

Wow! That was...uh, yeah. Just, yeah.

If you're looking for more creative and sadistic ways to kill players, search for "Halfquake" on moddb.com.

Sendificate series: Sendificate | A Beam Too Far | Airtime | 302
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic

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

Perhaps. A back-stabbing Companion Cube?

?????????????????????????????TWP Releases | My Workshop
HMW wrote:
If you're looking for more creative and sadistic ways to kill players, search for "Halfquake" on moddb.com.

I AM A DRAGON

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.

Wow! That was...uh, yeah. Just, yeah.
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.

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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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.)

Sendificate series: Sendificate | A Beam Too Far | Airtime | 302
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic
npc_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).

Wow! That was...uh, yeah. Just, yeah.

What about a spinning fan with a trigger_hurt? Or maybe a cannon to "shoot fire" at the player.

So I'm GLaD I got burned
Think of all the things we learned
For the people who are still alive
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