Ninja skills and what you ninja in a map
Quote from protoborg on January 6, 2012, 10:23 amYou don't understand. I'm talking about moving the geometry of the level.
Let's look at an example.
- Code: Select all
Let's say there is pit and to one side of the pit is an observation window. In the middle of the pit is a faith plate. The intended solution is to drop a cube one the faith plate. The cube bounce up to a button on the ceiling. The button activates a bridge over to the exit.The ninja might try to use the ledge of the window to skip using the faith plate. Or perhaps the ninja will try using the faith plate them-self. Either technique will result in failure as both the window ledge and the faith plate are booby trapped. GLaDOS might even have something to say about using these ninja skills against her.
The window ledge has a trigger near it that causes the entire wall to lift out of the way. This means that, if the player attempts to use the ledge as a jumping point, the poor ninja will end up landing somewhere they may not like being. GLaDOS [i]is[/i] a bitch, after all...and just a [i]little[/i] bit crazy.
The faith plate is keyed to only allow objects to fling from it. The ninja who attempts to use it will end up in the pit as the faith plate will detect the presence of the ninja and drop down into the pit. We all know what that means.
This is the kind of thing my map would employ. I know it sounds difficult to implement, but I like a challenge. I'm sure some enterprising ninja will find some way around these "features", but it is still fun to try to outwit the cleverest of opponents. After all, if it weren't for Moriarty, Sherlock Holmes would have shot himself in boredom.
You don't understand. I'm talking about moving the geometry of the level.
Let's look at an example.
- Code: Select all
Let's say there is pit and to one side of the pit is an observation window. In the middle of the pit is a faith plate. The intended solution is to drop a cube one the faith plate. The cube bounce up to a button on the ceiling. The button activates a bridge over to the exit.The ninja might try to use the ledge of the window to skip using the faith plate. Or perhaps the ninja will try using the faith plate them-self. Either technique will result in failure as both the window ledge and the faith plate are booby trapped. GLaDOS might even have something to say about using these ninja skills against her.
The window ledge has a trigger near it that causes the entire wall to lift out of the way. This means that, if the player attempts to use the ledge as a jumping point, the poor ninja will end up landing somewhere they may not like being. GLaDOS [i]is[/i] a bitch, after all...and just a [i]little[/i] bit crazy.
The faith plate is keyed to only allow objects to fling from it. The ninja who attempts to use it will end up in the pit as the faith plate will detect the presence of the ninja and drop down into the pit. We all know what that means.
This is the kind of thing my map would employ. I know it sounds difficult to implement, but I like a challenge. I'm sure some enterprising ninja will find some way around these "features", but it is still fun to try to outwit the cleverest of opponents. After all, if it weren't for Moriarty, Sherlock Holmes would have shot himself in boredom.
Quote from spongylover123 on January 6, 2012, 10:35 amprotoborg wrote:You don't understand. I'm talking about moving the geometry of the level.Let's look at an example.
- Code: Select all
Let's say there is pit and to one side of the pit is an observation window. In the middle of the pit is a faith plate. The intended solution is to drop a cube one the faith plate. The cube bounce up to a button on the ceiling. The button activates a bridge over to the exit.The ninja might try to use the ledge of the window to skip using the faith plate. Or perhaps the ninja will try using the faith plate them-self. Either technique will result in failure as both the window ledge and the faith plate are booby trapped. GLaDOS might even have something to say about using these ninja skills against her.
The window ledge has a trigger near it that causes the entire wall to lift out of the way. This means that, if the player attempts to use the ledge as a jumping point, the poor ninja will end up landing somewhere they may not like being. GLaDOS [i]is[/i] a bitch, after all...and just a [i]little[/i] bit crazy.
The faith plate is keyed to only allow objects to fling from it. The ninja who attempts to use it will end up in the pit as the faith plate will detect the presence of the ninja and drop down into the pit. We all know what that means.
This is the kind of thing my map would employ. I know it sounds difficult to implement, but I like a challenge. I'm sure some enterprising ninja will find some way around these "features", but it is still fun to try to outwit the cleverest of opponents. After all, if it weren't for Moriarty, Sherlock Holmes would have shot himself in boredom.
You can't stop speed runners, Valve couldn't.
I recommend using a player clip texture to fill the gap inside of the glass.
Or if you want you can put a turret in a chair in the observation room. If you walk on the frame the turret will shoot
Let's look at an example.
- Code: Select all
Let's say there is pit and to one side of the pit is an observation window. In the middle of the pit is a faith plate. The intended solution is to drop a cube one the faith plate. The cube bounce up to a button on the ceiling. The button activates a bridge over to the exit.The ninja might try to use the ledge of the window to skip using the faith plate. Or perhaps the ninja will try using the faith plate them-self. Either technique will result in failure as both the window ledge and the faith plate are booby trapped. GLaDOS might even have something to say about using these ninja skills against her.
The window ledge has a trigger near it that causes the entire wall to lift out of the way. This means that, if the player attempts to use the ledge as a jumping point, the poor ninja will end up landing somewhere they may not like being. GLaDOS [i]is[/i] a bitch, after all...and just a [i]little[/i] bit crazy.
The faith plate is keyed to only allow objects to fling from it. The ninja who attempts to use it will end up in the pit as the faith plate will detect the presence of the ninja and drop down into the pit. We all know what that means.
This is the kind of thing my map would employ. I know it sounds difficult to implement, but I like a challenge. I'm sure some enterprising ninja will find some way around these "features", but it is still fun to try to outwit the cleverest of opponents. After all, if it weren't for Moriarty, Sherlock Holmes would have shot himself in boredom.
You can't stop speed runners, Valve couldn't.
I recommend using a player clip texture to fill the gap inside of the glass.
Or if you want you can put a turret in a chair in the observation room. If you walk on the frame the turret will shoot
Quote from protoborg on January 6, 2012, 11:48 amspongylover123 wrote:You can't stop speed runners, Valve couldn't.
I recommend using a player clip texture to fill the gap inside of the glass.
Or if you want you can put a turret in a chair in the observation room. If you walk on the frame the turret will shootSounds to me like a challenge.
I recommend using a player clip texture to fill the gap inside of the glass.
Or if you want you can put a turret in a chair in the observation room. If you walk on the frame the turret will shoot
Sounds to me like a challenge.
Quote from Spam Nugget on January 7, 2012, 12:06 amAnother good thing to ninja is turrets, like going through the portal 2 turret maps without firing a portal.
Another good thing to ninja is turrets, like going through the portal 2 turret maps without firing a portal.

I think in terms of boolean variables. Generally, it makes things easier.
Quote from spongylover123 on January 7, 2012, 12:20 amSpam Nugget wrote:Another good thing to ninja is turrets, like going through the portal 2 turret maps without firing a portal.Disable pickup and motion. Win!
Disable pickup and motion. Win!
Quote from Lpfreaky90 on January 7, 2012, 4:01 amspongylover123 wrote:Spam Nugget wrote:Another good thing to ninja is turrets, like going through the portal 2 turret maps without firing a portal.Disable pickup and motion. Win!
Ew
then the turrets won't say "please put me down!" anymore!
(and if I get there in a legimate non-ninja way I cannot pick them up either =(.I personally prefer to make my maps as ninja-proof as possible, without hurting legit gameplay.
So damage pushes player.
Super damage![]()
Don't be able to pickup
Disable pickup and motion. Win!
Ew
then the turrets won't say "please put me down!" anymore!
(and if I get there in a legimate non-ninja way I cannot pick them up either =(.
I personally prefer to make my maps as ninja-proof as possible, without hurting legit gameplay.
So damage pushes player
.
Super damage
Don't be able to pickup ![]()
Quote from spongylover123 on January 7, 2012, 4:11 amI also recommend allow shooting through portals
I also recommend allow shooting through portals
Quote from Lpfreaky90 on January 7, 2012, 4:14 amspongylover123 wrote:I also recommend allow shooting through portalsdepends on the map, but usually I agree! Why wouldn't they shoot through portals?! that doesn't even make sense!
depends on the map, but usually I agree! Why wouldn't they shoot through portals?! that doesn't even make sense!
Quote from protoborg on January 8, 2012, 12:56 amThose are all great ideas. I will take them into consideration. They are nice general advice, but I was looking for puzzle elements that might inspire ninjas to do their thing.
Those are all great ideas. I will take them into consideration. They are nice general advice, but I was looking for puzzle elements that might inspire ninjas to do their thing.
Quote from Spam Nugget on January 8, 2012, 2:58 amits not gereraly specific elements, but their arrangrment that allows ninjas.
its not gereraly specific elements, but their arrangrment that allows ninjas.

I think in terms of boolean variables. Generally, it makes things easier.

