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March Mapping Contest Ideas
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Nameless
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Joined: 06 Feb 2008
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PostPosted: Tue Feb 19, 2008 12:12 am    Post subject: Reply with quote

Quote:
'Most mind meltingly puzzling'



Quote:
"Most Open-Ended Map"


both get my vote, I was thinking of a map that would have multiple paths but still required you to use the whole thing...

*page 2*
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Hyakkidouran
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Joined: 23 Jan 2008
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PostPosted: Tue Feb 19, 2008 8:50 am    Post subject: Reply with quote

I really like the "final boss" subject.
It feels very different and "new".

It is probably harder to do than most subjects, since you have to know how to script a little, but it would be a nice subject for when we do the "win a video card" contest : the prize will be worth the effort!
The problem is we may have very few participants... So it is worth it? I let you, msleeper, be the judge for this.

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youme
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PostPosted: Tue Feb 19, 2008 9:28 am    Post subject: Reply with quote

Hyakkidouran wrote:
The problem is we may have very few participants... So it is worth it? I let you, msleeper, be the judge for this.

Well thats really the point of this thread, discuss and improve ideas, if barely anyone is up to a boss type level then we shouldn't do it. But I think with some careful though a good boss type battle can be done without any coding or new models..
Its definatly posible to create a map that will feel like a final boss battle without an actual sentient boss character afterall look at the actual portal boss, there is nothing that couldn't be done simply by level design stuff.

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Kingpin
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PostPosted: Tue Feb 19, 2008 9:28 am    Post subject: Reply with quote

I was thinking maybe along the lines of the 'outside environment' so that it gives the player a whole new environment to play in. Also new techniques I was thinking like different sorts of puzzles, innovative shit, all that juice.

For me? I'm onto the next shit. Get there.
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BlueZero4
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PostPosted: Tue Feb 19, 2008 10:27 am    Post subject: Reply with quote

Anyone up for making a puzzle in which you start without the portal gun, and get it as you complete the puzzle?
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youme
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PostPosted: Tue Feb 19, 2008 10:47 am    Post subject: Reply with quote

BlueZero4 wrote:
Anyone up for making a puzzle in which you start without the portal gun, and get it as you complete the puzzle?


There have been a few of those already, one of the two top maps in the last contest was like this (was both? I can't remember) And TS13 will definatly be like this

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MrThompson
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PostPosted: Tue Feb 19, 2008 12:51 pm    Post subject: Reply with quote

'Don't touch the ground course'

'Changing environment'

'Collect stuff to build a machine to breakout of the Aperture Labs'

'No jumping area'

All I can think of atm.
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Nameless
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PostPosted: Tue Feb 19, 2008 3:44 pm    Post subject: Reply with quote

Quote:
'Collect stuff to build a machine to breakout of the Aperture Labs'


I like that you could make it some sort of machine built into the map, and you sort of "plug it in"


Here is a few ideas I just came up with, I put a * beside the ones I like best.

*-best logic puzzles (thinking puzzles, not flinging puzzles), using things like the 3x3 'Lights Out' game in the map.

-best 'escape' map, where you escape aperture alive

*-gauntlet run style map, where you avoid death traps (semi-secret doors, crushing pistons, having to time your jumps/runs correctly)

*-best use of NPCs (Ex. enrichment centre before neurotoxin toxin)

-use of physics puzzles (not involving the player them selves). Too many maps involve manipulating physics on the player and few use portals to help run a machine (I remember one map where you controlled the balls in a machine puzzle, can't find the map Sad )

-use of sound as a puzzle element, like matching cubes that make certain noises with slots making the same noise (you can use a lot of the 'raw' sounds at different pitches for variety)

-map with the most scenic views of areas not directly part of a puzzle, you could have a button trigger something but not allow the player to make portals or walking around in the area, like walking through glass bridges overlooking an abyss of machines, a good way to show lighting and layout skills

*-maze style map, it would be easy for everyone to participate, but it would be a fun challenge to make a maze, that didn't frustrate or confuse everyone (a decent number of clues, in the forms of puzzles, could help)

-best/complexity/amount of puzzles in a single room, would be interesting to see how many puzzles (of decent quality) people could neatly fit into a single room (maybe we define a room size in the rules)

are we going to vote on the next contest, or is it going to be up to an elite few?


Last edited by Nameless on Tue Feb 19, 2008 4:00 pm; edited 2 times in total
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taco

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PostPosted: Tue Feb 19, 2008 3:50 pm    Post subject: Reply with quote

Of all the ideas so far, I'm really liking the ones that focus on making a unique type of chamber - not just on visual style, but on the execution of the chamber as a whole.
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Kingpin
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PostPosted: Wed Feb 20, 2008 6:32 pm    Post subject: Reply with quote

[quote="Nameless"]
Quote:
(I remember one map where you controlled the balls in a machine puzzle, can't find the map Sad )


I think you are thinking of Alpha chamber 1. The one where you get the portal gun at the end of the map.

Also for ideas, I was thinking maybe different looking scenery, (ie: outdoors areas).
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xitooner
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Joined: 19 Oct 2007
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PostPosted: Mon Feb 25, 2008 10:54 am    Post subject: Reply with quote

Nameless wrote:

Quote:
'Most mind meltingly puzzling'

Quote:
"Most Open-Ended Map"

both get my vote, I was thinking of a map that would have multiple paths but still required you to use the whole thing...


Not minding either, but the level of planning/complexity required to pull off the open-ended one well may seriously limit the number of entries. Which may be fine I guess. . .but if making sure there is a lot of entries and participation is a factor for this one-month-long contest, we need to keep it in mind.

I vote for "the most mind meltingly puzzly" concept. A set of maps that concentrated on needing brains and not on finger-twitching skills or "techniques" would be very refreshing to me. . . .
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Donat
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PostPosted: Mon Feb 25, 2008 11:08 am    Post subject: Reply with quote

'Them'

Test chambers deisnged to prevent or gather data on what is going on, Out side.
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youme
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PostPosted: Mon Feb 25, 2008 11:19 am    Post subject: Reply with quote

xitooner wrote:
I vote for "the most mind meltingly puzzly" concept. A set of maps that concentrated on needing brains and not on finger-twitching skills or "techniques" would be very refreshing to me. . . .

Word.
Although I think my favurite idea was 'Most visually stunning' but thats because I love those vistas throughout the HL2 games.

Its nearly march, when will we get to know what the competition is? (sadly shan't be entering, am already making a TF2 map for a competition ending in april)

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Nameless
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PostPosted: Mon Feb 25, 2008 5:37 pm    Post subject: Reply with quote

Donat wrote:
'Them'

Test chambers deisnged to prevent or gather data on what is going on, Out side.


I like this idea, and it would give the maps a mysterous feel, but I'm not sure how you could do it with out custom media
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Donat
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PostPosted: Mon Feb 25, 2008 6:55 pm    Post subject: Reply with quote

You can use the NPCs from HL2. I have one i'm working on that uses some, i guess i could post pictures some where, but i can't post in the WIP and currently whats missing in it is auto_logic, math_counters, logic timers ect.... So it only spawns on button command and not automatically.
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