Bounce (level design): Difference between revisions

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[[Category:Level Design]]
[[Category:Level Design]]
[[Category:Theory]]

Revision as of 17:03, 23 December 2005

Stub

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Description

http://cache.boston.com/images/bostondirtdogs//Headline_Archives/bounce.jpg

Todo: generalized diagram of a bounce

A bounce is a layout element that guides the player to an area which exhibits some kind of change, then leaves him to backtrack and utilize this change. In some ways, it is similar to a loop; accordingly, it also shares similar advantages.

Resources

(bounces are efficient - effectively using the same area twice)

Guidance

(player can't get lost, player can always backtrack)

Ease of Use

(at its most basic level, its a button and a locked door; easy!)

Disadvantages

Within many players, there has been an emerging awareness of "backtracking." Many players possess a negative view of the mechanic, and see it as an example of laziness on the part of the designer, or simply a very confusing layout element.

(author doesn't make the "change" apparent enough)

Implementation

In general, a bounce is much simpler to implement than a loop, but can still be effective. Here are some notable examples:

Anomalous Materials (Goldsource)

This Half-Life chapter begins with blah blah blah.

Todo: diagram, description

Route Kanal (Source)

Todo: diagram, description

Metastasis 1 (Source)

Todo: diagram, description