User talk:Sortie: Difference between revisions
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::::::Yeah, now the only problem is figuring out how to learn the players how to solve my unusual puzzles. :) --[[User:Sortie|Sortie]] 09:28, 4 Feb 2007 (PST) | ::::::Yeah, now the only problem is figuring out how to learn the players how to solve my unusual puzzles. :) --[[User:Sortie|Sortie]] 09:28, 4 Feb 2007 (PST) | ||
:::::::You probably know this already but [[Designing_a_Level#Mechanics_and_Gameplay]] second paragraph. Its pretty much everything I have to say on the topic :) --[[User:Angry Beaver|Angry Beaver]] 11:31, 4 Feb 2007 (PST) | :::::::You probably know this already but [[Designing_a_Level#Mechanics_and_Gameplay]] second paragraph. Its pretty much everything I have to say on the topic :) --[[User:Angry Beaver|Angry Beaver]] 11:31, 4 Feb 2007 (PST) | ||
::::::::Yeah, I've read that article. I'm even planning to create an article on puzzles, because episode 1's commentary contains lot of good stuff. Anyways, I just need to figure out how to design the map, so the player can figure out how to solve it during combat. I think that only letting the user have the grav gun might help, so he thinks instead of shoots :P --[[User:Sortie|Sortie]] 12:04, 4 Feb 2007 (PST) | |||
== This is a headline == | == This is a headline == |
Revision as of 13:04, 4 February 2007
Aggresive Antlions?
Yeah, I'm trying to make a litle puzzle where you fight antlions like in episode one. But my Antlions aren't aggresive enough, they only just stand looking at me, unless I walk over to them. Then they'll chase me a litle. I've inplemented a nodegraph, and all that stuff, but I just can't make them aggresive...
Any suggestions, before I return to hammer and properly find a fix? --Sortie 11:53, 3 Feb 2007 (PST)
- giving proper info_nodes allow the antlions to figure out how to move around. Once they know how to move around they'll come after you better. If thats still not good enough you may want to read up on the assualt stuff thats here on the wiki with which you can push them much harder. And welcome. Show us some of this "quite good work" :) --Angry Beaver 12:58, 3 Feb 2007 (PST)
- Yeah, I've a solid net of info_nodes, that's not the problem. And I can't really use assults because it's just a litle cave, and they should run dynamicly around in it. Imagine the first antlion puzzle in ep1, it's sorta a copy of that, just introducing a new gameplay element. :D
- The main map is actually just a part of one of my project; I try to create the maps that valve have shown in their trailers for ep2. It's quite fun because it reveals how much faked they are. Eg. they used cs:s props all over their trailers.
- Anyways I've got a few ol' screenshots of the main map, if you want to have a look. :D
- Also I have read that they only react on sound, that may explain a few things. Still they don't react on gunfire :\ --Sortie 13:33, 3 Feb 2007 (PST)
- Looks like the bug was a broken nodegraph, I'll just smooth out the terrain. :D --Sortie 14:17, 3 Feb 2007 (PST)
- Okay, it didn't help much smooting the terrian. The bug was that info_nodes cannot be placed 128 units over the ground. :\ Thanks for your help guys. :D
- I knew it was the nodgraph. If you were still having issues I was gonna ask for a look at it :) good to see you fixed it though. --Angry Beaver 09:24, 4 Feb 2007 (PST)
- Yeah, now the only problem is figuring out how to learn the players how to solve my unusual puzzles. :) --Sortie 09:28, 4 Feb 2007 (PST)
- You probably know this already but Designing_a_Level#Mechanics_and_Gameplay second paragraph. Its pretty much everything I have to say on the topic :) --Angry Beaver 11:31, 4 Feb 2007 (PST)
- Yeah, I've read that article. I'm even planning to create an article on puzzles, because episode 1's commentary contains lot of good stuff. Anyways, I just need to figure out how to design the map, so the player can figure out how to solve it during combat. I think that only letting the user have the grav gun might help, so he thinks instead of shoots :P --Sortie 12:04, 4 Feb 2007 (PST)
- You probably know this already but Designing_a_Level#Mechanics_and_Gameplay second paragraph. Its pretty much everything I have to say on the topic :) --Angry Beaver 11:31, 4 Feb 2007 (PST)
- Yeah, now the only problem is figuring out how to learn the players how to solve my unusual puzzles. :) --Sortie 09:28, 4 Feb 2007 (PST)
- I knew it was the nodgraph. If you were still having issues I was gonna ask for a look at it :) good to see you fixed it though. --Angry Beaver 09:24, 4 Feb 2007 (PST)
- Okay, it didn't help much smooting the terrian. The bug was that info_nodes cannot be placed 128 units over the ground. :\ Thanks for your help guys. :D
- Looks like the bug was a broken nodegraph, I'll just smooth out the terrain. :D --Sortie 14:17, 3 Feb 2007 (PST)
- Also I have read that they only react on sound, that may explain a few things. Still they don't react on gunfire :\ --Sortie 13:33, 3 Feb 2007 (PST)
This is a headline
Looks like I've got an account. Cool. :D --Sortie 01:18, 3 Feb 2007 (PST)
Just a note
I know this is just test stuff, but always remember to sign your messages :) Use the second-last button on the toolbar ;) --Daedalus 06:05, 3 Feb 2007 (PST)
And welcome to VDC! Jupix 06:20, 3 Feb 2007 (PST)
Yeah, thanks. :D I'll do that, but this is just a litle test site, so whatever. :\--Sortie 07:19, 3 Feb 2007 (PST)