Bounce (level design)

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Description

A symbolic diagram of a bounce - it begins in a room with an obstacle (locked door, force field) and leads to an event that destroys this obstacle (disaster sequence, physics puzzle, button pushing), thus allowing the player to backtrack and proceed.

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

Power Struggle (Goldsource)

In this Blue Shift level, the player has to drain a pool of coolant, go into it, rearrange the barrels, re-fill the pool, and cross on the rearranged barrels.

Route Kanal (Source)

Todo: diagram, description

Metastasis 1 (Source)

Todo: diagram, description