Difference between revisions of "User talk:Omnicoder"

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:It isn't calling the ability to loop infinitely to gain momentum or to stack boxes glitches as they are intended functionality but they can be used to glitch the flow of the map as the designer meant it to be. --[[User:Omnicoder|Omnicoder]] 00:48, 28 December 2010 (UTC)
 
:It isn't calling the ability to loop infinitely to gain momentum or to stack boxes glitches as they are intended functionality but they can be used to glitch the flow of the map as the designer meant it to be. --[[User:Omnicoder|Omnicoder]] 00:48, 28 December 2010 (UTC)
 
::Er, well, going with Wikipedia's defintion of a [[Wikipedia:Glitch#Video_game_glitches|Glitch as related to video games]], "a glitch is a programming error which results in behavior not intended by the programmers" and ""Glitching" is the practice of a player exploiting faults in a video game's programming", neither of which is true about fling, stacking, etc. I just think we should use a different word. [[User:Thelonesoldier|Thelonesoldier]] 01:25, 28 December 2010 (UTC)
 
::Er, well, going with Wikipedia's defintion of a [[Wikipedia:Glitch#Video_game_glitches|Glitch as related to video games]], "a glitch is a programming error which results in behavior not intended by the programmers" and ""Glitching" is the practice of a player exploiting faults in a video game's programming", neither of which is true about fling, stacking, etc. I just think we should use a different word. [[User:Thelonesoldier|Thelonesoldier]] 01:25, 28 December 2010 (UTC)
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:::The flinging and/or stacking itself isn't the problem, it's the situations and scenarios that these can be used and exploited in to create glitches. To draw a parallel, there were some maps in TF2 where you could fall through a displacement and be able to shoot out from under neath it. The problem was caused by the displacements. Does that mean the displacements were the glitch? No. The situation that the player could exploit them was. The same is true here. --[[User:Msleeper|Msleeper]] 01:29, 28 December 2010 (UTC)

Revision as of 17:29, 27 December 2010

Well, looks like Good Karma blessed us both. JeffLane came and made this place serious again. --BreakingAtTheHinges 21:37, 17 September 2010 (UTC)

Poison water damage type

I was going off of Portal_Mapping_FAQ which says to use Poison as the damage type. Thelonesoldier 20:16, 3 October 2010 (UTC)

Valve maps use CHEMICAL so I've updated that article.

Glitch prevention

Fling is a basic element of gameplay, not a glitch. Also, most surfaces in Portal are portal-able concrete, and most hallways in the campaign have portalable surface on the walls and ceiling. Plus with the wording infinite loop I thought they were presenting the possibility of the player getting stuck in an infinite loop, which is absurd, but thinking about it now it's probably referencing using that as an alternate way to build up acceleration for a fling. Still, you can hardly call basic gameplay concepts glitches in the same vein as portal bumping and like. I understand it's important to keep fling in mind when designing a puzzle, but again it's hard to think of it as a glitch or expect mappers to put metal on every ceiling or something. Not to mention many of the campaign missions have ways to circumvent the "intended" solution, and many of these are featured in the challenges and Advanced maps.

Reading further I see there are several other basic features, such as stacking props, that are listed. Maybe they should be separated into a different article labelled "design considerations" or something, rather than calling them "glitches"? Or the article should just be renamed? What do you think? Thelonesoldier 17:48, 27 December 2010 (UTC)

It isn't calling the ability to loop infinitely to gain momentum or to stack boxes glitches as they are intended functionality but they can be used to glitch the flow of the map as the designer meant it to be. --Omnicoder 00:48, 28 December 2010 (UTC)
Er, well, going with Wikipedia's defintion of a Glitch as related to video games, "a glitch is a programming error which results in behavior not intended by the programmers" and ""Glitching" is the practice of a player exploiting faults in a video game's programming", neither of which is true about fling, stacking, etc. I just think we should use a different word. Thelonesoldier 01:25, 28 December 2010 (UTC)
The flinging and/or stacking itself isn't the problem, it's the situations and scenarios that these can be used and exploited in to create glitches. To draw a parallel, there were some maps in TF2 where you could fall through a displacement and be able to shoot out from under neath it. The problem was caused by the displacements. Does that mean the displacements were the glitch? No. The situation that the player could exploit them was. The same is true here. --Msleeper 01:29, 28 December 2010 (UTC)