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>> No.1720274 [View]
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1720274

fixing 200 minutes map06 has left me with a quandary, and i need some opinions to resolve it.

in the original you walk in the room, the 30s door shuts in front of the switch, and an imp in an alcove wakes up behind you. you shoot the imp, this wakes up the demon teleporter. the problem as some people have discovered is you can get under the 30s door by running fast enough, and then you get stuck in there for 30 seconds.

i currently have it fixed by replacing the 30s door with a fast closing door that's harder to outrun* and a switch at the back of the imp's alcove to open it again.

however in the original it's possible to sneak through the teleporter trap by not shooting the imp, or by luring it out and shooting it through the entrance to the room, which has sound blocking lines on it.

what i need to determine is whether or not the demon teleporter trap should remain bypassable by stealth.

- are the sound blocking lines intentional gameplay behaviour or are they just there so you don't wake the teleporter up early? in which case i can redesign the teleporter accordingly.

- should the switch to reopen the (former) 30s door be a gun trigger, which would force you to wake up the teleporter anyway, or a pressable switch, so you can remain stealthy?

i can't discern the author's original intention. my inclination is to use the gun trigger so the trap is forced to go off, but that might be against the author's wishes, not to mention make the map more annoying for some players - i know a couple of people have suggested that it's already not a great map compared to the rest of the wad (which i don't necessarily agree with, but it is understandable as it was the very first submission before any kind of bar had been set)

_________
* although still possible with strafe50, but it is now openable from inside. a 30s door wouldn't be, because it remains an active sector - that is, it still has a thinker attached to it - whilst closed.

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