Quote:Original post by JimmyShimmy
Both HL's had many interesting intereactive peices of kit (that had somthing to do with helping to kill your opposing force in a creative way), but I had two cripes with HL/HL2:
1) The loading sections of the levels (to cut up the memory intake and keep a flow to the game with the contantly changing environments) was kind of an annoying pause and going back was not an option because not only waiting for a new area to load frustrating (actaully induced a trapped feel) but you could not as the game pushed you along (actually not so much trapped anymore/just pushed along).
I agree, but that's a technical issue rather than a level design one. If you know upfront that you want to make a large, seamless environment with zero loading times between sections (i.e. streaming data in moments before you need it), then you can plan for that in your engine's technical design - but beyond that it shouldn't have much to do with the level design.
Quote:2)With such a design and flow all the unique things you did in the game where only done once (make a ramp bouyant/make a ledge accessible by weighing down a peice of wood balancing with cinder blocks)-all this stuff is fun but it hardly ever happens and I can't go back to play! With reagrds to the trap's they were only useful once! You arrive in a new area, you see the aliens advancing you drop the car on them and then that wonderful peice of creative/machinery carnage is just left there never to be used again...
Yes - some bits managed to be used more than once (like the car that you drop on some zombies and then use to ascend to Father Gregory's walkways), but you could never 'take it with you.' Unless your game is going to allow the player to stay in one place using the same thing over and over - and to be honest, while it would have been nice to use it more than a couple of times, more than five or six is likely to get boring - it's going to need to allow the player to move things around on a substantial basis. If you can't carry it and you can't attract more zombies to it, it's one-shot, simple as.
I don't think that moving machines around any substantial amount is much of a gameplan - HL2 let you carry sawblades and so on around a lot but nothing big. So I'd recommend focusing your efforts on simply putting in so many cool setups that it doesn't *matter* that you had to leave something behind - because you always know there'll be something cool around the corner. In truth, Valve did do a fair amount of this; try playing through Ravenholm using nothing but the gravity gun and you'll see just how much they've provided in the environment for you to use. It's going to place a massive burden on you as the level designer though; coming up with a large and varied set of traps to lay is difficult. (After playing Ravenholm for a while, you may begin to feel that Valve only really reused two of their things - sawblades and exploding canisters - but they reused them a lot to fill up the space).
Quote:HL2 was great because of the all the stuff you did/experienced but (like many) I really enjoyed certian parts of the game and would have loved to have been able to played round with themm all the time/or at least on a constant basis.
Aye.. and to be fair, there was nothing stopping you from hanging back and dropping cars with levers a few more times, or firing the gas traps. The problem was that there were no more zombies to take out. Perhaps you should look at the rate at which new zombies are fed to the player - so that if they want to try new and interesting ways of smashing the crate on a chain into them, they can do?
Quote:Even great have simple flaws. It would seem perfect is an improbability.
Certainly. Though attempting to be perfect is a perfectly noble goal. [smile]
Quote:
Unlike HL/HL2 our levels will be cut up. Different routes of the town will distingush the levels. In a level that is your area of play with no being pushed along (save first level) and plenty of opportunity to try out your aresnal/succsefully carry out a trap in the form of multiple wave's of enemy's which differ ate in speed/durability/numbers with regards to how well you do/did previously (dynamic level structure).
Sounds like you beat me to it [wink] Just make sure you give the player the chance to move on if they get bored of playing with one particular thing. Your goal of X kills in the time allotted is an interesting approach - reminds me of
Crimsonlands - and I think it's a very wise move because it doesn't push the player to progress (rather, it pushes them to find effective ways of dealing with the zombies and to then keep on hitting that button).
Quote:Visually we know what we need-not just the obvious objects that come with a town but the style
Cool - you definitely need to be keeping that in mind, then. Do you have concept art, renders, style guide videos, etc - from your art lead to help ensure you've always got the kind of thing fresh in your mind?
Quote:weather we would want Zombies driving car's/being behind the cash till's is somthing I doubt would flaot well with the team
I think I'd be wary of that too, if only because it's damn hard to do without scripting, and scripted events kill replayability. If you're going to have wave after wave of zombie coming through, you'll only be able to have the first wave crash a truck through the wall.
Quote:although I myself I am fully behind the idea of exploiting the comedy that Zombies bring with them (the fact that they are slow/can be pushed over/have limbs falling off/make bizarre sounds) and I love Geroge A Romero's take on the Zombies-that they can recognize things and go to places were they used to as living beings-they act like the Chassis of a ghost.
Cool, you've done your research [grin] I agree that exploting some of the comedic aspects of zombies (Romero zombies, at least - when you think about the realities of the zombies in HL it's somewhat more chilling) can be a good plan, but I think that's an issue for your AI programmer more than anything else. The zombies will make silly noises and have their limbs fall off regardless of the level you make for them to do it in.