Apple room
I liked the final room in AC-Brotherhood ( http://www.youtube.com/watch?v=iy1t6TCABqY ).
I can easily imagine this concept on a KZ map / room : the lights are amazing, and i'm not talking about the game graphics.
By pulling levers / pressing buttons, a lightened block path will be drawn through the room, showing details invisible in darkness. The player would have to make his way back around the room to trigger other blocks and climb back with the new opportunities given.
The "apple" would be replaced by an end timer. Many buttons will exist inside this wide round room.
An experienced mapper would know how to reduce FPS lags and play with lights / functions.
In my opinion, the room is a bit too small, so levels should be added before, you can see other videos from that user, or just imagine a whole KZ map with that concept.
kz_1man_understock is a good map to compare these two, but instead of opening new rooms and creating blocks, this one would focus on hidden unavailiable dark spots. It should be hard to map and I would like to see your replies, tell me if it's possible to make and share new ideas to make it more simple.
"It's hard for us, easy for them"
At first, i liked this movie with his athomosphere and the idea.
From the basics it is no problem to map this, only this things with the lights could be very confusing, maybe impossible to making it looking glad in cs...
Probably-true fun fact: KreedZ himself is a designer for AC games. It's possible that the apple room was inspired by KZ. ^_^
The idea is great, but that kind of map just won't work on public servers. And the probability of making an unintended shortcut is huge.
Other than that, it is possible. I would say that it isn't so hard to map too. A little knowledge about func_wall_toggle and multi_manager would work excellent here. The trick is to make it in a way when the player fails, everything resets to default or previous state.
I could suggest an idea that when you press a button, a new pathway/lightway opens somewhere else and you need to go back. That idea was used in wanderer, but (as you can see) it didn't work so well on public servers.
You could isolate them with walls from the decor, it doesnt have to look the same nor be placed on the blocks. A simple glow would be enough on those. Some corners could be lightened up, and the more the player progresses the more bright the room gets.
OR: there could be mini levels around the room with a few jumps each. They could be totally dark before the jumper lights the room up, it would be a nice challenge to make a climb map in total dark for a better time. It shouldn't be an obvious left/right bhop or anything easily completable by just knowing the jumps. I suggest moving objects you wil have to catch in order to progress...
Interested, anyone ?
Originally posted by PieshelsProbably-true fun fact: KreedZ himself is a designer for AC games. It's possible that the apple room was inspired by KZ. ^_^
The idea is great, but that kind of map just won't work on public servers. And the probability of making an unintended shortcut is huge.
Other than that, it is possible. I would say that it isn't so hard to map too. A little knowledge about func_wall_toggle and multi_manager would work excellent here. The trick is to make it in a way when the player fails, everything resets to default or previous state.
I could suggest an idea that when you press a button, a new pathway/lightway opens somewhere else and you need to go back. That idea was used in wanderer, but (as you can see) it didn't work so well on public servers.
Hmm.. All the way back ? It's true, that would be annoying.
Well, just like the video, there could be 1 of 2 correct buttons and if the player presses the wrong one (on his first time playing the map) the blocks he just got right will go down and he will have to repeat only about 5 to 10 jumps.
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