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good puzzles


MilesTeg

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Posted

Where can I find a guide or something like this for good puzzles ?

 

I want to remake a sp map (df, gromas mines) but I have no ideas of good, entertaining puzzles I could implement...

I´m as creative as a rock the last days...

 

plz help!

Posted

Where can I find a guide or something like this for good puzzles ?

 

I want to remake a sp map (df, gromas mines) but I have no ideas of good, entertaining puzzles I could implement...

I´m as creative as a rock the last days...

 

plz help!

Posted

See, most puzzles today are universal- meaning you they are implented only partly changed in several games, or even worth one game but different levels. Everyone knows the "kill enemy-get key- open door with key"... Or "Change-Button" quests. Find something new isn't easy, but you'll find that once you have a nice one invented people will compliment you on your idea. So just think of something where you need a little brains, instead standart issue puzzles...

Posted

The most clever single puzzle in Raven's SP I think was the jedi trial to get your lightsaber... stand on the top of a platform linked to a cage, then force speed over to the cage and force pull the saber out... Simple, and yet pulls you into the game. You start thinking "My lightsaber is RIGHT THERE, so how do I get it?" instead of "Oh look, another puzzle."

 

Tricky puzzles involving force powers are (to me) the best kind, as they immerse you into the Star Wars universe... it's not just "a puzzle", it's a "STAR WARS puzzle."

 

:D

Posted

Take a look at JK's puzzles if you want examples of original ones. The vast majority of JO puzzles are sheer crap, and go along with the absolutly rediculous level design. E.g. rubix cube Doomgiver array.

Posted

true emon, the doomgiver one wasnt hard it was just a bitch cuz of the stupid jumps you had to do... and how the hell was that #### maintained? god being a wrench monkey in that ship woulda sucked

 

but i agree with lord richie's comment, i found the yavin trial level to be a very interesting and unique level (hell the only level where you arent forced to kill 100 people)

 

and i hear ya about your troubles; in my level, the character needs to escape, and i want to make the player use their wits to get out, not blast/hack a legion of enemies to do so - its hard

Posted

To Idon'tlikeGeorge...

 

I always thought the same thing. How did those basterds fix all the equipment down there!! Then I remembered this....ITS JUST A VIDEO GAME!!!!! lol

That was one area of the SP game that I found really dull...DoomGiver, I couldn't wait til that level was over with !!

Posted

Well, Imperial Engineers are also the ones who built Star Destroyers miles long...I wouldn't put this past wacky room placement past em' either!!!

Just think what happens on a Super Star Destroyer when the tram system breaks down....gotta walk a few miles!!!

Posted

Eh, but a huge portion of a Star Destroyer is just living quarters (then many many people to man the guns... it is a CAPITAL ship, you know) and the hangar bays (hundreds of TIEs take up a good bit of space).

 

And the Doomgiver jump-all-over-this-goddamn-room puzzle was just a stupid stupid idea. Enough of that. :p

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