Posted by Naklajat on Tue Jan 29th at 3:01pm 2008
Ultimately it's down to the level though, lots of stairs, tight corners, and narrow drops can make them a pain. I've also played some maps where they served as a "hole up in the RPG/crossbow tower and pick people off while nobody can flank you without you knowing in advance" device.
Overall I like them, what are your opinions?
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Posted by CrazyIvanovich on Tue Jan 29th at 3:09pm 2008
The place where I always bought it with this technique was the top of the stairs behind the security desk on steamlabs. The stairs that used to be a ladder, that is.
Mind you, I don't consider it cheap, but good use of presented abilities. I'm all for the slammers. Now, my other friend who exploited the duck-to-move-your-hitbox-into-your-crotch thing is cheap for sure.
[edit] holy grammar
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Posted by Captain P on Tue Jan 29th at 6:44pm 2008
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Posted by Andrei on Tue Jan 29th at 7:17pm 2008
Other than that, i sometimes build "demotraps" using a wooden bench on an explosive barrel and a trip mine as a detonator. It takes patience but it's fun to see someone touching the bench and going BOOM.
Posted by Yak_Fighter on Tue Jan 29th at 7:53pm 2008
I think every HL2DM map needs them. There's so few weapons in the first place that getting rid of one weapon (really two, but I doubt the satchel is used more than the tripmine) weakens the map. Especially with how little ammo you can carry.
I know in HLDM trips and satchels could be used to camp effectively, and the gauss rifle usually could counter that, but in HL2DM the prevalence of throwable props and grav guns reduces their effectiveness by an even greater amount in my estimation. Plus, as has been mentioned, the way you can booby trap or hide them using other props is very cool.
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Posted by Captain P on Tue Jan 29th at 8:42pm 2008
I mean, I'm currently placing an RPG in a dangerous spot (how creative!) but I'm also sparse with rockets: there's exactly one in the map, and quite hidden too. This basically means that players either have to take a big risk for every 3 shots, or know where the rocket is hidden and pass through that area each time they want to fire a shot...
On the other hand, a slam-only map doesn't sound too bad either... hehehe...
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Posted by Yak_Fighter on Tue Jan 29th at 9:22pm 2008
It just depends on the kind of map you want to make. Hiding things works in some designs and it doesn't work in others.
Depending on how you hide them you could basically end up making them useless or almost never used. If they are too out of the way to reach and not worth the effort to get people will mainly ignore them, like the snarks in datacore. Why would you bother with them when you would be more productive elsewhere?
If you hide them like the snarks in Rapidcore or Stalkyard or the damage multiplier/random secrets in many UT games (ie like wolf3d, no clue its there but if you go pressing 'use' on every wall you'll bump into them) then people may just never find them.
Hiding would only give people an unfair advantage if you were hiding something that if reached would give that player an unfair advantage. Like putting a gloun gun, 100 ammo, and 100 shield in one hidden spot would be unfair. If it's just small things like ammo or a slam or something its not nearly as bad.
The big issue with hiding things is that it can really slow down a map, and if it's a smaller load map it can pretty much ruin it.
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Posted by reaper47 on Tue Jan 29th at 9:22pm 2008
Personally, I like them. I too think that HL2DM needs as many weapon options as possible for variation. They shouldn't be too easy to get, though.
Posted by Natus on Tue Jan 29th at 9:51pm 2008
However, I can't stand the hl2 tripmines, they have got to be the most annoying thing ever, especially because they're so easily acquired, and are often placed not far from places where people prefer to camp, so usualy, a person will entrench himself, wait for someone to run into a tripmine, run out and grab new mines, repeat, repeat.
Posted by CrazyIvanovich on Tue Jan 29th at 10:32pm 2008
Anyway, I'd see the satchel part as more of the camper's handy-man. But it also takes some skill to use because of that little blinking light.
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Posted by Yak_Fighter on Tue Jan 29th at 10:37pm 2008
uhh, you can build ladders with slams, and they are just as easily acquired as hl1 tripmines... they are used just like trips, behave the same, and can be used to camp just the same. Soooooo, why would you like one and hate the other? It sounds like you should take issue with weapon placement and map design, not the weapons themselves.
EDIT: and the cool thing about satchels in HL2DM is that with the grav gun you can punt them back into a camper's face if you're fast enough.
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Posted by Natus on Tue Jan 29th at 10:48pm 2008
Posted by Cash Car Star on Tue Jan 29th at 11:32pm 2008
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Posted by haymaker on Wed Jan 30th at 12:41am 2008
They are only fun when they're a challenge to install I find, as in a full Overwatch. Any other use puts them in the no-skill weapon category to me. Their sensitivity radius is waay to big; add in a laggy connection and a fast moving player, it's a recipe for frustration.
If there was away to disable the primary function and leave the secondary, that would create some fun options.
Posted by Orpheus on Fri Apr 18th at 5:00pm 2008
OFFTOPIC:
I look forward to any version of OP4 for HL2. I dunno if they are even considering it, but it was my most favorite HL1 mod. Snarks are cool, especially if you are on 56k and have no option to make decent headshots because of ping times but nothing beats eating someone with a grapnel. Somehow munching someone running from you is so satisfying.
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The best things in life, aren't things.
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