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I have no idea how to build this concept. Help?

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I have a level concept I cannot figure out how to build effectively. I have been able to get some individual components of the level to work, but never the whole.

 

The idea is a level which is composed of multiple compartments, completed one after another. But, if you take too long to complete each room or when you complete it and pass to the next room it floods with monsters.  Each room has its own monster as its theme - one each for blobs, fireballs, gliders, walkers, teeth, spiders and bugs.

 

I could make individual rooms of this work, or even two or three together, but I could not build the level because I could not figure out how to make clocks small enough that don't eat all my trap and clone connections.

 

So i need a small, fast, reliable clock that works in either ruleset that does not use many trap or clone connections. Do you have any ideas?

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So you mean the clock starts up in each room separately, so a room allows you the same amount of time no matter how long or fast you completed the rooms before it? I would try experimenting with using toggle walls on one wall of the rooms, but the monsters that will flood that room do not start next to those toggle walls (as otherwise they would flood the room too early), but are freed only once you enter the room. So you could use a teeth monster to keep the monsters in a holding area, and once you enter a room, the teeth move out of the way (you don't necessarily see him yourself, and he might get destroyed or trapped so he), and the other monsters leave the holding area (that could have ffs to stop them from going back, and they'd still be separated from the actual room you are in by toggle walls. Once a certain amount of time passes, a toggle switch is hit somewhere and by that time you must be out of the room. Maybe this idea won't leave enough room for having seven rooms in the level, but maybe it could be stretched to four or five.

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You could try having Chip hit a trap button as he enters each room, releasing a monster somewhere that eventually hits a block clone that lands on a trap button, releasing a bunch of monsters. This would only require 3 connections per room (1 clone, 2 trap), which would be within the limits I think?

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I thought of a possible way to have monsters slowly fill the room but I'm not sure that's exactly what you want.

Could you have a room with a monster going around in zig-zag pattern (see End of all Time pi.dat) This presses all the buttons that release the monsters slowly, but they only work once a button in each room is pressed when chip enters it.

e.g. the zig-zag room monster presses clone buttons which go to every room. But each room has a trap stopping the monsters until chip enters each room in which he must push an irretrievable block on the button to open the trap. The monsters then begin to fill the room slowly.

 

This would mean at least two buttons for each room.

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I thought of a possible way to have monsters slowly fill the room but I'm not sure that's exactly what you want.

Could you have a room with a monster going around in zig-zag pattern (see End of all Time pi.dat) This presses all the buttons that release the monsters slowly, but they only work once a button in each room is pressed when chip enters it.

e.g. the zig-zag room monster presses clone buttons which go to every room. But each room has a trap stopping the monsters until chip enters each room in which he must push an irretrievable block on the button to open the trap. The monsters then begin to fill the room slowly.

 

This would mean at least two buttons for each room.

 

 

You just give me a great idea for a survival level.

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I tried making this level and it turns out to be harder than it sounds. At least I didn't quite get it right on the first try. Getting the zig-zag room set up it tricky. Of course there is probably a better way to do that than a zig-zag room in the first place.

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Use force fields, ice (maybe, if needed) and cloners while using pink balls (might be possible to make them off screen?) Delay them as much as possible, and then the button is pushed. Also, before the first force field (which should be the one the pink ball enters to start the loop) there is a clone button, starting the next timer. Also, make a force field beween the rooms to triger the next clone machine too. The last clock, however, doesn't produce a pink ball, which triggers another pink ball.A diagram, if you will:

 

fillroomtimertutorial.png

 

This is just one possible solution to this however.

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I didn't know that you could connect one button to more than one clone machine.... :blink: Haven't tried / seen it yet!

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Here are 3 clocks I came up with. The red buttons would trigger a mechanism to start cloning monsters into the room. The last one takes the longest and has no trap connections at all, but it might be more difficult to set up. It's easy to set the length of the timer for all of them.

 

FpihnjQ.png

  • Upvote 4

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that bug/fireball idea is simple and genius! 

 

I didn't think you could connect 1 red button to more than one clone machine. You can however connect multiple buttons to 1 clone machine. An interesting idea anyway.

 

yeah, this thread is inspiring :)

 

I made a few levels in the past that weren't really solvable levels just complicated clocks for fun

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I'm not sure about all editors, but in CCEdit you can connect a clone button to as many clone machines as you like. However, pressing a clone button with multiple connections will only operate the first connected clone machine in the list - further connections are not recognized, so I don't think it's possible to simultaneously operate multiple clone machines with a single button. 

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the first one doesn't work in Lynx, due to bear trap sliding sadly. The annoying thing is you can't just fix it by putting ice somewhere.

The rest work though (Y)

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Nice thread guys (Y) I like that bug and fire idea too (Y) (Y) (Y)

 

 

Just now I have a new level concept that requires Chip to stand on a trap button for a long time (which activates a timer). After that, a tank will quickly clone and blow a bomb in it's path. However, Chip is standing in it's path as well. The main problem is that I can't figure out a timer mechanism that suits this concept--a timer which works ONLY when the trap button is being held down. Can anyone help me?

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Nice thread guys (Y) I like that bug and fire idea too (Y) (Y) (Y)

 

 

Just now I have a new level concept that requires Chip to stand on a trap button for a long time (which activates a timer). After that, a tank will quickly clone and blow a bomb in it's path. However, Chip is standing in it's path as well. The main problem is that I can't figure out a timer mechanism that suits this concept--a timer which works ONLY when the trap button is being held down. Can anyone help me?

 

here's an idea similarly that I made for a level which I ultimately scrapped from my first set. In this level, you hold down the brown button to stop the fireballs to allow save passage through the gravel area. For your level it sounds like you may want to reverse this idea so holding down the button makes monsters clone. [You could achieve this by swapping the paths the (left) fireballs take.

 

http://cczone.invisionzone.com/uploads/gallery/category_3/gallery_127_3_923.jpg

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Here are 3 clocks I came up with. The red buttons would trigger a mechanism to start cloning monsters into the room. The last one takes the longest and has no trap connections at all, but it might be more difficult to set up. It's easy to set the length of the timer for all of them.

 

FpihnjQ.png

 

In Lynx does monster order have any bearing on anything what-so-ever? :huh:

 

I was just experimenting with these clocks posted above. The last one with the bug/fireball. In Ms changing the monster order effects if the fireball changes direction or the bug, as expected. But in Lynx the bug always changes no matter what.

I know monsters move differently in Lynx, but this is sort of a bummer if you have less control over how they move.

-----------

also on the first clock; to make it work in Lynx, simply eliminate the trap on the far end (opposite the button) And move the button for the other to the end of the path. I'm not sure how this effects the timing but it still works as a clock (Y)  (and has 1 fewer trap connections)

 

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I have a concept of my own I could use some help with:

 

gallery_127_3_16437.jpg

 

I'd like to design a device so pressing the red button releases the bugs 1 at a time, in random order (only once); in other words they exit the trap and come back and remain stuck again. I'd like each bug to be only released once per "cycle" or press of the button. Also I don't want to allow pressing the red button more than once while the bugs are being released (this part I sort of already have a solution for) I want the bugs to be released slowly enough so the player has plenty of time to view what is happening (so a second or more in between releases) thanks.

All the bugs should get released, just once. The top one must always be last. The order should be random and random each time the red button is pressed. The button can be pressed again once the cycle has stopped (the top one is released)

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So mobius, you don't need this any more?

 

And just to check if I understood you correctly you asked for something that would do this:

1) Chip presses the red button in the middle of the room.

2) the six lower bugs are released in a random sequence, but with enough time that they don't make it too hard for Chip or collide for instance.

3) the seventh bug at the top is released and the red button is only now usable again.

 

Should it work in both MS and Lynx? Are there some parts, like tanks/teleports/toggles, that shouldn't be used in the mechanism? Why is the random order important with successive presses of the button, compared to just having a set order? Does it matter if some orders are more likely to happen than others, or if some take a different amount of time to go through?

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I could still use help but I've completly removed the bug sections. I've decided to do that differently. See the bugs there were not meant to dodge but rather they are actually a clue as to how to solve the level (another unseen part of the level)

I've found a solution but it's not ideal. The concept is this: Chip has to pass through six "gates" or "doors" in a certain order in order to keep open a toggle door or hold open a trap to get 1 chip. You fist go into a room and view a device which cryptically tells you the correct order. I've been able to make this successful but the order is always the same. The way I wanted (which is Like the puzzle from RHEM 2) is that the order is randomly generated every time.

I'd like it to work in both MS and Lynx. Preferably I wanted to have the chip behind a toggle door which opens when you "start" the device and if you try to grab the chip before going through the doors or if you've gone in the wrong order the door closes before you can get it. But I'll accept any other method; like a trap that needs to be help open. The mechanism can use anything and can be fairly large. [only two 2x20 areas of the level are so far taken up not including the mechanism]. Pressing one button should start the mechanism and both the clue part and the actual mechanism (they have to work in unison if this is going to be randomly generated since the clue has to reflect the actual mechanism]

"Does it matter if some orders are more likely to happen than others, or if some take a different amount of time to go through?"

-No, I don't think this matters. The clue is a device which you watch as it takes place and takes a little time to work. I realize I'm not being real descriptive but I'm avoiding giving everything away (probably too late) if you really want to help I can PM u or come to the chat room.

in any case I already have a working level so yay. :)

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