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TDM Speed run / Time Trial POC


peter_spy

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Since I like TDM movement model quite much, I've spent some time on figuring out relationships between player abilities (running, jumping, crouching, mantling) and object placement. In short, you can design pathways in your map to feel more dynamic and pleasant to traverse. This short section shows that player movement model is smooth and snappy enough to allow for speedrun or time trial sections. It looks a bit abstract, as most of the environment pieces weren't replaced by models, but that was the plan. Let's pretend most of the white ledges are pipes ;)

 

 

Also feel free to use this video if anyone at TTLG starts talking things like "TDM is too clunky", "Thief movement is superior", etc. :)

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That's very cool! Stuff like that could help with replayability, especially for skilled players. It would be interesting to see if you can find a good balance between that and stealth.

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I'm not missing nice and fast ways to travel through a map, what i'm rather missing is some creativity, things like traps, secrets, alternative ways like ventilation shafts, roof beams, that sort of things. They're there in some missions, but, many just offer the odd ways to travel from room to room. Or, they feature way too small hallways, and you can run into guards at any time, without actually knowing where they came from.

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That's very cool! Stuff like that could help with replayability, especially for skilled players. It would be interesting to see if you can find a good balance between that and stealth.

 

Yup, and I think routes like these can exist as part of your mapping style, as they will be dynamic and pleasing to traverse at any speed :) Players with stealthy approach won't feel much difference, but those who e.g. run away from a guard will notice how nice and efficient it is to move through your level. You could also use this to make the map more replayable, adding different win conditions on different difficulty levels, as in challenge maps of some sort. So instead of difficulty levels you could make e.g. a Standard mission mode (no restrictions, for players who didn't play your map yet, or are getting to know it), Time trial (see if you can complete main objectives under X minutes), Speedy cleptomaniac (see if you can grab all the loot under X minutes), etc. :)

Edited by Judith
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Personally, I still think a time limit is counterintuitive to a stealth game, but I still like the design. I'm thinking mor of making the path possible on lower difficulties and blocking it in some way for higher difficulties, thus controlling hwo many options of easily bypassing challenges the player gets.

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In principle, yes, as it is quite unreasonable to demand knowledge of your map from the get go. But as additional challenge mode (aka don't play this before you complete it in Standard Mode), this might prolong the life of your map, if only for some people.

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The player beeing able to move through the environment relatively quickly also provides the means for him to flee from the ai. It has been stated often enough that many players tend to reload a save game if they got detected, completely neglecting that the agility of the player is one of the things he succeeds in over the ai. An environment allowing to utilize that benefit accompanied by a more restrictive save game mechanic "motivating" the player to make use of it might provide for a much more dynamic and tense gameplay in the end.

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FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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The player beeing able to move through the environment relatively quickly also provides the means for him to flee from the ai. It has been stated often enough that many players tend to reload a save game if they got detected, completely neglecting that the agility of the player is one of the things he succeeds in over the ai. An environment allowing to utilize that benefit accompanied by a more restrictive save game mechanic "motivating" the player to make use of it might provide for a much more dynamic and tense gameplay in the end.

Interestingly enough, stealth games for me (and also a lot of other people, I think) are more like a puzzle game. I enjoy outsmarting the AI by finding out all its patrols and then sneaking by. If I get detected, often patrols will get messed up, not to mention that on many missions (especially mansion missions), it's very hard to even get away properly.

You can call me Phi, Numbers, Digits, Ratio, 16, 1618, or whatever really, as long as it's not Phil.

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Interestingly enough, stealth games for me (and also a lot of other people, I think) are more like a puzzle game. I enjoy outsmarting the AI by finding out all its patrols and then sneaking by.

If I get detected, often patrols will get messed up, not to mention that on many missions (especially mansion missions), it's very hard to even get away properly.

That is definetely true, but does not interfer with what I've written I think.

But that is exactly what I mean. It is a matter of level design. If a mission can only be played one way, and departing from that way causes the mission to not work anymore, than the level design is bad.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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