DieHard Wolfers Forum Index DieHard Wolfers
A Wolfenstein 3d Fan Community


  Hosted by: MCS & Areyep.com - Designed by: BrotherTank

Original Yahoo Forum - Die Hard Archives

AReyeP HomepageAreyep Homepage DieHard Wolfenstein BunkerDieHard Wolfenstein Bunker Log inLog in RegisterRegister Banlist FAQFAQ Search ForumsSearch

  Username:    Password:      Remember me       

Pushwalls
Page 1 of 1
DieHard Wolfers Forum Index -> Advanced Mappers View Previous TopicRefresh this PageAdd Topic to your Browser FavoritesSearch ForumsPrint this TopicE-mail TopicGoto Page BottomView Next Topic
Post new topicReply to topic
Author Message
Kuki
Can I Play Daddy
Can I Play Daddy


Joined: 16 Mar 2003
Last Visit: 18 Jan 2010

Topics: 6
Posts: 43
Location: Torun/Olsztyn, Poland
poland.gif

PostPosted: Sat Jul 17, 2004 2:35 pm
   Subject: Pushwalls
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Next PostGoto Bottom of Posts

Although secret doors are already covered in one of the other threads, I believe it is a topic that should have its own thread.

Apart from obvious things like floor code issues, leaving space behind secret walls etc. I think we should cover such topics as mark the pushwalls or not, keys and elevators in secret areas, large vs small secret areas, shortcuts through secrets, some tricks and intersting secret placement strategies like secrets in secrets, the 3 pushwalls next to each other trick, Poet's dead guard trick, blocking player's and enemies' way with pushwalls and so on.

So, what are your opinions and ideas?

Kuki
Schabbs
DieHard Officer
DieHard Officer


Joined: 12 Mar 2003
Last Visit: 20 Sep 2017

Topics: 33
Posts: 564
Location: London, England
uk.gif

PostPosted: Sat Jul 17, 2004 3:19 pm
   Subject: Re: Pushwalls
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

One thing I like to see in maps is that any pushwall is designed to allow access to the secret area - regardless of whether or not the pushwall moves 2 or 3 spaces. This is essential when getting through the secret area is necessary to complete the level. Some addons I've seen rely on the pushwall moving exactly 3 spaces to be able to complete the level, and when it only moves 2 places then the player is stuck.

There is an example of this the other way round in the original game e6m2 where the pushwall must move only 2 spaces to enter a secret area - though this wouldn't affect the player completing the level. Some of the War Zone sets require pushwalls to move exactly 3 places to enter certain areas, sometimes vital to completing the levels, but there are several other sets that have the same fault too.

Luckily, 9 times out of 10, the pushwall does move 3 places.

_________________
Brian.
Cat Productions - mapper
JoeWolf
I am Death Incarnate
I am Death Incarnate


Joined: 05 Apr 2004
Last Visit: 31 Dec 2007

Topics: 2
Posts: 169
Location: Liverpool
uk.gif

PostPosted: Fri Jul 23, 2004 7:01 am
   Subject: Re: Pushwalls
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

What about the use of pushwalls to finish the level (ie. you need to find the pushwall to find a key or to get to the elevator),unless the pushwall is obvious it should be avoided.


Also the possibility of the use of walls which look like they could be pushwalls but arent as a sort of trap?

ie. ##$##
#> :::::: <#
:#::::::::#
:#::::::::#
:##{-}##

{-} = door
# = wall
: = floor
$ = pushwall lookin thing
> or < = enemies

My first (and rather crappy) addition to this section.

_________________
I am live.
Ringman
DieHard Wolfer
DieHard Wolfer


Joined: 31 Jul 2003
Last Visit: 14 Dec 2016

Topics: 54
Posts: 1165
Location: up my nose
usa.gif

PostPosted: Mon Jul 26, 2004 8:56 am
   Subject: Re: Pushwalls
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

I personally think all pushwalls should be marked in some way. It doesn't have to be obvious, but it can become a pain in the but pressing space on every wall in a level to find all the secrets. Especially if the level is huge. The way to mark it would be behind a decoration (obvious), in a room with nothing at all important in it, but that is kind of small, a space between two static objects, in a room that has a only one long path leading to it because it would help the player get out with out going the whole way back through the path. Other ways are using grimy walls, and having one clean one in the middle (obviously this wall was recently used since its not grimy), or I sometimes like to put the laying skeleton in front of pushwalls because he looks like he is pointing to it.

If you don't mark the wall then it should have something that is really worth all the trouble of finding. Tons of treasure, extra life, weapons and ammo, and an awesome room design with maybe textures not used anywhere else in the mod or map.

_________________
One day I saw upon a stair a little man who wasn't there. He wasn't there again today. My gosh I'd wish he'd go away.
Guest




Last Visit:





PostPosted: Sun Jan 02, 2005 6:56 pm
   Subject: Re: Pushwalls
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

To me, first off, every level must have at least one pushwall. Any pushwalls, if is not obvious, can't have a key or something like that you need to complete the level. It may be marked with a flag, blood, bones; if not, the pushwalls may have an type of "code" that you must think to discover it without walk by all the level try to push every wall you see, like:

BP = blood pool
T = table
WV = white vase
BV = black vase
- = wall
---------------------
- BP T T -
- WV BV -
- T T -=Secret Wall
---------| |--------

In this room, all walls doens't have any pictures, flags, etc. A white vase is positioned at left and a black vase is positioned at right side of the room. White is the inverse color of black, what means that the pushwall is at the oposite side of the blood pool's wall. A secret room like this should not have any keys or the elevator, but a big reward. Of course, this may be a exagerated example, so make puzzling secrets like this a lot it's not a good thing. Other problem is the guards behind pushwalls. The add-on actor must know that the guards may not see you if the floor code is wrongly used.

I've saw many add-ons with lots of secret room inside secret rooms. I don't know about others, but in secret rooms I almost ever look all other walls searching for other rooms. And is nice making hidden areas just like the normal ones, a lot of rooms I've saw just have simple treasures or/and ammo.
Tricob
Moderator
<B>Moderator</B>


Joined: 14 Mar 2005
Last Visit: 9:12 ago.

Topics: 160
Posts: 8008
Location: Neo-traditions, Inc.
usa.gif

PostPosted: Thu Dec 01, 2005 10:39 pm
   Subject: Re: Pushwalls
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

One pushwall method I don't see used a lot is simply hiding a few enemies behind a Pushwall in the more complex levels. The fact is, if a player is unwittingly running around in circles long enough, he may end up killing everyone in the level by accident if none of the enemies are hidden. So without hiding enemies in the complex level designs, the player might actually be *rewarded* for running around in circles (Bonus 10,000 for 100% Kills). Kind of ironic, isn't it?
Ringman
DieHard Wolfer
DieHard Wolfer


Joined: 31 Jul 2003
Last Visit: 14 Dec 2016

Topics: 54
Posts: 1165
Location: up my nose
usa.gif

PostPosted: Thu Jun 01, 2006 6:15 am
   Subject: Re: Pushwalls
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Bottom of Posts

This isn't always possible, but I prefer when the player can't go around the pushwall while its moving, because the pushwalls graphics glitch if the player sees it from other angles. So its best to make your level layout to hide this, especially to new wolf players.

_________________
One day I saw upon a stair a little man who wasn't there. He wasn't there again today. My gosh I'd wish he'd go away.
Display posts from previous:   
Post new topicReply to topic Time synchronized with the forum server time
DieHard Wolfers Forum Index -> Advanced Mappers View Previous TopicRefresh this PageAdd Topic to your Browser FavoritesSearch ForumsPrint this TopicE-mail TopicGoto Page TopView Next Topic
Page 1 of 1
Jump to:  

Related topics
 Topics   Replies   Views   Last Post 
No new posts Static (decorative) object placement
Author: Adhesive_Boy
12 3032 Mon Jun 26, 2006 5:38 am
Ringman View latest post
No new posts Ammo/health/treasure/secrets
Author: Adhesive_Boy
6 2289 Sat Feb 25, 2006 10:36 am
Ringman View latest post
No new posts Enemy placement/floorcode (ED. BY JACK) strategies
Author: IanFranken
9 2425 Fri Dec 02, 2005 8:38 pm
Tricob View latest post
No new posts Traps, ambushes and dirty tricks
Author: IanFranken
2 1722 Thu Dec 01, 2005 10:25 pm
Tricob View latest post
No new posts I'm not dead!
Author: Adhesive_Boy
2 1445 Fri Aug 13, 2004 4:55 pm
IanFranken View latest post
 
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
   You cannot delete your posts in this forum
You cannot vote in polls in this forum


Copyright ©2003-2008 DieHard Wolfers
A Modified subBunker Theme by BrotherTank
Powered by phpBB © 2001, 2005 phpBB Group