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Tower of Babel Forum
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Artinum
Zapper
Messages: 184 Location: United Kingdom
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Created: 2004-10-31, 02:11 AM CET Subject: Tower Types II - Artinum's Towers!
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Tower Descriptions:
These are loosely based on my "tower types" posting and most illustrate my points. But some are just for fun, or for watching what happens! None of them are overly difficult, but all have their points.
(This list is included in the attached ZIP file, so you can refer to it without reading this page all the time.)
(A) Lizard Skylights Ltd
This one is my first example of how making everything unlit black can create spooky tunnels. It's hardly difficult to find out what to do from Grabber's perspective even in darkness but the lizards up top will eat away the roof, creating 'skylights' for him!
(B) Blocked In (A Different Kind Of Maze)
I get so bored with regular mazes - so beginner. I decided to demonstrate my point about blocks for a maze which can be pushed. I've allowed cameras because not doing so would be cruel, but it's still difficult trying to find Pusher in that lot!
(C) Complexity.
This is an attempt to demonstrate the 'complex' towers I described. Try starting off with Zapper zapping the flag in front of him to trigger a three-way event. One big problem with complex towers is that they need a lot of objects to work effectively, and we only get 17. Grrrr.
(D) Under Starters Orders
There should be an apostrophe in there, but my schizophrenic PC keyboard (thinking it is an emulated Amiga one) couldn't find the right key. Anyway! This is a simple example of how you can tightly time something without a timer. The two routes are equal length, but watchers take time to turn...
(E) Let There Be Light!
More darkness trickery, though on reflection it works well without weird colours. Besides, zapper cones flash even in the dark, dammit. The hoppers are merely a hint of what is down there. I know you can reverse the lift sharply if you spot a zapper pointing at you, but do this properly and you will enjoy it more.
(F) (Ex)Change, my dear Peri...
The title of this one is snaffled from Doctor Who. I have a weakness for bad puns. Here I demonstrate one of those awful exchanger towers, livened up by using all four floors and a couple of extras as well. Dead easy but more entertaining than plain ol' teleportation.
(G) Checkmate...
Sheer nonsense. Take a look at the view from the north camera and scroll up... it's a table with a chessboard! No real challenge, I was just playing about.
(H) The Waste Disposal Plant.
Talk about minimalist. This is a tower you can complete with three Fire commands and a few turns. Just switch to camera and watch the conveyor belt at work! And if the remake people are reading this, how about viewing events from particular objects? The Watcher is an obvious one!
(I) The Chain Reaction
Be quiet, Diana Ross, I wasn't talking to you... This tower is one of those "set it in motion and watch it happen" ones. It demonstrates the chaining of simple events but is about as challenging as eating a chocolate biscuit. I like it.
Artinum.
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Dr.
Administrator
Messages: 310 Location: Saarbrücken
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Created: 2004-11-06, 02:27 AM CET Subject: Re: Tower Types II - Artinum's Towers!
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Right... These towers have been thoroughly examined by Her Majesty´s Office of Tower Inspections; a small number of not too interesting comments will be posted in the near future, if office hours permit.
Z -- "Who said that? Confucius?" "I say that."
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Dr.
Administrator
Messages: 310 Location: Saarbrücken
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Created: 2004-11-12, 04:13 PM CET Subject: Re: Tower Types II - Artinum's Towers!
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Here we go...
(A) Lizard Skylights Ltd
Now THIS is a nice idea. I really hate invisible towers, but completely dark tunnels or small buildings are valuable additions to my arsenal of nasty tricks. Using lizards to create skylights is an especially nice touch.
(B) Blocked In (A Different Kind Of Maze)
Like one of those small pocket puzzle games. While there is only one possible way to go, the main difficulty is indeed finding the pusher...
I'm still trying to create a kind of "lock", with blocks and pushers acting as tumblers and springs, requiring the player to push, zap and grab in the right sequence to finally unlock (free of obstacles) the long row between the final pusher and the block in front of the objective. It's more difficult than I imagined, but I won't give up yet.
(C) Complexity.
The principle is there, but since you can simply ignore the zapper until the end the tower suffers a bit. Still, some nice ideas - I'd almost forgotten you can sneak up on mines from below or above, and the "elevated walkway" look is worth copying. But who is Munitra?
(D) Under Starters Orders
"This is a simple example of how you can tightly time something without a timer. The two routes are equal length, but watchers take time to turn..." Yes, and you can even finetune the timing by rotating the tower; watchers, like rotary zappers/pushers, will always face north in the beginning and
(E) Let There Be Light!
(see tower a)
(F) (Ex)Change, my dear Peri...
"Here I demonstrate one of those awful exchanger towers..." Yes, well... I think the only way to spice those up is to inject a few false endings and some traps. Still, the title/briefing page of this one was worth the laugh.
(G) Checkmate...
"Sheer nonsense." Oh yes, and very nicely done. More nonsense towers, please!
(H) The Waste Disposal Plant.
Ah, the good old conveyor belt. I'm still fiddling with my nonsense factory and its conveyor belt assembly line, trying to get things to explode properly so you can actually score some destroyed objects...
(I) The Chain Reaction
Oh, I love chain reactions. Do you remember those silly old cartoons where cats, coyotes, and other unsuccessful predators would go to extreme lengths to construct absurdly intricate and complicated machines just to trap a mouse or bird or whatever? I really like the trigger for this one, as it requires no real action on behalf of the pusher. Unobtrusive and effective.
Z -- "Who said that? Confucius?" "I say that."
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Artinum
Zapper
Messages: 184 Location: United Kingdom
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Created: 2004-11-14, 06:36 PM CET Subject: Re: Tower Types II - Artinum's Towers!
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Deary me. Munitra? I was copying the style of the original tower designers, who gibbered inanely at the subtle humour of spelling their names backwards (such as "Legin Drawnek", which I originally took for some instructions to Picasso).
I was tempted to explain Munitra as my cousin from India and give her a potted life story but it's been a long weekend and I just couldn't be bothered....
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Dr.
Administrator
Messages: 310 Location: Saarbrücken
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Created: 2004-11-15, 12:23 AM CET Subject: Re: Tower Types II - Artinum's Towers!
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(busy creating loud noises by banging my head on the table)
Z -- Das Lemsche Gesetz: Niemand liest etwas; wenn er etwas liest, versteht er es nicht; wenn er es versteht, vergißt er es sofort.
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Fawlty
Mason
Messages: 280 Location: Gütersloh
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Created: 2004-12-30, 01:12 AM CET Subject: Re: Tower Types II - Artinum's Towers!
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This one would be even nicer without zapper and cameras. You'd have to play the whole game from grabber's perspective and you'd be exposed to the strange atmosphere of it, squares flashing up randomly around you without an obvious cause.
Zitat:
(B) Blocked In (A Different Kind Of Maze) |
I try to imagine a tower like this in the remake, with a bigger playfield and no item limit. Cruel...
Nice one. More please!
Funny idea! But it makes a difference what kind of view the player selects. I usually set view distance to "behind", but using this setting has the effect that you can NOT see the zappers from the upper level, while you can see them from "normal" view. Which view settings do you other guys prefer??
Zitat:
(F) (Ex)Change, my dear Peri... |
I need to get some Dr. Who episodes!! I can remember having seen a short sequence of one episode when I was still a kid, but that was all, I'm afraid....
"Check" seems to be the most frequently used word for tower names, I guess... *g*
Zitat:
(I) The Chain Reaction ... I like it. |
I like it, too!
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