There's this point in the first Knights of the Old Republic game where 
you're in the undercity on Taris.  You're running around on some mission 
or another, and the game forces you to fight a Rancor monster when 
you're relatively weak.  This is obviously meant to be a rather 
difficult fight, but there's a massive AI/design flaw.  The hallway 
opens into this cavernous room with the Rancor, and you can run up 
halfway to it, toss a grenade, and high-tail it out back to the 
hallway.  The grenade detonates and knocks off some Rancor life, and the 
Rancor waves its arms and roars and makes a scene, then promptly forgets 
about you and goes back to standing at the door, waiting for you to 
throw more grenades at it.  Wash, rinse, repeat until slain.

Did I exploit this?  Of course I did - it wasn't a cheat, and it wasn't 
a hitch in the game, just a moment of crappy execution in an otherwise 
magnificent gaming achievement... and that Rancor would have had me for 
lunch in a heartbeat.

So, to Half-Life 2 - I'd say Valve most definitely meant for you to do 
that.  There's no reason not to think that they wouldn't build the 
engine in such a way that a creative gamer could come up with a clever 
solution to a problem.

Now, as to why the AntLion guard couldn't scale your staircase... :)

- Jim

Jim Davis wrote:

>>-----Original Message-----
>>From: Scott Sauer [mailto:[EMAIL PROTECTED]
>>Sent: Friday, December 17, 2004 1:35 PM
>>To: CF-Community
>>Subject: Re: Finished "HalfLife 2"
>>
>>I'm anxious to start making maps!
>>The "real world" physics add a whole new level of map-making fun!
>>    
>>
>
>I LOVED how the physics could be used to "cheat" in the game without really
>cheating.
>
>Spoilers follow - stop reading.
>
>.
>.
>.
>.
>.
>.
>.
>.
>.
>
>For example there are two spots in the game (the end of the "Stay off the
>Sand" area and the washrooms at Nova Prospekt) where you're forced to jump
>down to an area with no escape and an encounter with an AntLion Guard.  
>
>However in both those cases it's relatively easy to collect enough set
>pieces (desks, file cabinets, crates, etc) and create a simple set of stairs
>leading back to the safety of the ledge.
>
>So you spend a little time building, then leap down, awaken the beastie,
>bound back up your ramshackle staircase and can then happily watch the guard
>running around but unable to touch you in the least.
>
>With only a little effort you can also make the game much easier.  For
>example it wasn't hard (okay - perhaps a bit tedious) to fling ALL of the
>reprogrammed sentry guns forward ending up with (I think) eight of them at
>the end of the level (where you're only given three).  (I tried to carry on
>into the teleporter, but it didn't work.)
>
>In the same area, during the "cell block invasion" (we you must hold the
>fort when the combine is attacking from four separate corridors) I was able
>to first carry both sentry guns from the previous encounter to help, then
>pile up a large wall of desks, crates and file cabinets in one corridor that
>the combine couldn't get around. 
>
>There were so many places that you could fling extra ammo and health to
>creating leapfrogging caches of goodies in the difficult areas.
>
>And, of course, the game provided all of these possibilities as a matter of
>course - so it's not really cheating.  ;^)
>
>Jim Davis
>
>
>
>

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