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Forest Temple Corridor

  • JynxDaddy
  • February 14, 2006 at 10:36 AM
  • JynxDaddy
    • February 14, 2006 at 10:36 AM
    • #1

    I was playing some good old Ocarina of Time, and I went down that corridor in the forest temple and twists as you go down it.

    How the hell did they do that?

    Is it a simple trick that could be pulled off in the HL engine or Source, or is it some specially coded thing Nintendo put it because they are awesome!

  • rhaz
    • February 14, 2006 at 10:41 AM
    • #2

    If someone managed to emulate that effect in a map, it would be incredibly leet.

  • rockdude86
    • February 14, 2006 at 11:53 AM
    • #3

    i dunno how it looks like but if they can do it so can we so if you put up some pics of it maybe someone will make it... 2 bad i dont have time for it myself i always like a nice geometry challenge

  • skdr
    • February 14, 2006 at 12:25 PM
    • #4
    Quote from rockdude86

    i dunno how it looks like but if they can do it so can we so if you put up some pics of it maybe someone will make it... 2 bad i dont have time for it myself i always like a nice geometry challenge

    Haha you have no idea what you're talking about. If you haven't seen the effect ingame, don't say you can do it with advanced geometry, because you cant.

    There must be somekind of "shader" trick or something behind this. Could be interesting to try it it with Source if you get the basic idea how it is done.

  • Kosmo
    • February 14, 2006 at 1:56 PM
    • #5

    Awww... I don't know what the twist is, I own the Ocarina o' Time, but haven't played it

    But just a quickie question, if you have played Serious Sam, there is few maps where you are in a big pipe of sorts, and you can run along the walls like the whole surface had gravity, that was some awesome shit, shooting mobs in the ceiling and then running up to them.

    Would that be doable in Source? It would rock some socks off.

  • insta
    • February 14, 2006 at 2:36 PM
    • #6

    Not unless you code it in. Sin had something similar as well, and Prey has wall-walking and such in it, as shown in the videos.

  • RD
    • February 14, 2006 at 6:03 PM
    • #7

    i forgot, what was the twist thing?

  • GrayFox
    • February 14, 2006 at 11:04 PM
    • #8
    Quote from RD

    i forgot, what was the twist thing?

    In some areas you can for example shoot a button and a corridor will twist around. When you come to the room in the other end you end up on its ceiling.

  • rockdude86
    • February 14, 2006 at 11:07 PM
    • #9
    Quote from skdr

    Haha you have no idea what you're talking about. If you haven't seen the effect ingame, don't say you can do it with advanced geometry, because you cant.

    There must be somekind of "shader" trick or something behind this. Could be interesting to try it it with Source if you get the basic idea how it is done.

    true

    (edit) send a mail to gary would be a nice fit for his mod :wink:

  • Campaignjunkie
    • February 14, 2006 at 11:07 PM
    • #10

    [Blocked Image: http://www.rpgclassics.com/shrines/n64/zelda5/images/walkthroughpics/walk05/13.jpg]

    Lousy screenshot quality, but it's still kind of recognizable. Ahhh, memories...

  • von*ferret
    • February 15, 2006 at 2:52 AM
    • #11

    so lost

  • JynxDaddy
    • February 15, 2006 at 3:04 AM
    • #12

    Good Idea Peri. A few platformers have great puzzles that involve a room turning upside down, a physics based one would be really interesting.

    And Kosmo, go play the game now, best game ever made imo.

    Hmm so no one knows how it is done so far I need to know! It's driving me nuts.

    It's a mystery?

  • ginsengavenger
    • February 15, 2006 at 4:41 AM
    • #13

    You could conceivably fake it by building a corridor which would rotate in increments as you walked through a long row of triggers |||||||||||||||||||||||||||||||||||||||||

    but it would be a real pain in the ass and would probably look pretty choppy depending on how many triggers you built. You'd also probably want to move a clipping box along with the player so he couldn't turn around, or else you get into some really muddy territory with him going back the other way but the corridor keeps turning the wrong direction; deactivating or repurposing the triggers to turn it the other direction, ugh.....

    I wouldn't even attempt it that way, just a way of halfassing it without coder support. Oh yeah and no way could this ever work in multiplayer without being coded into the mod.

  • Bic-B@ll
    • February 15, 2006 at 4:58 AM
    • #14

    trigger_once

  • RD
    • February 15, 2006 at 6:16 PM
    • #15

    instead of rotating the whole map, rotate the players view. It would b relatively easy to code i think but then again i know nothing about coding

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