Rediculous jump/duck puzzles gone?

Dsty2001

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I don't mind using my brain every now and then, but this has nothing to do with using your brain. It's how well you can use your mouse and keyboard. One thing that ticked me off about Half-Life was the jumping puzzles to access other areas. Even Opposing Forces had them. Will they still be in large numbers in Half-Life 2? Or have they been reduced dramstically?
 
your asking us as if we knew :)

i hope they listen to the public on this one and decide against excessive jumping puzzles.

i didnt really have a problem with it in hl1 hardly noticed it all all, actually. the IGN review makes it seem much longer than i felt it was.

i guess im just coordinated better?

iono.... i didnt mind, really. im sure others have diff opinions
 
Well, its not that they was very hard or complicated, but they did take away from the Gameplay. I honestly think I spent more time jumping crates then fighting off aliens or grunts. It's just they overdone it. Half-Life was a Science fiction game, not a jump across boxes to reach other side even though there is probably 200 more ways to get to the surface game. Of course, since HL2 has a more dynamic world, I'm not "expecting" there to be alot. But you never know :-/
 
"rediculous"? that is the most ridiculous spelling mistake people constantly make.

there wasn't too much jumping in HL1, and it was fun. it's a part of HL in a way. leave it in.
 
There wasn't much jumping? Come on, almost every level had them
 
Anomolous Materials: Didn't have any
Unforseen Consequences: I don't remember any
Office Complex: It only had the vent/box shifting puzzles, don't remember any jumping puzzles
We've got hostiles: A few... but not many
Blast Pit: Still, not many
Power Up: Can't remember any.


The main idea is that the jumping puzzles were few and far between.
 
I don't remember having any trouble with the jumping puzzles and I didn't really think any of them were ridiculous- they all made sense and fit into the scene.
 
Half-Life 2 is going to be pretty team oriented instead of always one-on-one. You've got a team of soldiers, as well as barney, and then there's Alyx.

With the manipulator and the new physics engine, I can dare say we'll have puzzles, but have to use that gun and/or the physics to complete them.
 
well whats the point of having a jump button if its not used more than twice in the game?

Im not getting hostle here or anything, just saying what i think....all the so called "jumping puzzels" in hl werent really jumping puzzels.....for example the many green cates hanging from chains that you have to jump across in the beginning of hl, why would you look at something like that as an jumping problem? its an obstacle..you need to get past it, to get past it you need to jump...i mean really...think of any kind of PHYSICAL obstacle that dosnt reqiure you to jump, duck or climb....there arnt any. as for useing your mind to solve riddles and problems, figureing out how to complete those physical obstacle pretty much needed you to figure out a path and calcualte how far you needed to jump etc. but yes, there could be a few more. Im pretty sure there will be in hl2, like in the e3 video where gordon is in the city he uses all of that guys booby traps to kill the zombies....those are what you want.
 
I like jumping puzzles, though the one with all the portals with the spinning thing was a pain, mostly because it was just guess work and trial-and-error.
 
Yes, I was wondering the same thing. I do hope so because I hated it.
 
I hate CONTRIVED jump puzzles. Some physical obstacles can be fun, but I don't like bits where there are no enemies, just a bunch of boxes to navigate through that feel like they were set up just to waste time before getting to the A-list game content.

Some things that Gabe said sound promising tho:

" It can really... you know I'm going through and I'm fighting and I'm worried about what's going on and worried about what's happening to my partner and there's all this time pressure on me to do someone and all of a sudden I have to move a chessboard to get a door to open. It's like "I was doing great right up until..." It's like watching a boom mike come down during a movie. It's like, wait a minute, don't do that, it's sloppy and lazy."

and

"You just play the game you don't worry about... I mean quicksave/quickload is great, but it would be better if you could just sort of say, if I'm playing well, and working hard, even if my health is getting low you know we're never going to trick and then say "tada" and drop you into a pool of lava. That's the sort of thing both as a designer and a player that makes me completely insane. We want to say if you play well, and you're thinking about what's going on, you can trust the game to be your partner in being entertained. We're not trying to beat the player, we're trying to have fun. Not us triumphing to say "whoo-hoo" we killed you 407 times while trying to play the game."
 
I don´t mind if there´s a little obstacle in front of me, but in these typical jumping scenes like "there are huge boxes hanging on cranes, perhaps some are moving, and u have to jump to the other side" is totally boring, especially when u have to do it ten times to finish it. and these scenes always look so unrealistically. (i don´t speak about hl1, but about jumping scenes in general)

i hope, valve created something new, cool and challenging scenes for us.
 
I don't want any puzzle jumping at all. If I wanted that i'd play Mario or Metroid or something.
 
I don't mind them at all, they were merely obstacles to overcome. The whole game cn't just be running around and shooting stuff all the time.
 
What was that level called again, where you had to work your way up through portals , timing each jump right as there were floating platforms underneath the portal's exits.?

God ,that was really one big jumping puzzle and really silly.

That was contrived to the max. Might be fun the first time, but for me it's too arcade-ish to belong in Half-Life.

Gordon != Mario.
 
That one ticked me off, took me 30 minutes to complete. I think it was in the Lambda core
 
Originally posted by Novad
What was that level called again, where you had to work your way up through portals , timing each jump right as there were floating platforms underneath the portal's exits.?

God ,that was really one big jumping puzzle and really silly.

That was contrived to the max. Might be fun the first time, but for me it's too arcade-ish to belong in Half-Life.

Gordon != Mario.

Yeah I didnt like that puzzle very much eighter (?) But I thougt it was ok... The secound time around I made a little list on a piece of paper of wich portals I had been in and wich I shouldnt go in, it worked quite well actually hehe :)

Now when u came to the Zen world it got boring that is possible the main reason I didnt like Zen that much is having to jump up and up etc. I didnt mind it the few times they happended on earth that was just part of the game I think.
 
Even if there will be jumping puzzles, you always got the new physics engine to count on, perhaps you could manipulate some stuff so you wont have to jump. who knows.
 
it was interloper with the jumping. it got a little heavy there but not too bad.
 
Once you got used to how jumping worked in those puzzles, you sometimes just stopped thinking of them as puzzles and just did them. When THAT happens, especially in the midst of some action, it can be fun. Part of the problem, I think, of jumping puzzles is that the developers are already experts at playing the game, so they don't realize that all the jumps can be very non-intuitive and irritating. Really something they should catch on playtests.
 
No, what makes them irretating is the fact that you know there (technically) should be other ways out. Black Mesa was huge facility, don't tell me that they couldn't have made other ways out besides jumping across moving boxes. :-/
 
Originally posted by Dsty2001
No, what makes them irretating is the fact that you know there (technically) should be other ways out. Black Mesa was huge facility, don't tell me that they couldn't have made other ways out besides jumping across moving boxes. :-/

If power went out, doors dont work, you jump. If door is jammed, you jump. Its like that, well you might duck, or turn power back on... ehh
 
Jump puzzles are horrible. After failed attempts at them and getting to re-do a level over and over it starts to make me sick. I get fusterated and then get a head ache. It was the least fun part of HL 1 and the only reason I checked websites out to find the cheat codes like noclip. It's not fun for me I like to shoot up the monsters and great story line much better.
 
As long as theres no repeat of the Lambda Core Portal-Puzzle(TM) I'll be fine. :dork:
 
i dint have much of a problem with the jumps but i did find myself saving after every sussesful jump :/
 
Originally posted by Zigrah
I don't mind them at all, they were merely obstacles to overcome. The whole game cn't just be running around and shooting stuff all the time.

Bingo!

It created an atmosphere of an actual working complex. theyd calm you down and youd be suprised by a bunch of enemies all of a sudden.

I want to see SOME puzzles in HL2 , and SOME jumping , not excessive amounts though.

BTW- The big one was the Lambada Core.
 
If there's going to be platforming parts they should include a third person view and a USB controller. :cheese:
 
Originally posted by Jigen
If there's going to be platforming parts they should include a third person view and a USB controller. :cheese:

no 3rd person :bonce:
 
I don't mind some jumping puzzles... It's just the ones where you have to move the boxes into place before jumping on them that always got me (Op4)...

*Soldier moves crate under large green box suspended in the air
*Soldier stands next to crate and tries to jump up, failing miserably and sending the box halfway across the room
*Soldier repositions the crate
*Soldier does a running duck-jump and makes it up
*Soldier realises that the crate is too much under the box and can't get up higher
*Soldier repositions the crate
*Soldier gets up again, and then ontop of the box.
*Soldier tries the next jump, but didn't make it because yet another box was in the wrong place.
*Soldier puts next box in place
*Soldier tries to jump onto first box, but sends into into second box instead, knocking both out of place...


Get the idea? That's why I never got very far in Opposing Force... Between the room full of lava filling up and killing you unless you knew exactly which rubble fell where and when, and all the other little force olympic jumping exercises, that game got me tearing my hair out before I got even half way into it...

I've never finished HL or any of it's expansions... I could easily handle any of the enemies thrown my way, but these some of these jumping puzzles really frazzled my brain... (especially since back then I hadn't played any other PC first person shooters before, and wasn't very good at timing my jumps - Yes I was raised on Goldeneye... Not one jumping puzzle in that game, not even a jump button (and yet there were HEAPS of puzzles, and the game was extremely fun).
 
the only thing that really aggravated me was how you "slid" a couple feet after you landed from a running jump.

Sometimes I would land on a crate, realize I was going to slide off the front, try to counteract it by moving backwards, and then slide off the back haha.

I don't think I'd mind jumping puzzles in HL2 that much :afro:
 
actually if you just tap the back button your forward momentum stops completely even when using long jump on xen (way up there).
 
Like everything in half life 2, the jump puzzles will be bigger and better.
 
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