Idea dropoff thread
Just have an idea how a koopa shell could be cleverly used to defeat the boss, but no real clue how the whole fight should work? Maybe how Boss' weapons should work?
Post here so everyone can incorporate these ideas.
If you have scribbles of the boss fight room, you should make a new thread. This is for single ideas or mechanics only.
Post here so everyone can incorporate these ideas.
If you have scribbles of the boss fight room, you should make a new thread. This is for single ideas or mechanics only.
- Super Mario
- Posts: 30
- Joined: 03 Feb 2012, 00:07
After you defeat Glad0s, there should be a giant Mecha-Koopa that fires lasers from it's mouth as the entire building starts to collapse.
I feel Dry Bowser would be a pretty cool fight, if a bit clonish. T'wouldn't be too hard.
Also Sašo and Maurice
WHAT ARE YOU GETTING YOURSELVES INTO ASKING OTHERS FOR THIS STUFF
Also Sašo and Maurice
WHAT ARE YOU GETTING YOURSELVES INTO ASKING OTHERS FOR THIS STUFF
The princess is the cake.drone36 wrote:Logic much?JonnyJohany wrote:
And this express my Idea
Mario should find the cake and the princess you numb brain. :P
As for my idea, the boss should have 3 stages of strength, progressively getting stronger as it gets hit. For one of the stages - I don't really give a shit - there should be two fixed portals somewhere on the location. The boss shoots around portals and uses whatever its weapon is to their advantage. Is that too complex with three or two sets of portals around? Probably. Don't listen to me. I just feel like the boss should be using the advantage of portals at some point.
I'm noticing a lot of extremely specific ideas floating around. In my opinion, the boss fight should be something that can be done with any level design - this way the boss can be placed as an entity in a custom level and not have to have the same level design. Making the boss harder could be simply changing the level around it; the boss would, as a result, open up new possibilities for mappack designers.
For example:
Let's assume a simple GLaDOS fight where one must redirect lasers using portals.
1. The simplest way to pull this off would be to make a large room where every surface is portalable. It allows complete freedom of movement and choice. Sounds pretty easy.
2. A more difficult version would add non-portalable surfaces to the walls, and add a hard light bridge at the bottom. Now, not only does one have to aim at a specific spot to redirect the laser, one must also use the hard light bridge to avoid any other attacks.
3. FIghting GLaDOS and Bowser at the same time. 'Nuff said.
Am I making any sense?
For example:
Let's assume a simple GLaDOS fight where one must redirect lasers using portals.
1. The simplest way to pull this off would be to make a large room where every surface is portalable. It allows complete freedom of movement and choice. Sounds pretty easy.
2. A more difficult version would add non-portalable surfaces to the walls, and add a hard light bridge at the bottom. Now, not only does one have to aim at a specific spot to redirect the laser, one must also use the hard light bridge to avoid any other attacks.
3. FIghting GLaDOS and Bowser at the same time. 'Nuff said.
Am I making any sense?
^ThisWillWare wrote:I'm noticing a lot of extremely specific ideas floating around. In my opinion, the boss fight should be something that can be done with any level design - this way the boss can be placed as an entity in a custom level and not have to have the same level design. Making the boss harder could be simply changing the level around it; the boss would, as a result, open up new possibilities for mappack designers.
For example:
Let's assume a simple GLaDOS fight where one must redirect lasers using portals.
1. The simplest way to pull this off would be to make a large room where every surface is portalable. It allows complete freedom of movement and choice. Sounds pretty easy.
2. A more difficult version would add non-portalable surfaces to the walls, and add a hard light bridge at the bottom. Now, not only does one have to aim at a specific spot to redirect the laser, one must also use the hard light bridge to avoid any other attacks.
3. FIghting GLaDOS and Bowser at the same time. 'Nuff said.
Am I making any sense?
Everyone seems dead-set on a GLaDOS that shoots lasers...I personally think it's a simple but effective boss, and would be great as a seperate entity so we can all make custom boss levels. Personally, I think it would be cool if GLaDOS threw hammers too, sort of like the bombs from the boss fight at the Portal 2:
On a semi-unrelated note, I also thought the whole break-the-pipe-to-get-gel thing, also from the Portal 2 boss fight, would be useful in designing both boss levels and regular levels. Like the game, you break open a pipe and gel comes out. This could be done with Koopa shells, hammers, bullet bills, lasers, whatever...
What do you all think?
GLaDOS contols an evil Ortho Robot that can minipulate time
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- Posts: 1
- Joined: 10 May 2012, 04:19
I still want an accuracy to the whole idea from portal of adding or taking away cores just a thought
how about both bowser and glados but! you have to re-direct bowsers fireballs at glados and glados' laser at bowser until bowser is the last standing then glados' laser stays on because its broken and you have to aim that at bowser to finish the final blow, you win, find princess no cake its been a lie from the start.
laser and fireballs would alternate and when one of the bosses is attacking the other would move to try to avoid damage
laser and fireballs would alternate and when one of the bosses is attacking the other would move to try to avoid damage
Ok, here's how it goes: The final boss will be a part of one entire awesome story, mixing together Bowser and GLADoS in it.
At the very beginning of story mode, Bowser shows up like this:
After that, you must defeat Bowser by getting past him, collecting a star and then killing him brutally.
Mario can then proceed to Bowsers castle and retrieve the princess after a number of trials, as usual.
During the story mode, Bowser will keep following you around, challenging you continuesly, something like this:
At one point, Bowser accidently mentions the incredible cake of moustasche-power, and you rush to find it.
Your journey leads you to a mystical, metallic pipe, witch eventually leads you to the apperture science facility. There, GLADoS will begin the testing. Now for the final boss, it would appear to be a normal GLADoS boss-fight, but instead, Bowser; Stupid as he is, comes down from a pipe, pressing a button witch replaces GLADoS core with his head, introducing a reckless, pure evil BoWDoS of mass destruction.
There comes the boss fight. I haven't figured the fight itself though, even though that's what I meant to do in the first place LOL. I'm not sure such kinds of cinematics are possible to create, but I still think it's awesome for something that just popped into my head. xD
At the very beginning of story mode, Bowser shows up like this:
After that, you must defeat Bowser by getting past him, collecting a star and then killing him brutally.
Mario can then proceed to Bowsers castle and retrieve the princess after a number of trials, as usual.
During the story mode, Bowser will keep following you around, challenging you continuesly, something like this:
At one point, Bowser accidently mentions the incredible cake of moustasche-power, and you rush to find it.
Your journey leads you to a mystical, metallic pipe, witch eventually leads you to the apperture science facility. There, GLADoS will begin the testing. Now for the final boss, it would appear to be a normal GLADoS boss-fight, but instead, Bowser; Stupid as he is, comes down from a pipe, pressing a button witch replaces GLADoS core with his head, introducing a reckless, pure evil BoWDoS of mass destruction.
There comes the boss fight. I haven't figured the fight itself though, even though that's what I meant to do in the first place LOL. I'm not sure such kinds of cinematics are possible to create, but I still think it's awesome for something that just popped into my head. xD
Defeat GLaDOS; suddenly, Dr. Robotnik steps in and reveals that he was controlling GLaDOS. Cue final boss fight.
I approve of this idea. And the form Dr. Robotnik takes is that of Sonic 1's first boss :PWillWare wrote:Defeat GLaDOS; suddenly, Dr. Robotnik steps in and reveals that he was controlling GLaDOS. Cue final boss fight.
That would be weird, interesting, and a twist all in one
absurd, impossible, ridiculus ideasidiot9.0 wrote:I approve of this idea. And the form Dr. Robotnik takes is that of Sonic 1's first boss :PWillWare wrote:Defeat GLaDOS; suddenly, Dr. Robotnik steps in and reveals that he was controlling GLaDOS. Cue final boss fight.
That would be weird, interesting, and a twist all in one
i like them.
vote +EpicEF wrote:^ThisWillWare wrote:I'm noticing a lot of extremely specific ideas floating around. In my opinion, the boss fight should be something that can be done with any level design - this way the boss can be placed as an entity in a custom level and not have to have the same level design. Making the boss harder could be simply changing the level around it; the boss would, as a result, open up new possibilities for mappack designers.
For example:
Let's assume a simple GLaDOS fight where one must redirect lasers using portals.
1. The simplest way to pull this off would be to make a large room where every surface is portalable. It allows complete freedom of movement and choice. Sounds pretty easy.
2. A more difficult version would add non-portalable surfaces to the walls, and add a hard light bridge at the bottom. Now, not only does one have to aim at a specific spot to redirect the laser, one must also use the hard light bridge to avoid any other attacks.
3. FIghting GLaDOS and Bowser at the same time. 'Nuff said.
Am I making any sense?
Everyone seems dead-set on a GLaDOS that shoots lasers...I personally think it's a simple but effective boss, and would be great as a seperate entity so we can all make custom boss levels. Personally, I think it would be cool if GLaDOS threw hammers too, sort of like the bombs from the boss fight at the Portal 2:
On a semi-unrelated note, I also thought the whole break-the-pipe-to-get-gel thing, also from the Portal 2 boss fight, would be useful in designing both boss levels and regular levels. Like the game, you break open a pipe and gel comes out. This could be done with Koopa shells, hammers, bullet bills, lasers, whatever...
What do you all think?
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- Posts: 1069
- Joined: 11 May 2012, 18:00
but you fight agaisnt glados , so obviously , she would send them . but it is true that they are awsome and would never fit as bad guysxXxrenhoekxXx wrote:Atlas and P-body aren't bad guys
it wouldn't make any sense.
- robochicken7
- Posts: 34
- Joined: 07 Mar 2012, 15:57
xXxrenhoekxXx wrote:try imgur
Why not Flikr like I am?
- robochicken7
- Posts: 34
- Joined: 07 Mar 2012, 15:57
xXxrenhoekxXx wrote:well if it isn't working.
True... I used imagur so just check out my post on the forum about my idea
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- Posts: 1069
- Joined: 11 May 2012, 18:00
robochicken7 wrote:xXxrenhoekxXx wrote:well if it isn't working.
True... I used imagur so just check out my post on the forum about my idea
try imageshack , i never had any problem using it .
Obviously the boss will talk with text appearing but it is foreground and gets in your way so you can't see.
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- Posts: 4
- Joined: 22 Jun 2012, 23:09
A green pipe!EpicEF wrote:On a semi-unrelated note, I also thought the whole break-the-pipe-to-get-gel thing, also from the Portal 2 boss fight, would be useful in designing both boss levels and regular levels. Like the game, you break open a pipe and gel comes out. This could be done with Koopa shells, hammers, bullet bills, lasers, whatever...
What do you all think?