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Radiant
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icon The Ideas File (0)  
Put ice block on ice floor to change to wall; drop through a rock to change back to ice
Selector tiles combined with any monster
Blocking exits of teleporters (thus changing the destination)
Multiple detonators required (for scissor-created explosives)
Directional crate can't move sideways on motion field

Elementary:
Ice removed by explosives
Fire removed by ice blocks
Fire ignored by safes
Water removed by crate

01a 01b 01c Extending wall
Is affected by traps 1cb; other floor tiles are removed as the wall extends.

042 Duplicator
If one side is blocked, only the other side yields an object. If both sides are blocked, the object simply disappears.
Eggs 0a0 and bombs 098 cannot be duplicated.

1c8 Transmuter
208 Blue transmuter
If the tile below a transmuter is blocked, the object disappears instead.
A rock 090 or grenade 0a8 changes to a diamond 0c0.
A quantum stone 0e8 changes to an emerald 0c8.
An emerald 0c8 changes to a rock 090.
An egg 0a0 or orb 080 will not fall through a transmuter.
A key will change color: red 100 to yellow 108, to green 120, to blue 128, to red 100.

052 Glue
Falling objects held in glue can be dislodged by pushing them downward, or by dropping a rock 090, quantum stone 0e8 or orb 080 on them.

1cb Trap
The activator 057 also opens all traps within its radius.
Falling objects held in traps can be dislodged by pushing them downward (or sideways for that matter).

13c Ice block
Not affected by explosions 0ba and lasers 004.
When hit by a rock 090, quantum stone 0e8, orb 080 or bomb 098, it disappears.

053 Explosive
When hit on top by any falling object, it also explodes.
The activator 057 sets off all explosives within its range.

150 Mover
If whatever was in front of it is removed, it will start moving again.
Laser beams trigger mover switches 033 034 035 if they pass over them.

016 Elevator
If it hits a creature while moving downward, causes that creature to explode.

140 Balloon
044 Spike
206 041 203 045 Conveyor belt
When directly under two falling objects, the balloon will move down.
When hit by an explosion 0ba or laser 003, it causes a small explosion.
When moved onto fire 1cc, it causes a small explosion 0ba.
The activator 057 causes all balloons within range to explode.
If pushing a bomb 098 or grenade 0a8 into a spike 044, it will cause the bomb or grenade to explode.
When directly under a conveyor 043, it will move in the direction opposite to the conveyor's.
Balloons can be embedded in walls

0e8 Quantum stone
When hit by a rock 090 or orb 080, it will also split in two if there's space for that; the falling object will land in between the quantum stone and its duplicate.

080 Orb
If it hits a creature while rolling, it will kill said creature. That includes you.
When it rolls into an emerald 0c8 from the side, the emerald is destroyed and the orb bounces back.
If an orb rolls into a stationary orb, the first one will stay in place and the second one will start rolling.

098 Bomb
When it passes through fire 1cc, it explodes.
When landing on an ice block 13c, it will remove the ice block by shattering it; also it will explode.
When it falls onto a fragile wall 00b 051, it removes that and falls through.

057 Activator
Traps 1cb are opened, releasing whatever is inside.
Light bulbs 055, cloners 20e and star triggers 056 are triggered.
Balloons 140, explosives 053 and dynamite 088 explode.

20b 20c 20d 20e Cloner
This means that movers 150 keep moving until stopped.
Tools 05a, dirt 009 and dirt with diamonds 00a can be further moved by floor tiles such as motion fields 1c1, just like most boxes, until they come to a rest.
Barriers 04b 04c can only be cloned when they are active.
Note that if a cryo bird is cloned 20d while holding a tool 05a, the clone will carry the same tool!

1b0 Killer cryo bird
When it walks into a star 056 or detonator 03c it will activate it.
When an egg 0a0 enters a darkened transmuter 208, it hatches to a cryo bird 1b8.

1a4 Firedrake
When it explodes, it leaves nine rocks 090 behind.
When it walks into a bomb 098 it will cause it to explode and die itself, as well.
When it walks into a grenade 0a8 it will cause it to explode but gets out of the explosion 0ba range in time.
Rubies 0e0 are not removed by the firedrake.

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[Last edited by Radiant at 03-17-2014 01:45 PM]
01-22-2007 at 10:04 PM
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Radiant
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icon Re: The Ideas File (0)  
And for SubTerra II...

The following OBJECTS could see some more use:
* Doggy
* Wall with embedded object (note that a wire can release it, too)
* Quartz (the gem that melts and splits laser beams)
* Amethust (the gem that's too light to fall over switches/water/enemies)
* Time Stopper
* Gravity Flipper
* Turbo shoes
* golem
* Granite rock (the one that crushes stuff)
* Friction stones (the unpushable rock)
* Balloons! (even ST1 has no puzzles that use balloons in a puzzle to move
rocks or gems upwards, or that uses rocks and gems to move a ballon DOWNwards)
* The above combines well with conveyor blocks
* faerie, the erratic enemy that leaves nine -X- behind when hit on the head
with an -X- (for any object -X-, did that make sense?)

Some other suggestions with existing objects... (I'm not saying they aren't
used yet, but they could see some more uses)
* Blocking lasers with mirror, key blocks and/or barriers
* Twisted puzzles can be created with transmuters and/or magic field, when used
to change objects into others (and provide lots of objects and have the user figure
out which ones to change)
* The above combines well with conveyor blocks
* The above also combines well with water. Note that just about any block
changes into something else when pushed into water.
* 'training' a knight so that it pushes certain switches in a certain order
* Conveyor belt is affected by wires, and moves balloons underneath
* Traps and buttons can make for some devious puzzles where a rock won't
fall, for instance, until you open a series of traps.
* Linked boxes spread all over the level would be nice, and allow for combined
puzzles even if they're not physically adjacent
* goo changes to wall when it grows too large; wall has its uses, too, if put
in the correct places.
* goo, by the way, can be used to kill enemies, and can be blocked in fancy ways
by dropping rocks etc on it
* daemons are used a lot, but their function of pushing blocks around isn't
used much. They also generate blocks on a block generator (the floating X)
* conjurers can make a regenerating puzzle. Actually 'things that create
other things' (as the cloners in ST1) make for great puzzle potential.
* guards turn around if you 'speak' while near them; note that guards, dogs
and voice-triggers can make for nice puzzles!
* Confusion is possible with many different doors and keys, if you add white ones.
* A portal with multiple exits that are switched on and off by wires (so you have
to get the correct exit lit, then later on you have to go back and get another
exit lit)

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[Last edited by Radiant at 01-24-2007 01:59 PM]
01-22-2007 at 10:04 PM
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The Mystic
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icon Re: The Ideas File (0)  
Got it. That list is a bit longer than I thought.

I already have an idea for multiple teleporter destinations for a level I'm working on.

The ST2 idea list I'll leave alone for a while, until, I've had more practice with its editor.

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01-23-2007 at 01:23 AM
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coppro
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icon Re: The Ideas File (0)  
Could we have updated names please? Slimeys turned into guards, sorcerors into conjurers, etc.
01-23-2007 at 01:32 AM
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Radiant
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icon Re: The Ideas File (0)  
coppro wrote:
Could we have updated names please? Slimeys turned into guards, sorcerors into conjurers, etc.

Oops. Fixed now.


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01-23-2007 at 10:11 AM
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Jeff_Ray...
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icon Re: The Ideas File (0)  
dirtlayers are now golems. you should consider revamping the old names to the new ones.

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01-24-2007 at 11:40 AM
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Kwakstur
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icon Re: The Ideas File (0)  
Cryo Birds used to be called Killer Penguins? (that's another name you haven't updated, by the way)

So I guess the name of the level "Oh Bloody Penguins" wasn't random?
Way to kill an inside joke . . .

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01-27-2007 at 10:13 PM
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icon Re: The Ideas File (0)  
Sorry to bump a thread that hasn't been posted in for 2 years, but I think it's a good one. :)

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The Mystic
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icon Re: The Ideas File (0)  
I forgive your topic necromancy, as it gave me the opportunity to redownload the list. Thanks!

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Either I'm crazy, or everybody else is nuts. And I know I'm not crazy because the little man who lives on my shoulder told me so.
If people don't think there's something wrong with you, there's something wrong with you.
Oh well. Another day, another dementia.
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02-26-2009 at 10:37 PM
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wonkyth
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icon Re: The Ideas File (0)  
As I haven't seen this topic yet (I joined the rank of CS fans too recently), I also thank you, Danjen!
I'll have to give some of these a try... :)

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02-28-2009 at 06:36 AM
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icon Re: The Ideas File (0)  
You're welcome. I guess it was lucky I am skilled in forum necromancy. ;)
Though, you should probably thank Radiant for writing it in the first place.

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02-28-2009 at 07:48 AM
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The Mystic
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icon Re: The Ideas File (0)  
I think he originally posted the list because the same ideas kept getting used over and over again, and people needed some new ideas for levels.

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Either I'm crazy, or everybody else is nuts. And I know I'm not crazy because the little man who lives on my shoulder told me so.
If people don't think there's something wrong with you, there's something wrong with you.
Oh well. Another day, another dementia.
Click here to view the secret text

03-01-2009 at 07:44 PM
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Danjen02 wrote:
Though, you should probably thank Radiant for writing it in the first place.
You're welcome. It was easy though, it's just the master object list minus everything I could find in the existing levelsets.

The Mystic wrote:
I think he originally posted the list because the same ideas kept getting used over and over again, and people needed some new ideas for levels.
Precisely. So if you want to win the 2009 Level Design Contest, here's a good start.

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03-01-2009 at 09:48 PM
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Radiant, did you get my player.cfg from the other thread?

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03-02-2009 at 01:47 AM
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Radiant
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Danjen02 wrote:
Radiant, did you get my player.cfg from the other thread?

Yes. I will add you to the high score table this week.

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03-02-2009 at 12:58 PM
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Radiant wrote:
* Amethust (the gem that's too light to fall over switches/water/enemies)
(Second post, early on.)

Should be Amethyst.
Sorry for being a fussy proofreader. It's just a habit.
I hope I haven't performed master Threadnomancy, but this was at near the top of the board... :unsure

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[Last edited by Neathro at 03-04-2009 12:53 AM]
03-04-2009 at 12:43 AM
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Nah, I'm the thread necromancer here. Though, picking out typos in from a post two years ago is just wrong. :P

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03-04-2009 at 01:07 AM
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Neathro
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:-O pretty much sums it up. Why do I never read these things?! The post time just doesn't seem to matter... but seriously, this thread is like a zombie... :?

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[Last edited by Neathro at 03-04-2009 01:16 AM]
03-04-2009 at 01:15 AM
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The Mystic
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Neathro wrote:
but seriously, this thread is like a zombie...
Maybe, but it's a good one, and worth resurrecting. There are a lot of good ideas on the list (some of which I've forgotten), and I intend to use at least some of them; looking back, I think I've used some already.

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Either I'm crazy, or everybody else is nuts. And I know I'm not crazy because the little man who lives on my shoulder told me so.
If people don't think there's something wrong with you, there's something wrong with you.
Oh well. Another day, another dementia.
Click here to view the secret text

03-05-2009 at 02:10 AM
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wonkyth
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The Mystic wrote:
Maybe, but it's a good one, and worth resurrecting. There are a lot of good ideas on the list

I'm already working on a few levels that use some of the Ideas, though whether I'll actually finish them in the next few years is yet to be seen... :)

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03-05-2009 at 06:27 AM
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The Mystic
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icon Re: The Ideas File (0)  
I know what you mean. I have several half-finished levels on my computer, and about fifty or more that exist only as a title. After submitting sixty-odd levels over the course of just over two years, I finally hit a roadblock in my level design.

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Oh well. Another day, another dementia.
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03-06-2009 at 12:32 AM
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Danjen02
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My problem with level design is that I might think of a neat thing involving three objects, but then be unable to finish the level, or the concept itself is boring and overdone.

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03-06-2009 at 07:17 PM
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wonkyth
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Most of the time I just take Pre-Flogged ideas, Jazz them up a little and put my own spin on it.

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03-09-2009 at 02:34 AM
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Danjen02
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I have noticed some strange balloon behavior. For the following cases, the bottom most tile is the balloon, object A is the one on top of the balloon, and object B is the top above object A. Here is a diagram:
X   Object B
X   Object A
O   Balloon

Keep in mind that this assumes the objects have no way to fall off the balloon! (ie; inside a 1-tile wide hallway)

Case 1:
When object A is a rock, and object B is a rock:
The balloon sinks.

Case 2:
When object A is a rock, and object B is a key:
The balloon sinks.

Case 3:
When object A is a rock, and object B is nothing:
The balloon rises.

Case 4:
When object A is a key, and object B is a rock:
The balloon stays where it is.

Case 5:
When object A is a key, and object B is a key:
The balloon stays where it is.

Case 6:
When object A is a key, and object B is nothing:
The balloon stays where it is.

Of particular note is case 2 and 4 - notably because they use the same objects, but the order changes how the balloon behaves! It seems that whenever a key is on top of a balloon, it will remain in position until the key is removed. Whenever a rock is on top of the balloon, it will behave normally. I have not tested it, but I assume a rock can be substituted for any other falling object (except for keys, of course). Balloons may still be pushed sideways (while they are stationary).

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[Last edited by Danjen02 at 03-14-2009 06:29 PM]
03-14-2009 at 06:06 PM
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Kwakstur
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Wow, that's strange.

Comparing cases 1 & 4, rocks are heavier than keys.

Comparing cases 3 & 6, a key is heavier.

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03-14-2009 at 06:48 PM
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Danjen02
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I think best way to summarize the balloon's vertical movement is that if there is a falling object except a key directly on top of the balloon, it will move up; if there are two falling objects on the balloon and the first one is not a key, it will fall; if there is a key directly on top of the balloon, it will stay in place.

Now the question is, how to design a level that uses this? ;)

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03-14-2009 at 07:36 PM
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Radiant
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Danjen02 wrote:
I think best way to summarize the balloon's vertical movement is that if there is a falling object except a key directly on top of the balloon, it will move up;

Yes.

This is a peculiar interaction based on the fact that keys don't hurt stuff when they land on it. Good catch!

I note that other fun stuff to pile upon a balloon include mines, quantum stones, and eggs.

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03-15-2009 at 09:59 AM
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wonkyth
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icon Re: The Ideas File (0)  
Actually, as I'm a ST2 person, I was more thinking of quartz and friction stones...

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03-17-2009 at 06:57 AM
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The Mystic
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You could try them anyway, it couldn't hurt.

I played around with the ST1 editor for about two years before making a working level. I've yet to get the hang of the ST2 editor, but I'm having fun playing with the wires. :cool

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Either I'm crazy, or everybody else is nuts. And I know I'm not crazy because the little man who lives on my shoulder told me so.
If people don't think there's something wrong with you, there's something wrong with you.
Oh well. Another day, another dementia.
Click here to view the secret text

03-17-2009 at 07:20 PM
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Danjen02
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Wires are definitely the neatest feature of ST2. Can't have everyone making logic gate puzzles though, can we? :P

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