~Imagine this: a room where there are two pairs of gates, each gate parallel to the other one in its pair. All are open. Creeps continually flood out of one gate and go (just move, not attack-move) straight to the gate parallel to the one they entered the room from. They form a continuous chain that you can't get through without dying (maybe they explode, and then you could also have a chain of explosions with that). You need to trigger various switches that either block the gates (AVALANCHE! RUNNN!) or kill some creeps and let you get through (mmm, I wonder what 'Caution - Highly Flammable' means ...) or just reroute the creeps to a different gate (kill the bridge~!).
~/-\ room whose floor is completely deep water, with elevators all around. 0nce you enter the room, the elevators start to fall down one cliff at a time. You need to run through before all the elevators fall and you are submerged in deep water (where you'll drown). The elevators fall at the same time, so you can keep running across them as they fall.
~/-\ large AI unit, like an abomination, mountain giant, knight, siege tank 'omega battle droid', etc. is in the middle of a long hallway/twisty corridor. There are a lot of creeps and obstacles in this hallway. You need to protect the oemga battle droid, siege tank, etc. from the obstacles and heal/augment it, so that it survives (as you lose your attack when you enter the hallway). An example might be:
You enter the long hallway and see a tank at your end, and then security towers along the sides and a giant gate at the end. As you enter, you lose your weapon or something, and gain the ability to augment or repair your tank, or gain units to do it for you. The tank starts trundling down the hallway, blasting secuirty towers as it goes. It starts to get a bit damaged, so you repair it a bit and then retreat back when the security tower targets you. When the tank gets through the last of the security towers and nears the gate, the floor suddenly drops down! You have to use a spell or ranged attack to hit a lever on the other side of the lowered floor to raise the floor up again; if you wait too long, the tank will fall down and be destroyed.
Then, the tank beraks througfh the gate and starts down another hallway, but this time there are a series of flame traps/lasers shooting from the walls that the tank must survive. You can heal the tank, once again, but now you can also speed it up temporarily (pour nitrogen in fuel tanks) or slow it down (scoop peanut butter into fuel tanks) so that it can dodge the lasers. Once it gets to the end, assuming it does, then it goes through a final wall of flame that YOU can't pass without dying, and runs over a switch before:
a.) exploding in a huge fireball
b.) disappearing around a corner
c.) going onto an elevator and then sinking out of sight
THEN, a rolling stone gate opens, releasing a large waterfall that extinguishes the blaze. You run through and into the next part of the maze.
Just an interesting scenario
~The opposite of this /\, running AWAY from a large, dangerous unit like a tank or mountain giant down a narrow corridor through traps and pitfalls, is always fun :>)
You are stuck in a large labyrinth with a big spider/monster/machine whatever and you cant atack it directly so you mush make it follow you trough various traps scattered throuought the maze to kill it so you can get a key it has and go through the door. but make sure you dont fall victim to any of the traps either!
Have an area where loads of catapults attack random places in that area.
Do some elevator mazey stuff from SilverHawk's elevator tutorial.
Some parts of the map have ground which changes.
e.g: path =grass and floor that kills you = dirt.
Every 2 seconds of the game, grass turns to dirt for 1 second and comes back to grass.
Also have parts with earthquake effects to pout people off
I have something where you must collect sentry wards through out the game to see shades in the last level.
I have a boss section after every 3 levels have past:
You have to run around an outline of a square which is the path. A giant hydra remains in the middle sitting fireballs at you. You must dodge it, for every time you run all the way around the path, it loses 10 HP (give it 1000 HP and make sure lots of people play the map )
Let me know if you want more ideas! I love mazes !
hmm, what about there is this 'track' u have to complete as fast as you can (if u do it over 1 min u loose, for example) the problem is that you have this objekt u need to carry, and each person of the team can only hold it for X seconds, then another team member need to take the item. The track have some kind of flames or traps of some kind, that the team have to avoid, and they are warned with some sort of glow/other warning system before each trap spring. The track is ofcourse filled with obstacles, like a twisted track and stones that you have to avoid. That would be nice i think
Ghost System - You know those racing games where you finish a race and then the next time you race you have a ghost that you beat?
Do an invisible ally which moves through the maze in the fastest route possible, if the unit beats the ghost, they gain 500 XP.
Mirror mazing - i saw tis in a roc map (maze of images), to your left there is a route which is blocked off.
On your right, the beginning is symmetrical but then it vanishes, you have to use the maze on the left to work your way through the invisible path on the right. (hope you understand this, it is a very cool thing )
Distraction maze - a maze with all these strange lights and things which flash to put you off. Also make it so that if you go to a certain part of the area, the ground changes but regions and that are the same, that would really confuse people
Do a lives system, if they die, they lose a life and start at the most recent check point.
Mode choosing - The host chooses from various modes in which to play the maze.
FFA - When you die, you are revived at the start, checkpoints removed.
Normal - All work together to make it to the end. checkpoints allowed.
Racing - When you die, you are revived at the closest check point, check points used differently.
Team game - The players are split up into 2 teams. It is the first team whos hero makes it to the end.
Checkpoints work only for allies of the player whos hero goes into the checkpoint.
EDIT: After you complete the maze (in normal mode) you have to get back to the start, but the whole place is crashing down, path is changing, creeps get faster, rocks in the way, lava and fir everywhere.
It becomes a race, the first to make it to the start wins.
~In a large room with a spherical depression in the center, you get a tank, hovercraft, go-cart with chainsaw and phasers, whatever, and get to pilot it around. The tank moves forward on its own; you must change its direction by clicking. You need to fire at pylons to lower a bridge down across a chasm for you to cross. Oh, and there are enemies in similiar vehicles you need to dodge as well.
~This one is fun, interesting, and random :>) I've used it myself before.
First, make a sloping hill that slopes up in one direction. The top of the hill will be where you need to go; you will start down at the bottom, on the side. Make several narrow regions that stretch from side to side like this |----|, |_____|, and this |''''''''|. Next, place a unit, such as a boulder (ancient protector model) or something like that at the top. Make a few triggers that say:
A unit enters region Boulder_Hill_Top --- Unit is Boulder 001 = True --- Order unit to move to a random point in region Boulder_Hill_Middle.
Do this for all of the regions, and voila~! You have a randomly rolling boulder!
If you do this, you will need a trigger or ability that kills units the boulder hits, kills the boulder when it gets to the bottom of the hill, and creates a new boulder when the old one dies. You can modify the trigger to allow more boulders to roll down.
Remember, to make your mazes more interesting, always include an uber powerful (and likely slow) warrior who wanders the maze destroying the trapped ones. Sorta like the legend about the minotaur in the labyrinth. Good Times. Or better yet, make one of the player slots the monster. I always liked the mazes when giant sections of the area shifted (think The Amazing Labyrinth board game).
How about a room which activates a trigger to start shrinking the heroes.
Then a conditional trigger to say if the hero size is 0.01 then it dies.
They shrink by 0.01 every 0.10 seconds.
EDIT: New one =
Perfectionist room. The path changes every step you take. If you do one thing wrong then ZAAAAP!!! KABOOM! . Struck by lightning and an explosion effect is played when you die .
You must reach the switches in that room to turn off the zapping and open he door to the next checkk point.
Red: What do i do?! i dunno what to do!! What do i do!? a cadufareeefdf (starts shouting stuff which makes no sense).
How it works: The giant sasquatch is very slow, it follows you around the room. For every 10 seconds you spend away from it, it loses 10 HP (give it 50 HP) if someone dies, a minion heals him full. When the sasquatch leader dies, the door opens.
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Sliding Monster Room A room which is a giant elevator. You step on it and then 5 monsters appear, they keep runnign around the area until they touch the edges of the elevator, then they explode.
By level 3, when all monsters die, a door opens to the next check point.
Pass the Key of Thingy: A bit like the object carrier thing that the other person posted.
All players are in seperate pars, tey must all work through an invisible maze to pass the key to the door and open it.
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The chieftan of our maze clan in Northrend did this:
At the start, you choose a room to start at, if you win that level, you go back and pick another, this gives you more choice of things if you dont like a level or you want to go straight to a level.
I've seen this before: You see a small (or large) labyrinth, which is very foreboding, shadowy, dark, and spooky. You need to get through it to the other side; zombies, ghosts, etc., which are invisible until they attack you, patrol through the area. ONE player can get a torch, which allows him to see the zombies and ghosts before they attack but also makes a special monster attack towards him. All the players must work together to get across, and then if you want they can just come back. Optional - you need to bring a key across the labyrinth as well --- this also attracts monsters. Without the key, the players must manually break open the door, so it is a good idea to make sure that the key bearer and torch bearer survive.
Some people enter a long, rather narrow room, lined with explosives on the wall. As you enter, a switch is depressed, and a fuse is lit; it travels along a path of smoke smudges. The point is to either:
A.) Run across the room without touching any explosives, and escape before the fuse hits the primary detonater and explodes, or
B.) Intercept the fuse and stop it long enough for something to happen. For instance, you might need to stomp on the fuse, stopping it for 2 seconds, while another player breaks open a drainage gate at the back of the room; you would need to stop the fuse long enough for the water to get all the way across the room and extinguish the fuse.
If you did the 2nd one, which i think is more fun, then you might have another challenge as the explosives barrels started bobbing up and down!
here is what i came up with, you have 4 doors enclosed on you. All of a sudden you hear a creak
and then the doors start closing in on you. You try frantically to find a switch or pattern of some sort. Little did you know that the doors were symetrical except for one, which was different, you push it and boom. level 2
hey how bout ur in a little cave. then u need 2 find ur way out with ramps and doors and gates but u cant c behind the gate so u dont know fi theres anything there when u get out there is water places wich r dead ends and walls or good guys u dont wanna go past
A normal maze with an invisible enemy, really fast and patrols around the whole level, you must get through the room like normal, just a lot harder.
I may suggest doing a cinematic where you see him and then he casts a wind walk with a duration of... 1000000? or 0 to make it permanent.
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Scythes, you dont have a scythe model but you do have a glaive model, you could have a room with glaives patrolling the entire room and name them something like horrible vicious life threatening machinery parts!
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I'd say in every room have a part of the room which is really hard, you could have a hidden item in that part and they could be things like:
Tome of Power/ Boots of Speed/ Sentry Wards etc.
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A room with spirit towers which change control from one of your allies to the enemy.
When it turns to the enemy you must stand still or it will kill you.
Hello, I'm one of those new maze guys. Usually a arena/skinning/tileset-artist type-person. But I have one idea that you are in a spiral rounded spiral maze with walls.. Kinda like a maze toy that you get from a fast food kid menu item?(if you thinking what im thinking) your in this "Fast Food" maze toy and there is this giant metal ball thats chasing you and you have to take sharp turns, or things like that and evoid traps, ect to stay alive. And you have to get to the very center to win. The only catch is there is a silver ball chasing you and your vision is small so its a memory tester...
Thats what I came up with.. I hope you take my idea farther and infuse it within a maze map!
It's actually remarkably easy to make mayonnaise though. Fun fact, it USED to kind of be a French mother sauce. I believe that Careme considered it one, it may have been aioli but that has also built a different meaning than it used to. An aioli is just mayonnaise I mixed with other shit typically, I didn't start it don't come at me
Depending on how you pour the oil the consistency can vary wildly, but that's true for most emulsions. I can only make about two quarts at a time with my robo coup, and if I have to make several in series because I forgot to order it becomes really obvious even when I do it. We have to wait and mix them all together to make sure we have the same thing.
Luckily I live in an age with electricity so it's way fucking faster, but when I was just a boy trying to find my place I had some hardcore chefs that made use do things like that by hand. It is WAY easier to get right by hand because you control it and can feel it, but it takes soooooo much longer. And on the scale a modern kitchen requires... I serve 400-500 guests on average per day right now, if I had 100 then we could do things way better
But we can't do that. In the winter yeah, but I HAVE to get people through here right now so I can afford the staff that we CAN do that. We have about 100 days of summer, and if that summer doesn't make us what it will, then I can't operate the other most of the year with my staff. The owner is talking about closing two days a week to cut down on labor, I told him he should cut down on vacations and it did not go great. I do think I won though, I have to keep my fucking core staff and they have to be gainfully employed
Sure some of them might take a second job, but I can't just cut my entire staff to unlivable hours, nor can I can cut them off all winter if I want them to come back.
And also, there is no fucking way I'm pulling these hours come september. I only do this right now because I have to, the second I don't have to be the one doing it I won't be
Though two of those people are likely not making it this year. One of them has been replaced, the other I am kind of trying to. He's being a giant bitch, today I had to get onto him because in the three hours before I left he had taken like thirty minutes for cigarette breaks
And he was also complaining to me the other day that he was out of weed so couldn't smoke any before work that day, and was confused about why I was annoyed he was telling me, his boss, that he is smoking weed everyday before work.
So now he's getting scrutinized and will not be top of the list. I know I don't have the smartest people but I do expect them to have some common fucking sense
I did do a rare thing for me and hire a girl last month without warning. Everyone was made at me because I started her at like 21, but she worked with me before and I was like don't care. She made 19 at her old job and I wanted her to come work with me, she is the best
I'm going to get her a raise at the end of the summer. She wants to go to school again, but I want her to still work with me so.... she kind of can just tell me what the price is. I can go to 25 if she keeps up. I need to get her onto line more, that's what she wants, but I need her where she is and it's not fair that she doesn't get the little bit of raise that comes with it. She can do it no problem, I've worked with her there.
It's just hard to move and train people unnecessarily right now. And also the line fucking sucks, it's not any more fun. This is turn and burn so I have the bankroll, and everyone suffers for it
I think it's gonna be a good fall and winter though. We're going to have a good staff, they will get along, they will be able to manage the workload and the complications, they know how to really cook this year, like every person on line knows their steak temps. Some of them use thermometers a lot and they don't always use them right, but they do know how to do it. Failure, especially in this field, is the only way to get better. They'll get it
They won't get feel down while they do the thermometer, but we didn't have an instant read probe when I was learning. Like they did but god knows how off it is, you HAD to do it by feel. Even if the chef was fine with me bringing my own, it takes too long. Poke and know
fyi I am going out of town to lake somewhere in bfe texas for the weekend will be gone Friday morning to sunday afternoon for a paranormal thing and some rest peace