History Main / SpaceFillingPath

16th Sep '17 2:27:06 PM nombretomado
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* This is one of the reasons [[ThatOneLevel the Water Temple]] from ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' gets a lot of hate. Not only do you have to submerge yourself and run (rather slowly at that) through underwater tunnels and resurface, but you also have to constantly [[StockVideoGamePuzzle switch water levels]] at designated checkpoints, each one corresponding to a particular tier. Much BackTracking abounds, especially if you alter the water level incorrectly for the current situation. ''And'' you have to keep going into the item menu to take the Iron Boots on and off. Fortunately, a lot of the things that made the Water Temple so notorious were fixed in the Nintendo3DS remake.

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* This is one of the reasons [[ThatOneLevel the Water Temple]] from ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' gets a lot of hate. Not only do you have to submerge yourself and run (rather slowly at that) through underwater tunnels and resurface, but you also have to constantly [[StockVideoGamePuzzle switch water levels]] at designated checkpoints, each one corresponding to a particular tier. Much BackTracking abounds, especially if you alter the water level incorrectly for the current situation. ''And'' you have to keep going into the item menu to take the Iron Boots on and off. Fortunately, a lot of the things that made the Water Temple so notorious were fixed in the Nintendo3DS UsefulNotes/Nintendo3DS remake.
6th Aug '17 4:58:08 PM Schismatism
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* Unlike many areas in the base game, in the ''Heavensward'' expansion (and some parts of Stormblood) for ''FinalFantasyXIV'', most of the areas past Foundation will have a velvet-rope series of paths, requiring a player go to ''way'' out of their way in order to reach their destinations. Once a player has all of the Aetheryte points in an area unlocked, however (something which, naturally, requires the completion of most of the area), they can simply fly everywhere.
24th Jun '17 3:00:11 PM WillKeaton
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* '''Velvet Rope:''' A cousin of the Ping Pong Path, except much longer and more complex. It relies on the same back-and-forth pattern, but starts to add corners, spirals, and other shapes to better [[http://en.wikipedia.org/wiki/Space-filling_curve utilize space]]. It can't really be called a ''maze'', since it usually only contains one path that never branches off, in which case it is technically a ''labyrinth''. Anyone with eyes can see how to get through it, but the question is, who has the patience to walk over nearly every tile in the room to get to the exit?

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* '''Velvet Rope:''' A cousin of the Ping Pong Path, except much longer and more complex. It relies on the same back-and-forth pattern, but starts to add corners, spirals, and other shapes to better [[http://en.wikipedia.org/wiki/Space-filling_curve utilize space]]. space.]] It can't really be called a ''maze'', since it usually only contains one path that never branches off, in which case it is technically a ''labyrinth''. Anyone with eyes can see how to get through it, but the question is, who has the patience to walk over nearly every tile in the room to get to the exit?
8th Sep '16 1:36:35 AM DarkSoldier
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When combined with NothingIsScarier or EmptyRoomPsych a short space filling path can be an effective horror tool, building suspense without exerting player resources. Though as those tropes note, doing this too much or too often will dampen the effect.

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When combined with NothingIsScarier or EmptyRoomPsych EmptyRoomPsych, a short space filling path can be an effective horror tool, building suspense without exerting player resources. Though as those tropes note, doing this too much or too often will dampen the effect.



See Also: OnlyIdiotsMayPass

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See Also: OnlyIdiotsMayPass
OnlyIdiotsMayPass.


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* ''VideoGame/MetroidPrime'' had short Ping Pong Paths between some rooms to mask the DynamicLoading.
10th Aug '16 1:26:52 AM UmbrellasWereAwesome
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* Many levels in the ''Franchise/{{Halo}}'' series follow a ping-pong or velvet rope space-filling path, sometimes enforcing this with instant-death [[GravityBarrier fall barriers]]. Examples include ''VideoGame/HaloCombatEvolved''[='s=] "Pillar of Autumn", "Truth and Reconciliation", "Assault on the Control Room", Keyes"; ''VideoGame/{{Halo 2}}''[='s=] "Delta Halo" and "Uprising"/"Great Journey"; and ''VideoGame/{{Halo 3}}''[='s=] "Sierra 117" and "Tsavo Highway". Often, these are used to facilitate DynamicLoading. ''Combat Evolved''[='s=] "The Library" and its descendants are Intestinal Tract levels with constant Flood ambushes and other hazards. And ''3''[='s=] infamous "Cortana" mission is a near-literal intestinal tract, complete with "sphincdoors".

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* Many levels in the ''Franchise/{{Halo}}'' series follow a ping-pong or velvet rope space-filling path, sometimes enforcing this with instant-death [[GravityBarrier fall barriers]]. Examples include ''VideoGame/HaloCombatEvolved''[='s=] "Pillar of Autumn", "Truth and Reconciliation", "Assault on the Control Room", Keyes"; and "Keyes"; ''VideoGame/{{Halo 2}}''[='s=] "Delta Halo" and "Uprising"/"Great Journey"; and ''VideoGame/{{Halo 3}}''[='s=] "Sierra 117" and "Tsavo Highway". Often, these are used to facilitate DynamicLoading. ''Combat Evolved''[='s=] "The Library" and its descendants are Intestinal Tract levels with constant Flood ambushes and other hazards. And ''3''[='s=] infamous "Cortana" mission is a near-literal intestinal tract, complete with "sphincdoors".
10th Aug '16 1:26:21 AM UmbrellasWereAwesome
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* Many levels in the ''Franchise/{{Halo}}'' series follow a ping-pong or velvet rope space-filling path, sometimes enforcing this with instant-death [[GravityBarrier fall barriers]]. Examples include Pillar of Autumn, Truth and Reconciliation, Assault on the Control Room, Keyes, Delta Halo, Uprising/Great Journey, Sierra 117, and Tsavo Highway. Often, these are used to facilitate DynamicLoading. The Library and its descendants are Intestinal Tract levels with constant Flood ambushes and other hazards. And the infamous "Cortana" mission is a near-literal intestinal tract, complete with "sphincdoors".

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* Many levels in the ''Franchise/{{Halo}}'' series follow a ping-pong or velvet rope space-filling path, sometimes enforcing this with instant-death [[GravityBarrier fall barriers]]. Examples include Pillar ''VideoGame/HaloCombatEvolved''[='s=] "Pillar of Autumn, Truth Autumn", "Truth and Reconciliation, Assault Reconciliation", "Assault on the Control Room, Keyes, Delta Halo, Uprising/Great Journey, Sierra 117, Room", Keyes"; ''VideoGame/{{Halo 2}}''[='s=] "Delta Halo" and Tsavo Highway."Uprising"/"Great Journey"; and ''VideoGame/{{Halo 3}}''[='s=] "Sierra 117" and "Tsavo Highway". Often, these are used to facilitate DynamicLoading. The Library ''Combat Evolved''[='s=] "The Library" and its descendants are Intestinal Tract levels with constant Flood ambushes and other hazards. And the ''3''[='s=] infamous "Cortana" mission is a near-literal intestinal tract, complete with "sphincdoors".
1st Jun '16 9:34:39 PM Yuihime
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* ''VideoGame/RuneScape'':
** The tunnels of Ape Atoll in "Monkey Madness" just winding and winding, with traps and hostile creatures at every turn.
** Optional in the Ourania Runecrafting complex: There's a short and straight path to the altar camped by hostiles, or you can take a long winding path [[ConvectionSchmonvection over a pool of magma]] that bypasses them.
6th Jan '16 7:42:06 PM nombretomado
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* The Chronicles of the Sword section of ''SoulCalibur 3'' had a lot of ping-pong paths. This is made more annoying by the space between the paths frequently being lawn or other terrain that should be entirely traversable, but you still have to take the long route.

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* The Chronicles of the Sword section of ''SoulCalibur ''VideoGame/SoulCalibur 3'' had a lot of ping-pong paths. This is made more annoying by the space between the paths frequently being lawn or other terrain that should be entirely traversable, but you still have to take the long route.
1st Oct '15 7:26:58 PM bradleysigma
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** Some puzzle rooms in [[VideoGame/TheLegendOfZeldaOracleGames Oracle Of Ages]] feature a pitch black room containing an invisible Space Filling Path over a BottomlessPit. While [[TrialAndErrorGameplay Trial and Error]] could be used to solve these rooms, the intended way is to generate [[BlockPuzzle Blocks]] with the Cane of Somaria. If the block falls into the BottomlessPit, there is no path there, and you should try another direction.
*** The Eyeglass Library has books giving directions through the invisible maze to the next book. Until you read the book, there is no path forward, and once you read the book, the path behind you disappears. The final book has nine instructions, which, if you forget them, can be replaced by the Cane of Somaria as above.
7th Sep '15 10:26:30 AM nombretomado
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* Many outdoor locations in ''NeverwinterNights2'' are like this -- see [[http://gamebanshee.com/neverwinternights2/walkthrough/mountgalardrym.php this map]] for an {{egregious}} example.

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* Many outdoor locations in ''NeverwinterNights2'' ''VideoGame/NeverwinterNights2'' are like this -- see [[http://gamebanshee.com/neverwinternights2/walkthrough/mountgalardrym.php this map]] for an {{egregious}} example.
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