History Main / SpaceFillingPath

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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Zelda Oracle Of Ages
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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.
3rd Jun '15 6:40:50 PM nombretomado
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* ''JetForceGemini''. Multiple levels must be revisited to collect every single one of the furry innocent civilians. Who are very vulnerable to any enemy fire. So blow five minutes blasting through yet another reiteration of the same level and a giant rocket blows Squishy Chewbacca to kingdom come? Start over, man. And the pathways through the levels cross over and loop and wrap around each other in dozens of various and differing ways. All not accessible all the time because of various abilities of the three main characters. Long story short, you're going to be seeing the same engine room a LOT. And yes, the enemies will always respawn.
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* ''JetForceGemini''.''VideoGame/JetForceGemini''. Multiple levels must be revisited to collect every single one of the furry innocent civilians. Who are very vulnerable to any enemy fire. So blow five minutes blasting through yet another reiteration of the same level and a giant rocket blows Squishy Chewbacca to kingdom come? Start over, man. And the pathways through the levels cross over and loop and wrap around each other in dozens of various and differing ways. All not accessible all the time because of various abilities of the three main characters. Long story short, you're going to be seeing the same engine room a LOT. And yes, the enemies will always respawn.
16th May '15 5:35:50 PM nombretomado
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* Many levels in the ''{{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 ''{{Halo}}'' ''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".
9th May '15 8:31:26 PM zrice03
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** Fortunately, there are also shortcuts tucked away that allow knowledgeable patrons, and employees, to quickly jump from one part of the path to another "distant" part.
11th Apr '15 7:09:07 PM nombretomado
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* ''DevilMayCry'' 1 and 3 both have examples of this trope. In the first game, there's tentacles trying to get you while in the third game, there literally is an Intestinal Tract.
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* ''DevilMayCry'' ''Franchise/DevilMayCry'' 1 and 3 both have examples of this trope. In the first game, there's tentacles trying to get you while in the third game, there literally is an Intestinal Tract.
31st Jan '15 1:00:02 PM Nithael
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* ''WorldOfWarcraft'':
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* ''WorldOfWarcraft'':''VideoGame/WorldOfWarcraft'':

* Most dungeon crawl missions in ''{{Warcraft}} III'' and its expansion. As well as their ancestors, the installation missions from ''{{Starcraft}}''. * Many ''{{Starcraft}}'' and ''VideoGame/StarcraftII'' multiplayer maps feature a long, twisty route from one end of the battlefield. Generally, air-heavy strategies are more practical on these maps, since the greater mobility of aircraft helps cancel out the increased time to get to them in the TechTree. On map from [=SC2=] in particular is the epitome of this trope in [=RTSes=] - the players' starting locations are on separate plateaus arranged in a circle, with ramps down to a ring around the exterior of the map - the only ground route available.
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* Most dungeon crawl missions in ''{{Warcraft}} III'' ''VideoGame/WarcraftIII'' and its expansion. As well as their ancestors, the installation missions from ''{{Starcraft}}''. ''VideoGame/{{Starcraft}}''. * Many ''{{Starcraft}}'' ''VideoGame/{{Starcraft}}'' and ''VideoGame/StarcraftII'' multiplayer maps feature a long, twisty route from one end of the battlefield. Generally, air-heavy strategies are more practical on these maps, since the greater mobility of aircraft helps cancel out the increased time to get to them in the TechTree. On map from [=SC2=] in particular is the epitome of this trope in [=RTSes=] - the players' starting locations are on separate plateaus arranged in a circle, with ramps down to a ring around the exterior of the map - the only ground route available.
15th Dec '14 2:46:34 AM Sikon
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* IKEA stores are structured like this, as a single winding path with helpfully placed arrows that take visitors through the furniture showroom, house appliances store, warehouse and cash registers, in that order. It serves two purposes: making the store appear larger than it actually is, and forcing visitors to walk past goods that they wouldn't have otherwise considered, in the hope that they'd be interested in something beyond what they came for.
30th Aug '14 1:44:31 PM wohdin
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* Most of the ''VideoGame/Pokemon'' games contain various degrees of this trope in the Routes that separate towns and other landmarks, although they are typically one-directional, as they are often made out of ledges that can simply be jumped over in the reverse direction.
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* Most of the ''VideoGame/Pokemon'' ''VideoGame/{{Pokemon}}'' games contain various degrees of this trope in the Routes that separate towns and other landmarks, although they are typically one-directional, as they are often made out of ledges that can simply be jumped over in the reverse direction.
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