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Traversion 1.0

Tools

Rocket Launcher (Default)

This tool should remain unchanged.

 

Mechanical Rocket Launcher (Rocket Launcher Alt)

The mechanical rocket launcher operates much like the standard rocket launcher, but with a 100% slower reload speed and slower rockets. However, a unique feature is that the rockets change their trajectory towards the direction the player is facing. Only one rocket can be active at a time, detonating if an attempt is made to fire another. To launch successive rockets, a double input is necessary. Nevertheless, switching back to the main launcher allows for a simpler double rocket jump. Unlike other tools, this one is more of a variation of the rocket launcher rather than an entirely new tool.

 

Grappling Hook

A key part of this proposal involves dividing the current grappling hook's functionality into two distinct tools. The first tool preserves the pulling capability, with the new grappling hook halting the player's movement before drawing them towards the wooden boards. The concept is to shift from the ability to launch oneself over great distances or rotate around a target to using the grappling hook for a more straightforward point-to-point movement, with the added flexibility to release mid-swing or mid-pull.

In essence, the grappling hook would transform into more of a utility item rather than a means to skip levels. Potentially, it could even ramp up to the speed you had just before initiating the grappling action, meaning momentum wouldn't be lost.

Ground Cooldown 1 second
Air Cooldown 3 seconds
"Hooked" Cooldown Recharge paused

 

Radial Hook (Grappling Hook Alt)

The radial hook serves as the complementary component to the original grappling hook. upon firing, it would attach to a hook, allowing you to swing around it. Notably, the rope's length won't be able to extend beyond the length from where it was first fired. As it's a rope, you still have relatively free movement options, but it requires that you already have momentum.

Ground Cooldown 1 second
Air Cooldown 4 seconds
"Hooked" Cooldown Recharge paused
 
Long Fall (Default)

I'd maintain the existing slow-falling mechanics, but with some adjustments. Firstly, I'd extend the total slow-fall duration to 4 seconds, while enabling continuous recharging at half speed (1 second regained every 2 seconds). Additionally, I'd change the ability to drain gradually when held rather than being consumed as a single-use ability. This, in my view, would enhance its effectiveness as a tool for covering extended distances. To balance this, introducing a longer cooldown after complete depletion would likely be needed.

 

Air Cushion (Long Fall Alt)

The concept behind this tool is to introduce a pseudo double jump, extend momentum carry, and raise the skill ceiling, all while making basic challenges more approachable. Despite having a relatively extended cooldown, it encourages skillful utilisation. Unlike having a fixed detonation time, it could function similarly to the Loose Cannon in TF2, where the longer you hold the key, the shorter the fuse becomes. This could also impact the cooldown duration. Upon detonation, the burst would provide a force equivalent to a jump, facilitating precise adjustments in mid-air for more complex strafing maneuvers. Given its controlled detonation points, this tool allows for canceling slides, further horizontal momentum carry, or injecting additional speed into a swing.

Standard Cooldown 15 second
"Missed" Air Cooldown 5 seconds
"Hit" Air Cooldown 2 seconds

 

Chapters

Meadows

The meadows are the early game section of Traversion, featuring bright green grass, small rockets, ancient Greece inspired constructs, and sparkling blue water.

Tools

    Rocket launcher Slow fall

    Hazards

      None

      Features

        None

         

        Desert

        The desert chapter introduces a more hostile environment, filled with quicksand, cacti, lots of dead flora, and ancient ruins.

        Tools

          Rocket launcher Slow fall Grappling hook

          Hazards

            Quicksand Cacti Spikes

            Features

              Boost rings

               

              Ice

              Ice changes the hazards from being objects, to environmental with its foreboding blizzards and ice storms, spikes, hostile snow men, and slippery frozen lakes.

              Tools

                Rocket Launcher Slow Fall Grappling Hook

                Hazards

                  Low friction surfaces Weather events Spike fields Snowmen

                  Features

                    Boost rings Jump pads

                     

                    Mountains

                    The mountains turn the previously flatter level designs on their heads, featuring deep valleys, immense heights, a mix of loose rocks, and steep faces to traverse.

                    Tools

                      Rocket launcher Slow fall Grappling hook

                      Hazards

                        Weather events Wind tunnels Sharp rocks

                        Features

                          Jump pads Grip walls

                           

                          Urban

                          With a more modern look at Traversion, the urban area takes place in a seemingly abandoned city with empty cars piled high, and previously impressive buildings now destroyed, with their fragments scattered across the maps.

                          Tools

                            Rocket launcher Slow fall Grappling hook Air cushion

                            Hazards

                              Low friction surfaces Fires

                              Features

                                Boost rings Jump pads Grip walls

                                 

                                Volcano

                                On the inside of an angry volcano, this chapter is full of dumped toxic waste, fiery lava, and mex platforms set up to explore a place that was never supposed to have been found.

                                Tools

                                  Rocket launcher Slow fall Grappling hook Air cushion Mechanical rocket launcher

                                  Hazards

                                    Spikes Rotating platforms Fires Lava Toxic waste

                                    Features

                                      Wind tunnels (rising heat)

                                       

                                      Space

                                      Jumping through asteroid fields, planetoids, and other space age hazards, the space chapter forces you to become the master of gravity, dodging old satellites, strange technology, and the pull of deadly forces of nature.

                                      Tools

                                        Rocket launcher Slow fall Grappling hook Air cushion Mechanical rocket launcher Radial hook

                                        Hazards

                                          Gravity wells Meteorites Black holes

                                          Features

                                            Moving platforms Low gravity Wormholes

                                             

                                            Level Progression

                                            Spreadsheet