[PTI] The Corridor
Quote from SkyFerret on July 19, 2012, 7:24 pmA walk down the corridor from one end to the other. A little less than medium difficulty. Mostly logical thinking to get to the other end. Lasers, laser fields and tractor beams. I made enough maps that went straight up vertically in my other series. This time it's straight down horizontal. Perhaps a new series of maps to follow.
A walk down the corridor from one end to the other. A little less than medium difficulty. Mostly logical thinking to get to the other end. Lasers, laser fields and tractor beams. I made enough maps that went straight up vertically in my other series. This time it's straight down horizontal. Perhaps a new series of maps to follow.
Quote from RogerL on July 19, 2012, 11:14 pmI thought this one was pretty straightforward. Some interesting ideas, but not much of a challenge. I think I spent the most time trying to decide if I should figure out a way to bring the first cube with me or not. The indicator lines just gave away too much of the puzzle.
I thought this one was pretty straightforward. Some interesting ideas, but not much of a challenge. I think I spent the most time trying to decide if I should figure out a way to bring the first cube with me or not. The indicator lines just gave away too much of the puzzle.
Quote from quatrus on July 23, 2012, 2:18 pmThought the puzzle was just fine, medium level. [spoiler]Getting cube through the laser walls was a bit ninja for those who have not seen it before[/spoiler]. Interesting use for funnel and timing to activate exit. Well done...Thanks for creating.
Not tight timing as in Underground Corridor...good.
Thought the puzzle was just fine, medium level.
Not tight timing as in Underground Corridor...good.
Quote from SkyFerret on July 23, 2012, 3:59 pmI usually try to keep things at about medium difficulty or slightly above, and sometimes a bit of thinking involved. The way I see it, I want everyone to enjoy playing them. After all, when Valve released the actual game itself, it was about a medium difficulty or slightly above. Valve does not want people to get frustrated and no longer play it. So I kinda go by the same philosophy.
I usually try to keep things at about medium difficulty or slightly above, and sometimes a bit of thinking involved. The way I see it, I want everyone to enjoy playing them. After all, when Valve released the actual game itself, it was about a medium difficulty or slightly above. Valve does not want people to get frustrated and no longer play it. So I kinda go by the same philosophy.

Quote from RectorRocks on August 26, 2012, 12:07 pmNice puzzles you have there, some were creative, like [spoiler]using the funnel to bring the cube through the Discouragement Field in the last puzzle.[/spoiler]
Here's my blindrun (It was originally 11 mins, but I cut it to 4 mins since I died and had to start all over from the start. So, I only included the footage after I died and respawned.)
Blindrun
[spoiler]bcHc2e-j2fc[/spoiler]The puzzles were a little easy, around Medium difficulty. I had a hard time figuring out whether do I need to take the first cube with me or not.
I then realised it was impossible.
The last puzzle was creative, it was kinda hard to figure out but I managed to figure it out in the end.
I'll give it a 5/5, well done!
Nice puzzles you have there, some were creative, like
Here's my blindrun (It was originally 11 mins, but I cut it to 4 mins since I died and had to start all over from the start. So, I only included the footage after I died and respawned.)
Blindrun
The puzzles were a little easy, around Medium difficulty. I had a hard time figuring out whether do I need to take the first cube with me or not. I then realised it was impossible.
The last puzzle was creative, it was kinda hard to figure out but I managed to figure it out in the end.
I'll give it a 5/5, well done!
Quote from SkyFerret on August 26, 2012, 5:46 pmThanks. I'm glad you like it. As for the first cube, the thought did cross my mind about whether the player would be wondering whether to bring it with them, but I built it under the assumption that the player would see there are no indicator lines going to that fizzler field and see that it's fixed. Others have mentioned that before. Perhaps in the near future I will exclude the said concept because it may lead to counter-intuitive thinking.
Other than that, thanks for taking the time to upload your video. Much appreciated.
Cheers.
Thanks. I'm glad you like it. As for the first cube, the thought did cross my mind about whether the player would be wondering whether to bring it with them, but I built it under the assumption that the player would see there are no indicator lines going to that fizzler field and see that it's fixed. Others have mentioned that before. Perhaps in the near future I will exclude the said concept because it may lead to counter-intuitive thinking.
Other than that, thanks for taking the time to upload your video. Much appreciated.
Cheers.