[PTI] The Other 6 Chambers
Quote from Xindaris on May 23, 2013, 5:04 pmSix little rooms to solve, in any order you please. It is highly recommended that you save your accomplishments with F6, as many of them are quite dangerous!
Six little rooms to solve, in any order you please. It is highly recommended that you save your accomplishments with F6, as many of them are quite dangerous!
Quote from quatrus on May 23, 2013, 8:32 pmNice map set. Covers all the basics.
Laser chamber, not clear what needed to be done to drop the last cube with the two laser catchers w symbols - could get frustrating quickly with the cubes re-spawning while figuring it out...too many intersecting marker lines to follow clearly in such a tight space...
In 4 button chamber, also not clear what needed to be done [spoiler]guessed at pushing all 4 buttons quickly..[/spoiler].
You really like to pack stuff into very small spaces....still nice maps. Thanks for creating.
Nice map set. Covers all the basics.
Laser chamber, not clear what needed to be done to drop the last cube with the two laser catchers w symbols - could get frustrating quickly with the cubes re-spawning while figuring it out...too many intersecting marker lines to follow clearly in such a tight space...
In 4 button chamber, also not clear what needed to be done
You really like to pack stuff into very small spaces....still nice maps. Thanks for creating.
Quote from Xindaris on May 23, 2013, 11:56 pmHonestly, those connections are invisible because I was running out of object space. I had remove them to get the map to render. I wasn't really sure if symbols would be helpful at that point, with how many connections and symbol indicators there already were. I might see if I can make those two things slightly more visible later, though I'm not sure how to fix the laser room, since I suspect making more of those things symbols rather than antlines would make it even more confusing than it already is. In the hard light room, [spoiler]would it help if ONE of the buttons had a connector over to the cube dropper, or would that make it even less clear that you needed to hit all four quickly[/spoiler]?
This map is a "sequel" to an earlier map I made, as the title may well hint, with the same basic layout but different things in the rooms, hence its shape. I'm not sure why I've been leaning toward tiny, complex chambers lately; I've made pretty gigantic ones before, including one that was a cube of just about the maximum size the puzzle maker allows.
Honestly, those connections are invisible because I was running out of object space. I had remove them to get the map to render. I wasn't really sure if symbols would be helpful at that point, with how many connections and symbol indicators there already were. I might see if I can make those two things slightly more visible later, though I'm not sure how to fix the laser room, since I suspect making more of those things symbols rather than antlines would make it even more confusing than it already is. In the hard light room,
This map is a "sequel" to an earlier map I made, as the title may well hint, with the same basic layout but different things in the rooms, hence its shape. I'm not sure why I've been leaning toward tiny, complex chambers lately; I've made pretty gigantic ones before, including one that was a cube of just about the maximum size the puzzle maker allows.
Quote from quatrus on May 24, 2013, 1:53 pm[quote="Xindaris"]...// [spoiler]would it help if ONE of the buttons had a connector over to the cube dropper, or would that make it even less clear that you needed to hit all four quickly[/spoiler]?
That sounds like it could be more confusing. 4 timers?
[quote="Xindaris"]...//
That sounds like it could be more confusing. 4 timers?