Zu
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Post by Zu on Dec 16, 2010 0:32:15 GMT -8
READ THIS BEFORE PLAYING THE LEVEL! IT'S IMPORTANT!!!What's notable about this one? It uses a completely new way of thinking, requiring the solver to think outside of the box while making his way through the level. The main idea is that there are three thingz at the end of the level (which is clearly visible at the start): a blue magic wand... an enemy grunt trapped within the construction pyramidz... and a switch covered by construction pyramidz too. That switch must be pressed in order to get the warpstone and bring it to the king. And you have to make sure that when you'll use the wand, there will be no other place to teleport the enemy grunt than exactly onto the switch! This means that you'll have to raise every single pyramid, dig up every mound, walk on every possible crumbling bridge and so on... to make sure that he will not escape! ------- Perhaps you can help me by telling me is it a good idea to have a giant silver pyramid maze with two bomberz in it; player would be forced to lure them through this labirynth in order to raise bonus pyramidz and stop them on the switchez. From what I've designed so far, this part looks to be based too much on just clicking rather than thinking (we're taking only one bomber at once), and I want this level to be entirely based on thinking. What's your opinion?
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GooRoo
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Post by GooRoo on Dec 16, 2010 6:45:36 GMT -8
The first thing that I am thinking is that you have done an excellent job of creating this announcement thread! Providing the linkz for (future) imagez is a very thoughtful thing to do, as it will save me some time when I receive the Custom Level and "do my thing" with it ... creating the "View the map!" image, providing a Statz Page image (and its thumbnail) and uploading them to the Forum's web host. You have anticipated the next change I will make to the "Criteria" template code. Good job!
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Zu
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Post by Zu on Dec 16, 2010 7:49:07 GMT -8
The first thing that I am thinking is that you have done an excellent job of creating this announcement thread! Providing the linkz for (future) imagez is a very thoughtful thing to do, as it will save me some time when I receive the Custom Level and ")o my thing" with it ... creating the "View the map!" image, providing a Statz Page image (and its thumbnail) and uploading them to the Forum's web host. You have anticipated the next change I will make to the "Criteria" template code. Good job! Well, all I actually did was just copy/paste/rename based on already existing topicz. I've only changed the linkz rather than removing them simply because I thought it will make the thing easier when reaching the beta state. But thank you!
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BattlezM
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Post by BattlezM on Dec 16, 2010 18:10:38 GMT -8
A very interesting idea. And yes it may well end up with a ton of clicking...btw as far as pyramidz go, what about switchez? How will those get blocked off? I think the best way to go about this would end up being lotz of switchez activating TileSecretTriggerz. See ConvertingKitchen for an example of potentialz. While using this kind of stuff is generally not recommended, I truly feel it's the best way to get a theme like this across to it's maximum potential. Then you can create puzzlez that involve hitting switchez to open pitz in the middle of a large open area, and have the very last switch open a pit that getz rid of all the switchez. Also some possible puzzlez on having switchez that raise pyramidz and also destroy themselves, meaning you'd have to get an enemy or RB to trigger them. And etc, many new kindz of puzzlez can be done, certainly getz my brain thinking. I may also recommend decreasing the level size a bit, as it would be a lot of secret tile triggerz all over the place.
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GooRoo
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Post by GooRoo on Dec 16, 2010 18:24:45 GMT -8
Actually, using an ordinary Question Mark Switch with TileSecretTriggerz which have a very long duration would be an excellent timer puzzle ... without the timer! Hit the QMS and have just so much time to complete everything else and wave that Magic Wand ! None of the 'rulez' of Gruntz is violated, and the enemy Grunt has exactly one 'empty' tile to land on when the Random Teleportation spell is cast. With differing delayz, it could also act as a Silver Timer Switch / Silver Pyramidz puzzle ... the map gradually filling up with Pyramidz (of any color!) as the solver is making progress toward the final goal. There is one "GOTCHA!" to this: the tile where the solver's Grunt is standing is a legitimate destination for the Random Teleporter! So there is a 50-50 chance of the enemy Grunt going where the Designer intended. So the solver would be well advised to SAVE just before waving that wand!!!
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Zu
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Post by Zu on Dec 16, 2010 18:43:42 GMT -8
Switchez can be altered with TileSecretTrigger? I thought that doing such a thing would crash the game. So far, I've been planning to just use as minimal amount of switchez as possible and force the solver to make every single one being permanently pressed by someone. But that gives me various opportunitiez indeed... I also wonder does I'll be able to fill the entire area with puzzlez... too bad that I've already placed the end stage at the top-right corner. Yeah, that's some important problem I've already noticed. This is why I'm going to add a checkpoint just before the player uses the wand. Actually, using an ordinary Question Mark Switch with TileSecretTriggerz which have a very long duration would be an excellent timer puzzle ... without the timer! Hit the QMS and have just so much time to complete everything else and wave that Magic Wand ! Well, I'm not the fond of using the "?" switch for anything else than a secret. Plus, since the switch itself is a place where the grunt can be randomly teleported, it forces the solver to make sure that someone will be permanently stuck on it... or the switch will permanently disappear after taking some action. Meaning that it's a one-time switch anyway. But "get that wand before time runs out" thing is a good idea.
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BattlezM
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Post by BattlezM on Dec 16, 2010 19:07:38 GMT -8
For the secret switch thing, I myself considered that too. But everything would be one-time only, which may not fit with the intent of some puzzlez, though it dependz. On a similar note, putting a -1 in the dmg box, would create an indefinite timed event, nullifying the need for numbers like 999,999. I myself too only prefer to use secretz for secretz..I think my only exception to this was a puzzle in CheckPointTurmoil that simply required the use of multiple red teleportz.
As far as changing switchez goes, iirc the only thing that really made the CL upset was when I tried to put switch triggerz upon a clear tile that would later become a switch. Oh and I think trying to make the switch reappear might create some odditiez as well. (discovered that last part while making an attempt to create a 1 tile wide L shape track for a RB)
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Zu
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Post by Zu on Dec 17, 2010 23:22:30 GMT -8
Okay, so far, I have two big puzzlez: 1. There are four enemy Sword Gruntz standing in a row, four switchez, four toyz, and some rolling ballz along the way. You have to lead all these guys onto the switchez and do it in such a way to not get killed by raised pyramidz. 2. This is so far the most insane puzzle I've included in a CL. You have four enemy Suicide Bomberz, four switchez, 24 yoyoz, a 3x4 plane of "stopping spotz" for bomberz, and the setz of crumbling bridgez set diagonally and horizontally between the spotz. Bridgez cannot be destroyed by solver's grunt as there's not enough time to pass them without running. You have to move the bomberz (only one available at once) in such a way that in the end, all switchez will be pressed and all bridgez destroyed. From the ideaz for next puzzlez, I have few of them: * There's one enemy Shovel Grunt and a bunch of placez with moundz. Solver has to lead this guy to these placez and somehow force him into stopping next to them, so he will dig them up. * Solver has to use a grunt with Sponge Gun to help a Thief escape from a dangerous area in which he's imprisoned, and then let him stole the gun so he can thrust solver's grunt (and possibly some other enemiez) into otherwise unreachable areaz. Any suggestionz, ideaz?
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Zu
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Post by Zu on Dec 18, 2010 12:54:20 GMT -8
I've found a perfect solution for 50% chance of being teleported into the same location! I think this screen will be self-explanatory: broken link. Obviously, the Pink Gun Grunt must be somehow destroyed as soon as he'll thrust the "prisoner" onto the intersection arrow.
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BattlezM
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Post by BattlezM on Dec 18, 2010 13:16:35 GMT -8
I think the best way is a delay activated BOTS, which is just a rb rolling over one at the beginning of the level, and if covered up, a tilesecrettrigger to turn the pressed switch into an impassible workz well.
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Zu
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Post by Zu on Dec 20, 2010 4:25:00 GMT -8
(See my previous post, if you'll not understand that) Okay, so we have now: 1. Area with leading 4 sword guyz through the rolling ballz; 2. Area "destroy all pathz" with 4 bomberz; 3. And an area with Shovel Grunt handling. I still need to create the area with Thief handling and - and idea I've got recently - an area where player has 5 gruntz, including 1 with goober straw, and needs to retrieve 4 enemy Sword Gruntz from various trapz... so they can kill 4 of these gruntz and let the Goober Straw Grunt drink goo puddlez, so the otherwise unreachable area can be reached with newly baked grunt. Any ideaz? I have hard time trying to get some fitting ideaz for something that requires thinking rather than clicking/dexterity. Also, I can send the current version of the level to anyone willing to check how thingz look so far. I must proudly say that at least for me, the already existing part of the level looks just great.
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Zu
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Post by Zu on Dec 24, 2010 5:18:05 GMT -8
Okay... it appears that I'm not going to finish this level anytime soon. I'm having very hard time trying to somehow fill the rest of the empty area with good puzzlez based entirely on thinking. My head is empty, and I really don't want to just use some oversized puzzle that would otherwise require much smaller area - it would hurt my heart to kill this CL with such ridiculous solution. I'm not good in creating thinking-based puzzlez. So... anybody willing to help me by giving some good ideaz? Or, perhaps, taking the level to finish it for your own? I would really appreciate any help.
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BattlezM
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Post by BattlezM on Dec 24, 2010 11:29:42 GMT -8
I'll gladly try to help, I like this idea a lot myself. Would have even taken a crack at making my own level of it if it wasn't taken. A collaboration soundz like a fine idea. Whether I may or may not end up using tilesecrettrigger puzzlez still dependz. I'll need to see how the level currently lookz.
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Zu
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Post by Zu on Dec 25, 2010 1:20:49 GMT -8
I'm sending the CL to you with necessary informationz. Great thankz for offering your help!
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Zu
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Post by Zu on Dec 27, 2010 5:46:36 GMT -8
BattlezM managed to create two great sub-puzzlez that perfectly fit in the remaining area (great thankz for him once again!), and after all necessary changez and fixez, I've finally been able to cast the teleport spell and see what happens.
Believe it or not...
THE PRISONER CAN BE RANDOMLY TELEPORTED ON THE TILE ALREADY OCCUPIED BY ANOTHER GRUNT.
*Grumble grumble grumble*
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GooRoo
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Post by GooRoo on Dec 27, 2010 7:09:04 GMT -8
I mentioned earlier that the place where the solver's Grunt is, is a legitimate destination for random teleportation!
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Zu
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Post by Zu on Dec 27, 2010 7:19:52 GMT -8
I mentioned earlier that the place where the solver's Grunt is, is a legitimate destination for random teleportation! I understood it as just possibility of "teleported" grunt not being moved anywhere (teleportation into the same place). And I've tested it multiple timez in my testing level and the "prisoner" never got teleported to where my grunt was standing! It makes me mad... However, changing the tile where my grunt is standing into an arrow (strangely, it does not force any grunt to be moved) should work just fine. EDIT: No. NOW I'm mad. After multiple restartz, playing the level multiple timez, doing the same thingz hundredz of timez and listening to gruntz' voicez thousandz of timez, when I've finally managed to teleport the Prisoner to the switch and get to the king, I've realised that I've forgot to add a CoveredPowerup logic containing the warpstone . . . EDIT2: Okay then, the CL is ready for testing!
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GooRoo
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Post by GooRoo on Dec 27, 2010 23:30:35 GMT -8
While I did not complete this CL myself, there is a " PERFECT!" Statz Page image (in Polish), and the BETA tester verified it, so I am distributing it tonight. I played enough of it to see that the first mini-puzzle lookz far more difficult (dexterity-wise) than it really is. The rapidly moving Rolling Rock turned out to be rather simple to negotiate ... one click, and in; two clickz to get out. The 'Very Hard' part is (as designed!) thinking about the solution, and executing the plan ... not a matter of how fast the solver is able to click the mouse. If the rest of the Custom Level followz that introduction, it will be a worthy challenge for most Gruntzerz. Check your e-mail in-boxez, Gruntz Fanz ... three new Custom Levelz coming your way!
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Zu
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Post by Zu on Jan 1, 2011 4:27:58 GMT -8
Anyone tried that level? (And these 2011-related, for that matter...)
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BattlezM
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Post by BattlezM on Jan 1, 2011 12:08:22 GMT -8
I've been working my through it, currently at the thief area. It's turned out to be a great level! Definitely a set of puzzlerz, I had to resort to pencil and paper to solve the bomber and the BOTS puzzlez. Taking a blind approach to them just didn't seem like a good idea (as I proved to myself trying to do the BOTSz maze via some clever save slot guess and check )
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