pfalstad wrote:
From the unassuming name, and from peeking at the forum before trying the maps, we assumed this was going to be a set of easy unremarkable tests.
I'm not very creative with the map names. I use a generic incrementing name so I'm not set in what that map is supposed to be. My youtube walkthroughs have the "proper" names for each map.
Perhaps "Experimental Map Pack (2)" would be a better name.
pfalstad wrote:
The falling tower was cool, but I didn't like that test as much because some of the buttons/lasers didn't have an obvious effect. We'd heard a click but didn't see anything change. Maybe that helped put me in the right frame of mind though.. After watching the tower teeter back and forth for a while, I finally said hey, none of this makes sense, let's try this. And it worked!
I'm not sure how to make the solution more obvious. I figured loud noises and motion in the center of the map would work. However, that doesn't exactly scream the solution, just that something is wrong.
I just noticed: The env_shake wasn't set to shake globally. Whoops. I'm surprised I didn't catch that before release.
pfalstad wrote:
The lava level was a bit confusing because we wasn't sure what controlled how long the laser cube stayed on.
The cube stays on for up to 15 seconds. If you charge it for 2 seconds, it stays on for 2 seconds. If you charge it for less than a second, it doesn't turn on. Give or take a half a second when charging for the i/o to stabilize.
If you watch the cube's skin, it changes for when it is charging, fully charged, and discharging. Come to think of it, the way my i/o is setup, I could do a color gradient for charging/discharging instead of swapping skins. I'm adding that to my list of changes.
pfalstad wrote:
The last one with the multiple combinations was a cool idea although they all seemed pretty easy, which we didn't mind after having trouble with some of the other levels.
In short, definitely memorable and one of our favorites. Thanks!!
The rotations make editing sections difficult. So, I tried to keep the sections simple. The more sections I have, the more scenarios I have to check. That said, I think I'll try for a rail system to make the assembly more interesting and keep myself from tilting my head in order to modify sections and allow for more complex puzzles.
I'm glad you all like the pack! 