Well, I must admit is pretty much interesting then! Keep on the good job! Here is the solution:
(Give it an hour and a half yet)
Well, I must admit is pretty much interesting then! Keep on the good job! Here is the solution:
(Give it an hour and a half yet)
josepezdj wrote:
Oh DAMN! Dude, that was sincerely awesome to solve! >.< WTF? Did you really created this stuff with your thinghie?Well, I must admit is pretty much interesting then! Keep on the good job!
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Yes, the logical puzzle was created by my map generator. The final mapping was done by hand. Thank you for uploading your solution to youtube. It's awesome to see you really playing this!
Jepp wrote:
Solved it and it felt great once you got the hang of what all the buttons did.
Layout is'nt that good, it's hard to orientate when everything looks the same, the buttons is in need of signage and it took me a good while to get the point of everything, especially that the button in the tunnel reset the puzzle.
As a concept the puzzle is quite impressive, I'm looking forward to see what interesting stuff you can get out with this thing, but you should take some more time to consider layout and playability. Consider recreate it in hammer
Yeah, I agree that everything kinda looks the same. That's surely a bad thing, which I should change in future maps. Maybe, before hammer, I should try BEEMod to incorporate more different design elements. This one is just a proof of concept. I also kind of dislike the reset button in the tunnel, but I wanted to make sure that the player cannot get stuck. I will try to avoid this in future maps.
ciken wrote:
Recently I continued working on this and I created a single player map. The logic is computer generated and I did the mapping by hand. Since I am not a very good mapper, the map is kind of ugly and could have flaws (I hope not), but this is mostly a proof of concept. Nevertheless, I hope you enjoy it. I would say it is quite hard:
Some people can't even create maps like that on their own, and your program can generate one with ease. That is simply remarkable. I'm very interested to see how things work out.
...if we do have a contest any time soon...
FelixGriffin wrote:
I wonder if this program could be taught to use custom test elements or mechanics? If it could I'd have my contest entries done as well.
Considering that it had to be 'taught' to use the stock elements in the first place, I reckon it's probable that custom elements could work, albeit with a bit of playing around.
yishbarr wrote:
I thought of contest entries better than any program can think of. What do you think? (Some heavily usage of a rotating portalgun and new custom elements and physics simulation puzzles that no computer would have thought of). Maps with this program will be disqualified for sure.
Yeah, I'd imagine there'd be a disqualification if it was obvious. But given that TWP contests require Hammer-made maps, I think it'd be really hard to prove that the concept was automatically generated. I guess it'd just have to be an honour system, like the ruling on starting work before the contest officially starts.
srs bsnss wrote:
Considering that it had to be 'taught' to use the stock elements in the first place, I reckon it's probable that custom elements could work, albeit with a bit of playing around.
Exaclty, you can "teach" it to use any kind of elements, but some are much harder to implement than others. For example, I don't think that I will implement lasers, because it's too much work to do, but it would be possible as well. The program just takes all the elements that you explained to it and tries to combine them in a manner which results in a complicated puzzle.
A good map is not only a good puzzle. There are lots of other aspects as well. But thinking of an interesting puzzle is sometimes difficult, maybe even for a great mapper. Then the program can be used as an inspiration.
yishbarr wrote:
I thought of contest entries better than any program can think of. What do you think?
Some maps out there are like that, so it is certainly possible.
Also, can this program make puzzles with different height levels, because in essense, this puzzle was truly simple since it's made in one floor only, even though the logic behind was terrific
One last question: can you PLEASE make MORE maps like that, dude!? 
Just be sure it nevr gets access to any neurotoxin, even if it's for science.
josepezdj wrote:
I'd like to know if that puzzle generator takes into account things like the distance from a button to a wall, possible shortcuts due to visible white panels from certain angles or some other complex maneuvers that could lead to unintended solutionsAlso, can this program make puzzles with different height levels, because in essense, this puzzle was truly simple since it's made in one floor only, even though the logic behind was terrific
One last question: can you PLEASE make MORE maps like that, dude!?
(1) The logic is generated, but the mapping itself is done by hand afterwards, so you have to take care that the buttons are positioned away from the walls.
(2) The visibility of the panels however is taken care of by the generator. In general, my problem is that I certainly lack knowledge of some complex maneuvers that could lead to unintended solutions, so I would be glad to get informed about this kind of things.
(3) Different height levels should be possible without much adaption.
(4) Because of all the positive feedback I received here, I will continue working on this thing and from time to time publish a map so that you can see the progress. I will also try to generate the PTI map automatically, as I did with the first multiplayer map, but with more attention to playability and layout. Thank you all for your feedback and comments.
If you need some other mapper who helps you out improving this program or developing the maps with the puzzles it outputs, I'll do! do not hesitate to tell me Cheers!
srs bsnss wrote:
I just thought I'd bump/necro this thread to see where the project is at. Is it abandoned, or still going strong behind the scenes, or what?
It "works". http://steamcommunity.com/sharedfiles/filedetails/?id=156399981
Xtreger wrote:
@ciken: Very interesting program! I'm curious to see how it's going. Also, can the tests generated by it be solved purely by graph-theoretic arguments?
Yes, all tests can be solved by searching for a path in the game state graph.