REQ: Need help testing this puzzle, please

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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SpiderFighter
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REQ: Need help testing this puzzle, please

Post by SpiderFighter »

I'm in the final stretch of my mod, but I wanted to create an homage to an original puzzle from the game, but with a little twist. My problem is that it's speed related and, as everyone's system is different, I need to make sure it's playable by all (apologies to anyone who played my "Descent" map as you'll see an element that's similar to one of those rooms).

Basically, you'll be testing the speed of the puzzle: Is it challenging without being frustrating? Is it fun? Was there that "ah-hah" moment when you realized what it was? What was your play time on it?

When you start, you'll find two torches in the room ahead of you, and you'll find a healing crystal if and when you need it.
There is no combat. When you succeed, you'll see a message about another path opening up. Sorry, but access to all other areas have been sealed off for the purposes of this test - including the new path. ;)

Please post any comments/criticisms in this thread.
Thanks again for your time and (hopefully) help!

You can download it here (37 megs)

[EDIT TO ADD: I should probably mention that this is the latest patch of the game.]
Last edited by SpiderFighter on Fri Mar 01, 2013 5:23 pm, edited 1 time in total.
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Radar6590
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Re: REQ: Need help testing this puzzle, please

Post by Radar6590 »

I solved it. If anything the timing was a little easy for me.
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I had time to look around to figure out where I needed to go, get to the proper button, and hit it on my second try running around. I feel like, in Grimrock, I had to memorize the path and correctly orient my character, perfectly timed, to make it. It only took two tries because I didn't realize that the trapdoor in front of the torch room was the one that closed third the first run through. I was slightly confused for a couple attempts, having been fooled into thinking it was a timing challenge to reach the secret door closing, but I soon realized that it was impossible.

As a note I'm also fairly good at this sort of thing and it is similar to the puzzle on the 6th(?) floor of Grimrock.
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SpiderFighter
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Re: REQ: Need help testing this puzzle, please

Post by SpiderFighter »

Thanks a lot, Radar!
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I've shortened the timers quite a bit, but I'm hoping to get a few more people to try it out on different systems just to be safe. In the mod, this comes after 10+ hours of playtime, and I'd hate to see anyone not be able to progress further due to a slow system.
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msyblade
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Re: REQ: Need help testing this puzzle, please

Post by msyblade »

Remember with the new patch spidey, any of us can goto Low rendering mode, allowing the game to run on the weakest of systems. That was not available back then, which is where the problem arose.
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SpiderFighter
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Re: REQ: Need help testing this puzzle, please

Post by SpiderFighter »

msyblade wrote:Remember with the new patch spidey, any of us can goto Low rendering mode, allowing the game to run on the weakest of systems. That was not available back then, which is where the problem arose.
D'oh! I didn't know that. T'was kind of a waste of time, then. Thanks!
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JohnWordsworth
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Re: REQ: Need help testing this puzzle, please

Post by JohnWordsworth »

Will play it tomorrow and provide general feedback SpiderFighter :)
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SpiderFighter
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Re: REQ: Need help testing this puzzle, please

Post by SpiderFighter »

JohnWordsworth wrote:Will play it tomorrow and provide general feedback SpiderFighter :)
Thanks, John. I think the new patch has made it a non-issue, but you're welcome to check it out. It's not really a big "oh, WOW!" puzzle, though. There's a much better one next to it that you can't get to, however. :D

EDIT: I'm going to delete the version on dropbox and upload the newer version with tweaked timing (thanks to Radar's feedback). Please let me know if the timing is good for you, John (or anyone else who wants to give it a shot). New link (updated in OP, too is: https://www.dropbox.com/s/d963jq4e5qajy ... e_Test.dat.
prommr
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Re: REQ: Need help testing this puzzle, please

Post by prommr »

solved it
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the timings are fair and you need some time and tries to discover the right order of the buttons. i think this works well.

but i stumbled over a little design issue:
you can see the walls comming down with a fixed button in the middle

Image

from this point

Image

maybe you can use secret wall buttons

playtime: about 5 to 8 min
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mahric
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Re: REQ: Need help testing this puzzle, please

Post by mahric »

Just gave it a go and had no trouble with the timers.
I did have some trouble with my own agility, but that's my problem :)

Thought I could cheat by pressing the last button while I fell down, but then the teleporter doesn't transport me.
Good anti-cheating mechanism... :)

Can't wait for the finished product!
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SpiderFighter
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Re: REQ: Need help testing this puzzle, please

Post by SpiderFighter »

Thanks for taking the time to run through this, guys!

@prommr:
I appreate the screencaps! I knew that was an issue, but I didn't want to wait until after the player got there before spawning the button, as that would be just as bad. But, you rightfully caught me with my laziness. I should have either spawned the wall (instead of lowering it), or kept the player in the caged-in area until the wall was down (which is what I think I'll do). I hesitate to make scret buttons for a puzzle, as I don't feel that would be fair to the player.

@mahric:
I'm doing a run-through today, and it seems pretty solid, if nowhere near as creative as your work. :)
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