Page 1 of 1
REQ: Need help testing this puzzle, please
Posted: Thu Feb 28, 2013 10:12 pm
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.]
Re: REQ: Need help testing this puzzle, please
Posted: Thu Feb 28, 2013 11:00 pm
by Radar6590
I solved it. If anything the timing was a little easy for me.
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.
Re: REQ: Need help testing this puzzle, please
Posted: Fri Mar 01, 2013 12:12 am
by SpiderFighter
Thanks a lot, Radar!
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.
Re: REQ: Need help testing this puzzle, please
Posted: Fri Mar 01, 2013 12:59 am
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.
Re: REQ: Need help testing this puzzle, please
Posted: Fri Mar 01, 2013 5:49 am
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!
Re: REQ: Need help testing this puzzle, please
Posted: Fri Mar 01, 2013 12:07 pm
by JohnWordsworth
Will play it tomorrow and provide general feedback SpiderFighter

Re: REQ: Need help testing this puzzle, please
Posted: Fri Mar 01, 2013 4:39 pm
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.
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.
Re: REQ: Need help testing this puzzle, please
Posted: Sun Mar 03, 2013 3:59 pm
by prommr
solved it
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
from this point
maybe you can use secret wall buttons
playtime: about 5 to 8 min
Re: REQ: Need help testing this puzzle, please
Posted: Sun Mar 03, 2013 4:18 pm
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!
Re: REQ: Need help testing this puzzle, please
Posted: Sun Mar 03, 2013 11:56 pm
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.
