27-Jul-2012, 8:58 PM
Quote:#88 (Skydiver's Maze) - This level was probably the hardest in the set for me... Had to look in the editor, and found the solution rather quickly - turned out one of my ideas that I had already considered and then moved on from was involved in the solution after all...
If it's the idea that I'm thinking of, it's the one that really motivated me to spend more time making the maze even trickier. The whole premise of this level was to come up with something where the player could theoretically wander around the entire playing area but would need to guide a block along a specific route.
Quote:Loved "Science Museum." It was very Sontag-esque. Reminded me of "Thief, You've Taken All That Was Me" and "Xenocide."
Thanks, Bowman! It's one of my favorites too.
I've posted an update to the set that corrects some minor busts and makes a certain level look a tad better. Changes made:
- #24 (Juxtaposition): Replaced empty floor tiles in corners of blue wall square with fake walls.
- #31 (Anarcho-Syndicalist Commune): Added green key/door as a requirement for reaching the exit to prevent using the block to fill in water space at (19, 16) should bug be the final monster to route. Replaced north-facing walker with south-facing walker to prevent potential unsolvable scenario in Lynx in which the paramecia cloner is activated last.*
- #39 (Falling): Added green key/door to force player to navigate first room after collecting flippers.*