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Puzzle CastleBT-PuzzleCastle-vf
Puzzle Castle

Author: Raylen
Added:Sun May 10, 2015 at 19:52
Rating:9
Downloads:29

Download (22.08 MB)
8 comments
Comments
Frankyback
USER: FKY

RampageRampage
Posted: Mon Nov 28, 2016 at 22:49

i dont like this map either. i mean its very hard to find what to do without help and too long. i didnt find any interesting obstacle either. Horse shoot part its pretty much random and not fun. Overall 5/10 taste and rating could be 8 maybe, not hard really, just long
`Chr1st-BLS
USER: CHR1ST

RampageRampage
Posted: Tue Apr 26, 2016 at 13:51

Absolutely brilliant work, Raylen! Very creative and clever obstacles (e.g. jousting horses, final lift, the numbers game). It's hard to figure out what to do (doh it's called Puzzlecastle), so naturally quite some players may lose interest, but it's really rewarding to work it all out. Still not sure whether it's a D9 or D10, could go either way I guess.
}ElitE{Bon
USER: BONKET

DominatingDominating
Posted: Mon Jun 29, 2015 at 16:36

Looking at maps that received an 8 or 9, I kinda don't agree with rating 8 either. I mean, it's also pretty damn long and you can die really far into the map. I'd give it a 9 or 10 by i4games standards.
Raylen
USER: RAYLEN

RampageRampage
Posted: Sun Jun 28, 2015 at 22:24

Well it's nice to see a few more people have played and reached the end at least. I can't promise a fix though as I have little motivation and no time to map at the moment, and the amount of problems I had when finishing the map...

As for the pillar-shot sequence, it did turn out to be more annoying than I imagined it would. But, well, it is called puzzle castle. Bit annoyed about the invisible movers because (as usual) there's no reason for it Sad

Thanks for looking and playing Smile


edit: r8 not agreed...
p-a-w-e-l
USER: P-A-W-E-L

Godlike!Godlike!
Posted: Sun Jun 28, 2015 at 16:52

Room vindaloo mentioned needs hard fix Neutral It's really depressing to die there at least 3 times just because those movers gets invisible.
Decent layout, original obstacles and enjoyable rooms, but figuring out how every sequence works ( especially last one before flags or horses )take ages to understand ffs.
Majority of players will blacklist this without any problems.
Cba to watch this map again.

R8 agreed.
!!Frit!!Viandel
USER: VIANDEL

RampageRampage
Posted: Mon Jun 22, 2015 at 18:12

Nice find. I am concerned about plankmovers (the ones high up with the corner jump) going invisible in bootsroom.
RoelerCoaster
USER: MMI

i4Games Trusteei4Games Trustee
Posted: Mon Jun 22, 2015 at 16:55

I was going through the map in UED, because I was practising the map offline and the numbered boxes didn't spawn (was my own mistake in the end as I ghosted from the spawn room to the box room, hence I did not hit the initial sapwn trigger). However, while I was figuring out the sequence in UED, I noticed the following. Both the box spawner and the resetter dispatchers on blue have the red random-layout-chooser as event. Hence the layout chooser on blue does not seem to be triggered at all. However, the spawning of the boxes is perfectly fine on blue, which looks strange to me. After a little more investigation it appears that also the Box-spawnpoints of the boxes of blue are attached to the red-layout-selector-mover. It seems these two "bugs" cancel each other out as the boxes appear to work on both sides properly. However I thought it would be important to let you know, as the trigger system is quite complex and perhaps I missed something that may go wrong.

EDIT apparently something does go wrong, as afaik this is an unsolvable configuration:


I had the problem that boxes were spawning inside of each other, so I reset a couple of times, and apparently, after some shuffling, this was the result.
Raylen
USER: RAYLEN

RampageRampage
Posted: Sun May 10, 2015 at 22:21

There's one bug that I wasn't able to completely fix - sometimes the numbered boxes spawn on top of each other when you reset. If they do, please reset again until they don't!