06-07-2023, 06:11 PM
Hmm ... I had something like a writer's block. It took some time before I realized why I had no inspiration at all for continuing the design of BNW.
The cause was TZ2. I am not happy with it. The original idea was to make a second transit zone with the look of a pantry where the five colours lead to different prizes: the first backpack, maps, shields, save pedestal(s), money and signs with important information. In my opinion it became a mess.
There is no good way to avoid money in four of the five directions.
It is not easy at all to offer multiple save points while avoiding backtracking to them.
Giving maps for (small) areas log in advance? Really?
Shields that offer problems in the backpack ...
Conclusion: no pantry. It think that it would be better to create an information zone with good maps and signs.
Let me first tell what I did like in the TZ2 like it is now.
1. The look of room 17701 with the bright moonshine nicely positioned on that brown background. Together with the 'spiral' ladder and the smoothly appearing keys.
2. The windy puzzle with the alter ego in room 17902.
3. The windmill park from room 17903 with 'a new kind of way to a secret' (?) that finally leads to the first backpack.
Besides the pantry issue my major doubts about TZ2 are:
- that the windmill park is a forced way through, not a sideway;
- the revealing of some keys and other things, because in some cases it is far too unclear that there will be T's;
- the look of the rooms 17501, 18101 and 18102.
I am going to start with the redesigning of the dark room and see how it goes on.
QUESTION
In the windmill park, which way down did you find first?
The cause was TZ2. I am not happy with it. The original idea was to make a second transit zone with the look of a pantry where the five colours lead to different prizes: the first backpack, maps, shields, save pedestal(s), money and signs with important information. In my opinion it became a mess.
There is no good way to avoid money in four of the five directions.
It is not easy at all to offer multiple save points while avoiding backtracking to them.
Giving maps for (small) areas log in advance? Really?
Shields that offer problems in the backpack ...
Conclusion: no pantry. It think that it would be better to create an information zone with good maps and signs.
Let me first tell what I did like in the TZ2 like it is now.
1. The look of room 17701 with the bright moonshine nicely positioned on that brown background. Together with the 'spiral' ladder and the smoothly appearing keys.
2. The windy puzzle with the alter ego in room 17902.
3. The windmill park from room 17903 with 'a new kind of way to a secret' (?) that finally leads to the first backpack.
Besides the pantry issue my major doubts about TZ2 are:
- that the windmill park is a forced way through, not a sideway;
- the revealing of some keys and other things, because in some cases it is far too unclear that there will be T's;
- the look of the rooms 17501, 18101 and 18102.
I am going to start with the redesigning of the dark room and see how it goes on.
QUESTION
In the windmill park, which way down did you find first?

