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MM2 - Brave New World
64504746465B220 wrote:
As announced TZ2 is a pantry (partly under maintenance): backpack, shields, maps, money bags, save. I hope everything works fine. Jack is supposed to arrive in TZ2 without a key and to leave it as well without any key. On the road Jack will have to make a decision. Something to think about before acting.

Does this mean that my Jack used the green key at the wrong place? If so, how is he supposed to know that he is supposed to use it in the first pantry room? There is no other green key in sight and my Jack opened the wrong(?) green door in order to find another green key.
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7A6A7D7474180 wrote: Does this mean that my Jack used the green key at the wrong place?  If so, how is he supposed to know that he is supposed to use it in the first pantry room?  There is no other green key in sight and my Jack opened the wrong(?) green door in order to find another green key.
There are a lot of ways to make changes for the green keys/doors issue of TZ2. But I like to keep as much from the puzzle as possible, but on the other hand want to make play fairly. As always.

I assume that you made a save in the lower left corner from room 17501. If you restart there and would know (I have a sign in mind) that there are only two green keys for the three green doors would that be enough?

The essence of this puzzle is that when you open the wrong door you are missing a lot of money, besides an extra save pedestal. But the sign must realize that you KNOW that for sure.

Please, give a yell. Before I change anything.

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5D4D5A53533F0 wrote: ... TZ1 and the blue area seem perfect now (although I would still like a clearer hint for the first key but that is not an important issue). ...
Was the text on the added (revealing) sign in room 16902 too vague? Should I need to add something like, that in the blue area 2 keys are in view without opening any coloured door and that only one is within reach. For sure!
Undecided
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65514647475A230 wrote: [quote author=7A6A7D7474180 link=1671814205/160#160 date=1683982601]Does this mean that my Jack used the green key at the wrong place?  If so, how is he supposed to know that he is supposed to use it in the first pantry room?  There is no other green key in sight and my Jack opened the wrong(?) green door in order to find another green key.
There are a lot of ways to make changes for the green keys/doors issue of TZ2. But I like to keep as much from the puzzle as possible, but on the other hand want to make play fairly. As always.

I assume that you made a save in the lower left corner from room 17501. If you restart there and would know (I have a sign in mind) that there are only two green keys for the three green doors would that be enough?

The essence of this puzzle is that when you open the wrong door you are missing a lot of money, besides an extra save pedestal. But the sign must realize that you KNOW that for sure.

Please, give a yell. Before I change anything.
Yes, I made the save. And yes, a sign would help, but it must not give too much away. There is nothing (visible) behind the lowest green door. Perhaps this puzzle is OK as it is. The player must decide where to use the green key and a wrong decision does not lead to a JS. Also, the last save is not far away.

So, as an afterthought, maybe no changes are needed.
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41756263637E070 wrote: [quote author=5D4D5A53533F0 link=1671814205/159#159 date=1683972749]... TZ1 and the blue area seem perfect now (although I would still like a clearer hint for the first key but that is not an important issue). ...
Was the text on the added (revealing) sign in room 16902 too vague? Should I need to add something like, that in the blue area 2 keys are in view without opening any coloured door and that only one is within reach. For sure!
Undecided

Perhaps if you move that sign into the room in question?
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4252454C4C200 wrote: [quote author=41756263637E070 link=1671814205/162#162 date=1683992305][quote author=5D4D5A53533F0 link=1671814205/159#159 date=1683972749]... TZ1 and the blue area seem perfect now (although I would still like a clearer hint for the first key but that is not an important issue). ...
Was the text on the added (revealing) sign in room 16902 too vague? Should I need to add something like, that in the blue area 2 keys are in view without opening any coloured door and that only one is within reach. For sure!
Undecided
Perhaps if you move that sign into the room in question? I have the feeling that if I move the info into that room I spoil the novelty and make it too easy. Therefor I did clarify the existing sign. See pic. What do you think? Help enough but not too much?


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In a matter of fact, the green key issue in TZ2 is a yellow key thing.

On the first image you see that my Jack arrived for the first time in room 18102. Where he stands is the only spot where he could enter the room so far. He just opened the first of two purple doors and he has an other purple key. The room at the right is still dark and there are lanterns in view. As well as a new purple key.

Much later he arrives back in the room with a yellow key (pic 2), but he knows that there is a second yellow door in an other room. This is the point to make the right decision.


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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?
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192D3A3B3B265F0 wrote:

QUESTION
In the windmill park, which way down did you find first?

The ladder.
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A necessary update
Wink

In what previously was called TZ2 only one room didn't change. Three of the eight are now dark rooms (for a while).

In the shown picture you will see that in room 17501 only three things didn't change: the ladders in and out and, much more important, the save pedestal so save 8 is still in use.

The mansion has now $ 31.000 to gain.

QUESTIONS

1. Please have a brief look in the first rooms of the purple section because the information on the (now) two signs did change and then continue till you could get the second yellow key of the mansion in the room with the skeletons. I am interested in your opinion.

2. In TZ1 I added a grey door. Together with the slight changes in the purple area it is meant as 'training' before the start issue in the blue area. Does it work?

3. I spend the whole weekend at rearranging the eight rooms starting with 17501. Do you think that this area still is a 'transit zones'? (I don't.)

4. Any remarks about this small area?


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