#Fragmentation Playtest (50 Puzzle Talos Campaign)
1 messages ยท Page 2 of 1
ah everytime I forget about telling I'd prefer to have the keys saved
Oh is that an easy thing to do? I have no idea how
super easy, it's next to fog parameters, terrain size, clouds etc
Only way I know how to save states after you leave an area is to have things connected to stars/tetronimos (which is why I have that star outside the citadel world to open the shortcut to it)
Wow how have I missed that! Thank you for pointing that out
haha, you're welcome
So it saves keys and gates? By gates does it mean like lowering fences? or tetronimo doors?
locked gates, the ones you open with keys;
tetromino/star doors are always saved no matter that option (and lowering fences are not effected)
Ahh yep keys and the gates they open ty.
Absolute lifesaver
Super easy, barely an inconvenience!
nice level repetition and very nice level silk road!
Just updated again with some fixes for the 3rd puzzle in tron world and with more decor/buildings outside the Rome+Wood tetronimo gate in the hub.
Must be getting pretty close a 1.0 release?
Still got the other 2 ending worlds that be themed around a single mechanic each (like the tron world with power overload), and then to add all the missing story bits
One of the worlds is pretty close to done and I've drafted out the other which wont take long.
So I'm going to optimistically say maybe 2 weeks but no more than a month
||about Reflection I think 1st picture is the intended solution since it uses everything
second picture makes sense but I didn't use everything (with a cube sightlines are even cleaner)
there are many unintended sightlines and parkour etc which I'll report you later||
||about the level itself
It's beautiful-looking! the design is impressive-and this is a lot even though I don't have much to say about this point
BUT
I think it does have some major negative sides (After you know the level you may not even notice them so you might not be aware of how they can be perceived)
There's a big issue with visibility and orientation; an issue with readability too
-Orientation can be subjective but it's rarely intentionally part of the difficulty in Talos puzzles and I don't think here was intended too; orientation on its own wouldn't be too much of a problem
-Visibility here is the real problem(and readability too);
the fact that you have to search for stuff: at the beginning you have no idea of the things to activate, the sightlines, the structure of the level: and most of these things are not easy to figure out: it takes time-and if you search for the sightlines before memorizing all the structure for example it's easy to make wrong assumptions(like seeing the plasma barrier as "full") -
so the game experience is like you move around, you check stuff, you use camera mode: you are still not sure about the things-you cannot predict, you go back, you figure out one thing at a time(like a jump that should be immediately readable, a connection to the receiver that can or can't be done, an interruption which can or can't be done)
and plasma barriers/water hide the view to
like before: if this was only a problem about visibility that would have been different but here the combination of the things, even though the level is aesthetically beautiful, in my opinion is not enough to make the level worth playing
I like the fact you experimented with this puzzle because it's really cool-but it's a hard level to make!
I think you might focus on improving readability-visibility trying to keep the cool look as possible ||
|| The puzzle itself is okay, but it comes with such a burden
( I mean: sometimes puzzles are really hard, interesting and well-developed, so I personally accept the difficulty of reading them if then I see that their difficulty in reading was necessary for the puzzle; but in this case I don't feel this is a good deal because at the end the actions you do are basic in comparison to that reading difficulty) ||
about working on the level I'll check something, I think for example I can edit(from the file) a plasma barrier to be more invisible and try tricks like that
|| 4 examples of visibility issues (4th image the player doesn't know if they are supposed to aim at the fan's receiver) ||
little thing there's a tiny hole and crack in the roof
||you could make the hitbox for the cube shaped like a real cube if you wanna keep it or it could be removed: for example here I assumed I had to so some strange connections or that was only to signal the plasma door below(which is not entirely wrong though)||
there's a bug preventing you from jump there, maybe you can lower a little the stream size
||you should remove the walkable edges here||
||the connector can reach the "final target" from here
at the same time the invisible wall preventing you to reach that is not the best(but I don't have any particular ideas on how to eventually change it)||
||you can just jump at the left of the wall to get inside and at the same time it doesn't make sense it blocks the laser so I would build an actual fence or similar(will test some examples later) ||
stupid cheese you wanna know
||you might also wanna block this cheese; with a cube it remotely makes sense ||
||you can jump here and on top of these towers(don't mind the other changes, experimenting)||
||of course you can jump to the other side||
Wow that you for all the feedback on this puzzle. 99% sure the 1st picture is the intended solution - but I haven't looked at this puzzle in months. This one was also the one Shlam flagged as needing a bit of work as well.
Think the first step for visibility would be to add the receiver outlines I have in a few of the other puzzles (from the Shenanigans pack from you and Darky)
1st image normal plasma barrier, 2nd image modded plasma barrier
and I'll point out some other changes I would apply, feel free to use or discard them of course
in your actual level (1st pic) there's a blue/purple rectangle behind the connector and the light is very bright; I would change both these things (2nd pic)
||you have 2 receivers as "final goal" but if I'm right you are not supposed to aim one of them; maybe it's nice looking both of them but I would change it to 1||
Is that just because seeing all those connections there is too confusing?
That purple barrier is so much better wow. How is that done?
||(because you might assume the second blue receiver serves a purpose(and actually now you can cheese aiming at it, but making also another "dirty" move); and in general there are some untidy elements-a far switch and some receivers are/were not really visible; for example wondering about the blue receiver that opens and close 2 doors in alternation)||
Yeah things like that (and the yellow wires and floating diamond wire at the back of the puzzle) are all things I added early for visibility - and are all things I think I'd eventually like to do away with and/or improve
Yep. Simplifies the puzzle I guess
the plasma barrier has 3 values 2 of which shown in the game
if you edit the 3rd one (or 1st one in this case) only a part of its graphics effects remain
in a similar way I edited the height exceeding the normal cap at 12
there are some values that make things behave strange but as far as I know/played this is not the case
that works fine
I mean it definitely looks great. I'll be adding it, thanks heaps
glad you appreciate! ๐
(I would have the plasma barrier here but just for personal taste in looks)
Absolutely. Lovin the help
||i also would close the sides a little to have the plasma door edges visible but still a matter of preference, not a big deal||
and with some edges slippery it's clear when the player goes there he's not supposed to
||I had the plasma pbarrier more forward because a connection had to be sent downwards at the beginning of the puzzle in my intended solution||
But I do really like how it looks when its one big plasma barrier
||I figured it out it was for that purpose; I think it's still possible yet I don't know how well ||
||So I might either make a different hole to send the connection through or change up the start slightly. I'll have a think||
And the wall clipping through on the left I will just remove and fix how it looks on the outside of the puzzle because it can also interfere with the fan it is next to
I'll spend some proper time on fixing the puzzle up in about an hour or so with a bunch of these changes
I'll send some screenshots in then
|| I put an invisible plasma barrier there๐ it doesn't fall but it's not strange as the gap is really not that big(last image to show that in action; you can find the barrier there called "invisible plasma barrier")
no problem if you prefer not using that etc.||
Alright I've added the plasma barriers (which look so much better!) and the receiver wire outlines. Looks a lot clearer. I've also added ||a fence to block a tiny sightline (doesn't look too good, but makes it so the box is needed for the final solution. Also added an extra tile next to connector in the first screenshot to tighten the sightline||
Do you think I can do away with the yellow guidance wires now? I think the receivers are now a lot easier to see
I managed to get myself locked inside of Crossing the streams behind the first wall pretty quickly as i'm not amazing with laser crossing puzzles ๐
I've got a few laser crossing ones through the worlds (think there might be 3 or 4 in the Egypt world), but have tried to make the puzzles diverse and different - so hopefully theres something for everyone
I will have a look and fix the puzzle though if you can get locked and have to rewind to get unstuck
I ended up rewinding and that worked just fine ๐ it was a good small puzzle
||I think there's no need for the light inside the cage with the receiver since now it does have the wires outline! I would also raise the caged part like in the picture of mine because there's an invisible wall blocking a sighline at the moment (of course it's enough to move a little but it doesn't make a lot of sense if you don't know)||
I think you can get rid of that now, yes!
(I am also thinking you should add a wire from the fan to its switch; you decide if lighting up the switch outline)
Yep I'll definitely light the switch up
and now that the yellow wire it's gone especially you can have wires alternating to indicate they turn on/off these doors
unfortunately the location of the doors doesn't allow for the best wiring
(from the image on the left the door behind could go unnoticed)
(Oh actually the door behind is closed initially!)
adding a wire in the edge, always active makes a little difference in visibility in case, you can check the difference-1st and 2nd pic
Yeah that door is like the hardest thing to notice in the puzzle. Bit of an oops that the wire for the back door isn't inverted though haha
haha, no problem!
I don't think any there is any use here but I'm telling:
I was reasoning about underwater visibility; I noticed just a few things remain well-visibile underwater, in particular plasma barrier, pressure plates, some devices and a discovered item called "unlocker"
||in the first picture you can see what I mean (but since you don't have to aim at that receiver from there I don't see any particular use of this)||
Falling down the stairs was a very nice puzzle!
||You can use the jammer in the top part of the puzzle through the window and Jam the walls in "Crossing the streams"||
The combination of fixing the wire, the receiver outline and edited plasma barrier makes it a lot easier to see the door at the back of the tunnel now. Thnx for your help on this.
(Since this screenshot I've also added the wire to the edge like you said earlier)
Glad you like it! Good spot on that sightline too, I've now fixed that and it'll be blocked the next time I update the workshop
Within ||Cut the Power: System clock|| I managed to get softlocked within the green marked area on this image, I tried to find an intended way out but I got stuck ||due to the power overload happening while I was on the inside of this and far, far away from the door|| Maybe a ladder going out would work, it was a fun puzzle to solve once I reset ๐
Ok, Kickstart was one of the most fun puzzles I've played!
No notes, only joy!
Which puzzle/world was Kickstart?
It is* in the egyptian world
That was probably my favourite world as a whole, it's such a big campaign that I can't remember all the names though lol
I agree, that world is so damn good! I still have one puzzle left in that area but I have to sleep first ๐ฅฒ
I came back to play the campaign today
||in cryptographer's key
I report this time-based cheese, you jam the door for the tetromino without using the fans; then you pass there interrupting the laser with the body and running before it closes||
||like this is not time-based and yet doesn't use the fans||
||I don't know if this is intended for the extra but you can cheese the tetromino||
||found the path and the switch but with the jammer was funny ^^||
||I wouldn't mind putting the sign here with the collectibles but just my preference||
Celestial Cartography is super cool-looking and maybe it's a good puzzle(I cheesed it)
I like logic puzzles and similar while I personally don't like figuring out the rules
just an idea for extra puzzles like this: what do you think about putting terminals like asking the player if they wanna have the rules spoiled/explained so they can skip that part while still enjoying part of the puzzle?
If you don't like the idea I can totally understand why, no problem
i forgot about this fan, since it's just to have a better view from above maybe you can tell
||you can also use on of the 3 fans to cheese and walk on the walls/get the tetromino||
||1st and 2nd picture for the tetromino
3rd picture for the star(from behind)
I'm pretty sure both are unintended and I don't know yet what the high blue receiver does;
(it's also possible to cheese the star jumping from the fallen tower)
I'm opening the level from the editor and probably solve it the intended way||
I am pretty sure I deleted by mistake a message of mine ๐ฎ(restored)
|| it was about the level with the 4 jammers(family reunion if I'm right)
I solved it the intended way I think 3 jammers above and 1 blocking a laser at the ground floor
1st pic: unintended sightline- this and similar, maybe they don't help maybe they help a little- not checked
2nd pic: you can bodyblock the laser and take the fan saving a jammer
3rd pic:you can jump from side to side, both directions ||
||okay I didn't take the star, I was assuming that fan was enough, I didn't see the inclined door
I think even though the fan has air control so I could have cheesed it
In any case for the tetromino like this you never use the static connector/cube and the sightlines look fine to me||
||with this setup I can pass from behind or not(connecting the blue static connector later), it works either way||
||I didn't use some of the stuff in smooth criminal(both dropping the jammer while flying and not),
maybe I can save the cube in the final setup but not a big deal
I'll probably record a video later
plus I lost the ability to rewind 2 times in a row while playing it(for that reason I deleted part of the map in the editor)
the picture shows my final setup which may be all right||
||like this you can bring 2 additional connectors at the end, let me record this
https://youtu.be/jCueH-fCuBs it will take around 1-2 hours maybe to upload
||
||is this (1st pic) sightline intended? because then I can even bring the connector inside||
||Nice level, I had a quick check on the editor, even though the things work in the most intuitive way it takes a little to notice things, I wouldn't mind if QRs were added next to the fan and next to the tetromino
the concept of the level is very nice - it's actually clear after you understand how things work. unfortunately due to its nature the gameplay is a lot about adjusting and only after some time noticing "that door didn't have a laser so I have to re-set the things"; for this reason it took me a while;
even though the things basically work in the most intuitive way it's easy not notice them in advance
1st picture: my solution but any similar variation is fine I'd say
2nd picture- I would remove this arch and plasma barrier since they can only confuse the player
3rd picture- I would put a pedestal for that jammer since it loses target too easily and so it becomes clearer the intended target is the big starting door(I don't think it's mandatory to use it but I would or allow every sightline or just one)
I have been searching a little for the keys too when looking at the level; I'm not a fan of things in the level that are only for the star/extras since they might confuse - but this is not the worst case it could be(after a while you see there is no need for keys etc.)- gonna search for the keys/star now
star was nice :)||
Yeah I think I'll do that in QR codes. Were you able to roughly understand what to do?
(no, I didn't even try; maybe there was some detector areas and some combination to reproduce with the connectors but I just skipped that)
Also yea it relies on the Cryptographers key having a single solution ||because you have to look at the solution from underneath||. So thanks for showing all those cheeses. I'll make that puzzle more watertight
Just read the rest of your messages about the medieval world. Haven't responded to some of your questions because this was the first world I made (it's been left mostly untouched for over 6 months) so I have forgotten some of the solutions haha. So I'll have to play through the levels again first
don't you worry at all!
||you can go here with a jump from from a column||
||I'm hoping that replacing the window next to the key door with a fence stop this solution?||
||Hopefully moving the connector and plasma barrier and setting the charge time of the circled receiver to 0.1s stops this from working||
Do you think its not neccessary/too confusing to have the fans in the level that act as a way to view the whole puzzle?
even though their access was limited and you couldn't bring any item there to me they are more confusing than helping (to me when reading the level they slow the process/leave me with the doubt they have an use I could only see at the end ||(and they could have played a role for the star too-given there's also an unjammable plasma door outside-which will be powered off in the dark version of the level but you don't know in advance) ||, but I have to say I use camera mode often so I don't value so much seeing from above with them)
-A QR next to the fan would be enough to make clear their use
-reworking the architecture could work too - they are 3 fans, not just one- I would put a tower next to the level's walls and make you climb that with ladder ( or a fan accessible behind a plasma barrier)
I think so, I'm checking tomorrow (going to bed ๐ค )
||I think the 1st image wont solve it (as in order to actually get through the 4 doors on the right, both blues on the arch (abovec the 2 red receivers have to be off)||
||The 2nd image will work, so I'll add a purple barrier preventing you from taking the cube and connector through the set of 4 gates||
||Yep I'll definitely patch up that star cheese||
||Yeah damn,definitely got to add that plasma barrier I mentioned in the last message haha||
||Adding the barrier here should make it so the static connector is needed as its the only way to power the backmost receiver. This will mean there has to be a loop that unpowers the static connector periodically (because it is connected to the two blue receivers that block your path)||
||Yea theres a few ways to grab the star. I'm hoping all of them involve you having to use the left passageway (the one that opens up after you collect the sigil). This solution should still work with the new plasma barrier I've added||
Ah yea, I add one more barrier in the editor and rewind stops. So that means this area is on 199 devices?
I know that sometimes rewind can break even if you don't have 200 devices, but are just a couple a way. I thought that only happened when a recorder was used. Do you know how to replicate this? (or even why it sometimes happens?). Either way I'll cull some devices so it doesnt happen again
From memory i think this screenshot is close to the original solution
Hmm, not sure how to prevent dropping the jammer without adding an upstairs to the puzzle...
||Also in the video I quite like how you cancelled out the connection to the high up red receiver. The screenshot here is how I intended it to be done, but I like both and I'm sure there will even be other ways||
Yea QR codes are a good idea. I like the pedestal idea as well.
Btw this was the 2nd level I ever made...and I made it for the connectorless jam early last year but never uploaded it lol. Pretty much for the same reasons you said - I really like the idea but I wasn't happy with the execution, as it was kind of tedious finding the correct sequence
I've added some wirecraft to show where the key is (which should also hopefully show the player it is out of reach until the tetronimo is picked up
||Also to show the door might be for the star and not for the puzzle||
||the fixes in the pictures are not enough you can still place the connector like this, it passes from one opening then it stabilizes passing through the other opening||
Unfortunately I have no precise idea
I don't see something in particular that triggers that
technical considerations
the game sometimes has "checkpoints" in which it re-caclulates some stuff
I know there's a lot of additional info that's not recalculated but it's memorized - I was assuming for some of that additional information temporary items were created in the game nad those would consider to exceed the limit if present during a "checkpoint"
"Unfortunately" trying to replicate the bug with plasma barriers and laser interruptions(laser interruptions are not exactly re-caclulated but also their timing and " the laser dominance" are memorized and reverted (not really consistently but at least the game tries to) ) I don't manage to
One other possibility is:
I don't know if you have ever experienced this but sometimes you hit a threshold back in time with the rewind, so you can't rewind to before a point(even without plasma barriers etc.)
there could be some check on that threshold (and if there are more than 200 devices(maybe included some temporary info) in that moment) rewind stops working (and the game stops memorizing/updating that threshold)
But from my experience I see hitting that limit back with rewind doesn't happen often/but happens more frequently if I minimize the window of the game/use other programs etc.
I could experiment on that but it's not immediate
||I'm checking the lost puzzle egypt, nice looking! I report some unintended things
1st pic you can jump(not only here I think, but this is very easy, then you can avoid the mine)
2nd-3rd pic you can always take or place items through the gaps- my suggestion is to put plasma barriers if lasers has to pass through or invisible walls
just to talk about the puzzle I went into the editor and still it took me some time to see there was no way to bring out the jammer with you to jam the mine, now I have just noticed you can jam the mine from far and that's the reason for the arrow, I was assuming it indicated a potential different path or similar
(it's not a problem, this kind of puzzles are inherently long to read)||
||the puzzle was quite fast even without planning things, I don't get the purpose of that plasma barrier there but there might be something else I didn't use||
||not only I never go here(lower floor of that metal platform) but there is no fan bringing you there; the only way to go there would be jump from above avoiding the fan after you have jammed the mine
maybe it's intentional for aesthetic purposes though||
I noticed only later this, I use field of view 120 and distance low actually so it doesn't surprise me
||This is another long-to-read puzzle
I appreciate this kind of puzzles because they use new mechanics because they are creative!
If you happen to make them again I would suggest to reduce the number of elements
here you have to notice which doors the power overload applies to, the switches and their targets (and maybe the sightlines, but playing now to see)
the picture just shows you can jump down||
||I still have no idea for the intended sightline ๐ฎ (of course I assumed I don't have to take items through the wall holes||
||another thing, it looks like mines are never a problem, they can kill you only if you don't have the patience to wait but I don't see any setup in which you couldn't just wait some seconds||
Pretty sure thats the intended one
||probably not the exact sightlines intended but I get the concept of the level I think||
I think I did all the normal puzzles! (I just skipped some stars that I don't consider normal puzzles)
Very nice campaign, one of the best and the hardest! ๐
(I'm gonna replay the wood-lost level since you fixed some sightlines)
ah in the version on the workshop there was no red light during the power overload(I've just noticed it now from the old version I'm have progress on)
Yeah I've gone and looked at the puzzle and the mines arent doing anything. I THINK they were meant to make the player wait after a power overload...but as you have said I haven't actually hooked up the 2nd part of the puzzle with the power overload stuff...
The fans under the mines were hooked up to the power overload previously, but I must have forgotten to do so when I changed the logic from my old one to your counter
So for this puzzle i think I will:
- ||Make every fan and barrier turn off when the poweroverlad occurs||
- ||remove the barriers to show the player that the power overload cannot actually help solve the 2nd part of the puzzle (as the mines will block the path during an overload...when I change the fans they are under)||
- ||Make the sightlines more obvious/highlighted||
Oh the red light is in the same boat as the fans under the mines I think
Glad you enjoyed! Massive thanks for playing through it all and all for the feedback you've given!
You're welcome, it's rare to find items in the workshop like this, glad also to see you care about feedback!
I've made new columns for my metal themed worlds (which are used in all the ending levels I'm currently making) which will prevent picking up things through them. So I'll add them to this world as well.
Yeah oops lol.
||I've figured out I sent two fans to the same place. Thge leftmost highlighted fan should send you to the lower right platform||
in the version in the workshop the reset of the accumulator is still temporary, it doesn't cancel the color stored in it
(good, gonna re-play/check it later)
||Its intended to create a nicer sightline for the mine that you are meant to jam by bringing a jammer up top.||
||aaah, I brought it with me||
Ah, must've forgot to do that srry
moving the plasma door(from 1st to 2nd image) would work
I'll make all the changes above later today and I'll put something in here saying the levels have been updated (probs tomorrow). Will hopefully have the 2nd ending level and the scenery for the final ending all in there as well
Oh yeah that'll do it lol. What an oversight
haha, no problem
(btw no hurry at all!)
||the cube on the mine doesn't always start at the same height(so the connector can't reach its target sometimes(you can enlarge the gap in the wood
the other 2 things are easy cheese/fixes||
||
this is how I solved it without using the bridge red receiver
I have done many things that may or may not be intended, I think especially alternating the blue in the upper floor is not intended (maybe yesterday I solved it without that move and any other cheeses but I don't remember for sure)
https://youtu.be/ZjSVizsyA-w
there are a number of powerful not intended sightlines/actions that can make you skip part of the level
I'm not sure about some of them but I'm reporting them
1st pic- can easily make you skip part of the difficulty creating the red bootstrap or directly colouring "2nd acc" blue
2nd pic- I think it's fine if not intended
3rd pic- placing the connector under the bridge before the plasma door so you can take it back- I think it's fine if not intended
4th pic- alternating between red and blue like this
5th pic- getting the blue receiver for the upper floor with 2 connectors(both like this and how I show in the video)
6th pic-you can grab the connector from there (and connect it simoultaneously to the mine)
7th pic- I think this is fine even though the very similar connection to 3rd acc doesn't work
plus many things I do in the video
||
(of course the video takes ages to upload, plus my internet at home is dead...)
ah i forgot to tell: plasma doors of 2nd accumulator stick a little out of the ground so sometimes you don't walk well over those
I've just uploaded a new version to the workshop.
Endings 2 and 3 are now playable, and theres also a limbo level serving as a hub for the endings.
They are accessible from the portal in the Metal world (and temporarily also at the bridge in the hub)
Just like the intro puzzles for each ending in the metal world, the endings have themed puzzles:
Ending 1 - CUT THE POWER: Power Overload Mechanic
Ending 2 - REROUTE THE FLOW: Accumulator and Riddle/story puzzles (srry Shlam)
Ending 3 - STAY FOR ETERNITY: Sequenced Utopia/Dystopia puzzles
The campaign should be pretty much complete except for:
The final puzzle in REROUTE THE FLOW is missing its decor/roof
The Wood lost puzzle needs some sightlines fixed (as Nazario has said above)
I think the added puzzles are very ambitious...but I am not 100% happy with the execution so as always I am very keen for feedback on them
Thnx again to anyone who plays these ๐
Here is the link as well so ppl don't have to scroll up to find the link
https://steamcommunity.com/sharedfiles/filedetails/?id=3613250428
Will probably let this sit here for the next week or so to take a break on it (unless something makes the levels unplayable that needs to be fixed).
Plenty of workshop puzzles that you guys have put up recently that I have been excited to play ๐
Enjoy your rest! This is one of the most ambitious packs in the whole workshop so don't burn yourself out
||I missed a puzzle
It's not my kind of puzzle since orientating is not my thing ๐ฎ ( I could have removed the roof in the editor but I should "learn")
I never used the fan and lowering gates(I thought they were a leftover but they are probably for the lore- I would hide them from sight-but it's okay)
I never used the blue laser at all,(is that a red herring?) just jammer and red light(I guess you didn't take into account you could use the jammer somewhere- but I "don't have the map in my head" so I can't help with that)
Cheese (in 3rd picture) you can activate both the detector areas
Cheese (in 4th picture) you can just bring the jammer at the end||
Yea the 2nd ending (which is where that puzzle is from) is a mix of mind transfer and coop "dialogue" puzzles. The upper fan and lowering gates is for a dialogue gimmick, where you "speak" to an unclickable talos NPC, who then runs off and comes back later (now as a clickable mind transfer clone). The lowering gate is where the unclickable npc goes into and the fans push the clones back and forth.
Don't really know how to hide them from sight...but I do agree with you that if I find a good way I'll do it.
Looks like I've definitely missed something about the Jammer, because the puzzle will end with both you and the clone in the green area (which requires both the red and blue connections). Will lyk when I fix
||CUT THE POWER CONTROL ROOM
very nice level: I did some juggling (picture1) then did
this(2nd picture) as final move- removed the connector outside
(I think it might similar but not intended as I didn't use the mini-stairs; but still is a solution I like)||
ah sometimes there is a bug with rewind: it keeps the fans active
: I think it's because of the timers on the triggers(starting before the rewind and "not ending") - receivers work better but they use more resources ๐
btw I think it should be possible to use the same "counter structure"(with connectors and doors) for multiple levels and change the conditions considered depending on the level you are inside
It might require some work and it's not necessary so don't get crazy over that if it seems too much
This is the intended solution, ||Provided you removed the 4th connector from the end room by forcing a power overload||.
The mini stairs are there to ||be able to place the connectors back into their rooms when they fall to the lower level during the power overload||
||I'm not a fan of these fences, they don't have a rectangle hitbox like the others, but not a problem
||cheese in 3rd picture||
||yes I did make it fall||
||by the mini stairs I mean these||
I think once I fully release the campaign, optimizing all the background logic will be the next thing I do - just incase I use the Power Overload mechanic in whatever world I make next
Oohh yeah ||Thats to stop the connector from falling down from the first power overload. It means you have to enter the room and move the connector off the stairs in order to free it up||
I do actually like how they look, so I think that it will be ok if I lower the bottom fences slightly? To allow all connections through?
||ah got it, I probably didn't notice because I thought there was no fan there (just because it was dark behind the fences)||
Glad you got the solution in that puzzle though, because I like that one and it would have been a shame if the solution wasn't obvious/easy cheeseable
||they are fine, maybe the ones to the far connector in particular as they are on the same level||
I saw in your and Darky asset pack world that there are all these custom architecture styles that you guys have made. Tbh if those windows are too problematic I'm sure I could find a style from there that would suit better.
Haven't properly looked at them because I havent updated to the current workshop version yet
it's just little stuff, not a lot actually
But the metal windows in the editor dont have the bars across them, so I've used the egypt fence+plasma barrier combo in pretty much all worlds up to this point
From the little look I had, there was a decent amount of designs with metallic elements that would find nicely with a little tweaking. I will let you know/credit you guys if I end up using/modifying one
||it doesn't continue after this firewall, right?||
||ah no seen later blue light etc behind, my bad||
Yea I'll make that more obvious when I do the decor for this area (Should be the only puzzle that doesn't have any yet)
||(took a pause and came back on the second part)
there's a major skip after the switch here(3rd picture)
2nd picture is a cheese
I don't even see how I can bring 2 jammers there-let me check the editor||
||I guess this is the problem, they don't open; I guess they are supposed to open after the switch next to them||
||this will never activate since the plasma door presses it||
this is beautiful! ๐
||trying a little to understand this, but I'm probably checking the editor soon
It seems to me the three landmarks have more than 3 receivers each, I'm already lost here ๐
||
||I got input accepted looking at the conditions in the editor, btw you're gonna close the route to the tetromino, right because now it is open||
haha I had the same decorative idea, that's cool! @scenic mica can testify๐
I wonder why no one published anything with it yet
Btw I can't do "shit in that level" ||I just made one connector red but I don't know how to access the main square ๐ ||
|| I consider this a pretty bad sightline, but I have faced worse so I should expect ๐ ||
Nothing is true, everything is permitted ๐
||I brought a connector outside with the level "contraption", it seems intended; but then I have no idea what to do with it, I'm asking for a hint since (the level is really beautiful and in its genre is hard and probably well-done but this puzzle is not my thing)
2nd picture is a cheese, you can jump over the floating the stairs (and in general you can parkour in lot of places)||
Hint 1: ||The connector you can take out in โthe contraptionโ is only for the control room corner (the one with the 4 utopia/dystopia). It means you can have 2 of the utop/dystop be blue and the other 2 red||
Hint 2: ||The Around the world area needs blue sent outwards to open the area into the main courtyard. Once you solve the egypt puzzle with the red connections, you can use a connector there to permenantly keep the entrance to that puzzle open (the red connector)||
Hint 3: ||having step 2 completed will allow the utop/dystop node in Around the World to be freed up. Disconnect it from the red in the control room corner and then connect it to blue in the puzzle, so the final puzzle can be started in the courtyard||
These are the steps to open the lowering fences:
Screenshot 1: ||Hit the switch and get the jammer (after the Codrus dialogue)||
Screenshot 2: ||Use the Jammer to unjam the barrier (like Codrus did for you in the first puzzle)||
Screenshot 3: ||A result of activating the lowering fences is that the bottom connector becomes stuck (intended)||
oops
Should be 3 receivers visible from each window/pressure plate
||Also that statue is meant to indicate that the landmark with the dragon is the one that the connector should be looking at...I'll move it so it doesn't block the laser though ๐คฆโโ๏ธ ||
Thats meant to be a "hidden" tetronimo. I'll be adding one in each world. This one will have another puzzle you need to do first before you can reach it
Wow yours looks really good. I presume the section you have flipped vertically is also from another puzzle you have made? Or did you make it specifically to be a large wall?
I've been wanting to make puzzles that 'flip the room'. Where you do a puzzle then head through a portal and it looks like everything has rotated (so the puzzle you just did is now the wall of the next puzzle....and the next puzzle was a wall of the previous)
Would be very similar to the Cube Room that is in Destiny 2's Prophecy dungeon (screenshot below if you don't know what it is).
Basically you are inside a cube and after you complete a simple task the cube rotates and you now are on a different inner face of the cube. Allows for 6 different puzzles which could all work off eachother (take devices off the walls which were used in other puzzles).
Could also be a good way to use Shlams bounce pads in a puzzle...
But yea from each window, only 3 receivers should be visible for each landmark (one on the left,middle, and right)
oh I didn't see the message, thank you
I just stole it from another puzzle of mine. It already had that horizontal ground accessible under the water and that was flipped with the rest
I've uploaded a new version to the workshop. I've made changes to the ending puzzles, and completed the decor in the last 2 puzzles of REROUTE THE FLOW
I've also added:
- 17 Easter eggs, which have info about them in a Hub Terminal (where the jammer is located in the hub). This info is in the spoiler screenshots.
- A White sigil in the hub and in each world (made to be hard to get/hidden) These are optional for the story.
I think this project is pretty much complete now (!!). I'll have this version on the workshop for a couple of days and act on any feedback given. After that I think it will be time to properly upload it
For everyone whos played this over the last few months and following this channel - I can't thank you enough. Really do appreciate it. ๐
||I see this level seems not changed, it's a nice and hard level if solved like in the video(the blue connection can be made with the additional connector to make it clean) but maybe you wanna enforce your solution/intended use of resources||
AHH. was so focused on the ending levels and adding the easter eggs and extra sigils in in each level. Forgot about it.
Will do some sweeping improvements on that one before I upload this fully. Thnx
Looking forward to the full upload btw. I'll probably replay from scratch since it'll be mostly fresh after this time.
1st pic - ||Hopefully a change I'll do will render this useless as you will NEED to make the 2nd acc red first (which means the red receiver that gives you access to the underpass is used)||
2nd + 5th pic - ||Lowered the stairs and pushed them into the wall so it makes the connections less tight and annoying||
3rd pic - ||Don't think its an issue but cud b wrong||
4th pic - ||Will test to see how problematic it is after I finish the changes||
6th pic - ||Will fix it||
7th pic - ||using that sightline is part of the intended solution...I'll add in one of the placement snappers that is in the shenanigans map to make that better||
Doing a chunk of smalll fixes here and there but these r the 2 bigest changes for the puzzle that I'll do.
Pic 1: ||Blocks the sightline you use in the video at 0:36 and 2:30||
Pic 2: ||Is the change that will require the 2nd acc to be powered red first||
I see the issue with the 3rd pic now. Thnx, will fix
I've recorded my solution to the puzzle (with the new changes I've just made)
Hopefully now the puzzle is harder and every area has to be used.
I don't really like how it becomes a ferry-the-connector simulator at the end but it is what it is. I think its better now but still not perfect.
Puzzle solution for Talos Reawakened workshop campaign "Fragmentation" - Lost Puzzle (Wood)
Are you going to have a master walkthrough of the whole thing? I recall from my testing that quite a lot of puzzles I wasn't entirely sure if I solved them correctly or not so it'll be good to check them next time.
Yea planning to have one
https://youtube.com/playlist?list=PLCh-UOQefc9tyUVa917_DlNKBRGDpZ11w&si=KiozLHOvz_502i7S
Got walkthroughs for 3 of the worlds. Will do the rest later.
Apologies for the poor video quality - all the clips I'd recorded were incompatible with youtube + video editing softwares so I've had to do some dodgy conversions which has dropped frames and quality
This creation will be hitting the workshop tomorrow, so I'll post about it more then
What are you using to screen record?
Assuming you're on Windows then Win + Shift + R recorder does the trick for me. Or OBS if you want to get a bit more serious, though the file size is way larger.
Amds version of shadowplay. Then I have to convert it to a different video codec in VLC. Then I can compile the clips in Adobe express/adobe premier (Tried both but not rlly happy with either)
I'll put reports here as I play so the release thread isn't messed up. Can climb on and over here in the hub world.
Random post in the water, probably accidentally placed
Floating receiver in Kickstart
This invisible wall is unfair, you should use a visible mesh to block that sightline
Oh nice I didn't consider that as a laser sightline at all.
The invisible wall is to prevent people from jumping into the puzzle from the platform with the purple sigil on it.
I'll fix all these, cheers
All good! I had everything else 98% solved, just couldn't find the final angle for the red into that puzzle since when I solved it originally I did so by stealing tools.
That'll do me for the day. Nice job all around with patching the cheeses from the first playthrough. Haven't come across anything this time around that really breaks puzzles. At least not for a normal playthrough.
Is this bonus pure parkour? I didn't find any other way to get there
This one is a fairly easy/obvious cheese
Can also get on there from the buzzer too
Yea a parkour round the back of the mountain
This gap still exists in the walls of Just Another Piece of the Puzzle
Can steal all tools and cheese the rest of the island with them
I'll have the line of sight blocked with some pillars now, so people don't get baited into trying to connect the red this way
Day 2 checking in. Starting to get to the hard stuff now.
For that matter you can also get on the raising fence and steal items too. Does it need to be a raising fence? If it was replaced with a regular blue door that problem would be solved.
Or if you want it un-jammable then you can build a little arch over the top of it which knocks you off when you try to ride it up
Needs to be a lowering fence because the wood world is at 200 devices (or 199โฆwhichever is the max before rewind breaks)
Might add a roof part above it instead to prevent that?
(didn't check it precisely but arch/roofs are generally fine and depending on design choices you can also have them tilted horizontally (+ "upside-down" to hide their pillars) so you can't climb them)
You can still cheese the sigil in Sequence. The upper wall there needs to be made slippery (45 degree tilted invisible walls at 0.6 scale)
Solved it properly this time. Cheesed it in testing. It's a nice puzzle. Took ages to learn the mechanic and sequence.
This appears to be a softlock in Reflection. If you haven't already opened the door there (didn't notice it originally) then you can't dislodge yourself from the fan
And I had this issue in testing too, but even after you ride it all the way to the top it's very difficult to get off. The guided jump flashes up for a milisecond but getting off the fan is very hard
I am not sure but I think it doesn't always happen and it's a bug(I think resetting reverts that fan/jump to normal); sometimes that happens when getting off fans
I think reducing height might help making that happen less often
Flying tree out behind Smooth Criminal
Do you like the mechanic/think its got potential? Or do you think the mechanic is too frustrating for what its worth?
Yep. recording the intended solutions for the medieval world over the last few days. This is really frustrating and I've actually found it hard to fix
Really depends on the player. It's definitely something you have to study and spend time on. One of my own puzzles is very similar (Altar [Hub 2 White section] in Shlam Packed), even including having numbers on walls showing what's required. Some will hate it and some will love it. It's totally fine to keep in.
I look forward to that recording because this is the first world I'm unable to solve some puzzles (sans cheese).
Which puzzles do you think are the really tricky ones? I can record them first and upload them seperately
So far The Silk Road and Reflections. Though tbh I haven't really tried Reflections much because I remember it vividly from testing lol (plus the fan bugs). The Silk Road I feel like I've gotten about 96% of the way solved, but probably missed one small thing along the way. Problem is that there are big softlocks very late in the puzzle and I got frustrated.
But don't go out of your way to record custom guides, just stick to your current workflow and I'll watch the official one when it's ready
I think The Silk Road is the hardest of all the puzzles I've done. Its between that and Playground from the Clockwork Citadel world imo (cant remember if you've played that one yet)
Reflection is hard as well but for all the wrong reasons :/
I can't remember it by name
The backmost puzzle in this world. I remember someone talking about it in this thread but can't remember who
Was that a late addition? I did beat all the puzzles in that world at the time I played, though I also used cheeses in that playthrough so I can't remember if I did it legitimately.
Nah that world had all 5 puzzles added at the same time...so you must have crushed it
Smooth Criminal cheese. Gets you all the way around to the sigil.
And lets you steal various tools
After stealing the cube from Smooth Criminal you gain access to some cheddar cheese elsewhere
Then from there you can get all the jammers out of the other puzzle to use on the final one XD
You can climb the cliffs into the star area in this world too, the key can be skipped. So make sure to prevent climbing or put a rock ceiling over the entrance
I'm pretty sure you're not supposed to be able to grab this Jammer in Family Reunion. Need to raise the plasma barrier a little. It's precise, but doable atm.
Just as an FYI, you can make switches one-time-use by linking them back to the same triggers that is preventing the gates from raising again. This way they turn off and can't be interacted with again.
Yea forgot about this switch thnx. Pretty sure most switches that should be single use are now...but im sure theres one or two like this one that have slipped through the gaps
This one and all the others I've seen were one-time in as much as the fence they're powering doesn't ever go back up again. But what I mean is that the switch stays active and can be toggled back and forth without doing anything. You can use triggers to make the switch dead after it's used once.
Ooh right. Ill go round and do that to them as well
Shouldn't solar panels & this wire be off at night?
I think that narrow staircase is by mistake
Yep lol...
There are also 2 big windows in the basement that simulate daytime
Floating tree
Unless I'm missing something, it appears the only way to get to the white sigil is to jump through this gap from the box. But doing so softlocks you because you can't get back out again
(can always grab the cube and do the same from the other side, all good, not an issue)(
One spare tool when unlocking the Clockwork Citadel if you wanted to put the star behind a final button
Blank sign
And another
||yep, this is the intended route||
Yeah I think i mustve forgotten to reconnect the red sigils when I removed and readded them (to reorder the signs in the hub)
If Iโm correct then hopefully only the signs to red sigils are affected?
Oh no, you've removed and re-added a sigil? Was that before or after the initial release?
This was before. I deleted and readded sigils in Rome, Wood and Metal worlds.
Then I copy pasted the fragmentation into a new episode and uploaded it as its own workshop release.
I'm pretty sure this was ok to do? I remember you and shlam made a big point about not doing this to an already uploaded workshop submission so I did it beforehand
No one has complained about anything broken yet so hopefully its ok ๐
Metal / Build a Brdige Floaters
Button & Reciever
This red receiver is barely visible
Medieval / Constellation Riddle
The underside of walls is not rendered.
Please add stone beams to seperate the cells into a grid. You already have beams in one direction.
STAYFORETERNITY ending
This terminal has no pages so there no button to exit it (other than pressing E), Maybe add ||"STAYFORETERNITY" (repeated) and an Exit button "Stay for Eternity"|| ๐
Yep that was the planโฆ.but i forgot ๐
The signs are wrong.
Cut the Power sign is empty.
Reroute the Flow sign shows sigils from Cut the Power
Congratulations! Well deserved ๐ ๐ ๐ ๐
You've made quite a contribution there as well ๐
Caretaker Musem
Got this right after spawning
Ah, there will be a problem with the initial receiver. Shouldn't affect anything because theres no sigil or anything in here
Medieval Night
Panels are not off
I made it so the wires turn off at night (which I guess isn't what that changelog said, but I quite like it this way - If you didn't notice them in the day, then they stand out much easier for you to notice them at night)
Reroute the Flow
Hole in floor
Haven't played this one in a while, just got back to the metal world
There's a floating button in Build A Bridge
I cheesed that one in testing but solved it properly this time around, nice one!
You can break a connector out of there and into the next puzzle. Potentially even wall cheese the sigil, I haven't explored all options yet
Yep! Wall cheese is there
I have very little recollection of Reroute The Flow, perhaps I cheesed it in testing also. It's a very nice puzzle, one of my favourite accumulator puzzles in the workshop now.
Hi! Iโm really stuck on Celestial Cartography. Iโve been struggling for days now and Iโm completely lost. I understand the logic, but I just can't get the connectors to align correctly.
I am enjoying this campaign so much and really want to see the rest of the story, but I'm at the point where I just want to finish this level and move on to the next puzzles. Could you please show me exactly where to point each connector to solve the puzzle? Also, if possible, how do I get the Star in this area?
(Sorry for my bad English, it is not my main language. Thank you for such a cool campaign!)"
Hi! Thanks for playing. Glad you are enjoying it. Iโll send the connector placement through shortly when I am back on the computer
Oh take your time, i play again tomorrow
so you have all the time u need, its no problem
Here is the connector setup for the sigil:
thxx
I'd imagine that you would just like the connector setup to get the star, but heres how to see what connector setup you need.
This pattern is uncovered by the 5 Stargazer logs that are hidden around the Medieval world.
These are hints for the stargazer log locations. For each log, the first spoiler is a general location and the 2nd spoiler is a more precise location
Stargazer Row 1 ||Castle Centre || ||By Reflection ||
Stargazer Row 2 ||Castle Centre || || Main terminal ||
Stargazer Row 3 ||Castle LEFT || ||Inbetween Postal Service and Inversion ||
Stargazer Row 4 ||Castle Centre || ||Near the Repetition Star||
Stargazer Row 5 ||Castle NIGHT || ||Hidden Room underneath Cryptographers Key||
I'll get a photo for the final connector setup for this star...I just need to remember what the solution is first haha
lol no problem
This is the star setup
I'll be out of action over the next few days, so hopefully these work fine for you!
If not, I think the solutions might have been discussed much earlier in this thread.
Thnx again for playing
thxx
thank u so much it worked
I am a bit lost with this, i have no idea where i'm suppose to get this grey sigil , I tried looking inside the star place, didn't find it, and around this place, also nothing, any hint or guide will be appreciated
Here are some hints, each hint makea it easier than the last
Hint 1: ||its inside the star place, not around the portal||
Hint 2: ||its easy to miss, but is purposely placed so the particles the sigil gives off are visible||
Hint 3: ||its before the big room with the switches and the symbols on the bridge. If you get there, you have gone too far||
Hint 4: ||its above a walkway||
Hint 5: ||its in the area with the jammer, 3 pressure plates and the mine||
Btw this grey sigil location will be moved soon - @scenic mica has suggested a much better and less random spot for it ๐
All good. Lmk if you need more,
ah yea, since the hub is quite big , could u hint me where the grey sigil is aswell?
The main hubs grey sigil is also rather hard.
Hint 1: ||it requires 2 cubes to reach||
Hint 2: ||its in the section past the tetronimo gate for Rome and Wood worlds||
Hint 3: ||its along the castle wall||
im lost at the firewall thing, i helped the other person tho, i just need to do my side, i thought this be correct
Think the ||right one needs to be leftmost blue||
Sorry one other thing:
||the bottom left connector needs to be middle red, instead of leftmost blue||
||Everything else is correct - the orientation of the room and the middle connection (to the egyptian landmark||
This should be the solution
Lmk if you run into other issues when finishing the rest of this ending and I can provide some more help.
Overall I've gotten a rather negative reception to the puzzles in this ending (Reroute the Flow)
Been told they are too confusing and too long. So I'm keen to hear if you have any different thoughts on it when playing through it ๐
thxx
ahh i enjoy it so far lol, ur creative with the campaign and puzzles
Hubworld: Minor misalignment, it was visible while climbing up the ladder in first person view, and only then
Stronghold: also just a minor misalignment with the castle just to the left of the first terminal
The Cryptographer's Key: This is also just a misalignment, it doesn't matter. Just found it wierdly floaty ๐
Feedback on the same puzzle: I liked it a lot, but areas marked in red felt a bit too claustrophobic, especially near the red emitter
I've posted this image before, in ||Reflection|| this laser bridge is a bit unclear if i'm meant to be able to bypass it by squeezing through or not (you can not, but it certainly feels like you could, with enough lube)
In what I suspect is an intended parkour section in what I will call "Stormveil Castle" you can easily see through the cracks and jump out of bounds 
In the Roman Star Puzzle there were a few oversights as I mentioned in the main thread.
- You're stuck once you jump down the caverns and have to finish the puzzle
- You can get there before finding other TTP2-Superstructure-puzzles and thus not understanding the meaning of the symbols
- The visibility in the water is low and made me miss the receiver entirely, leading me on a wild goose chase
Being in that puzzle for so long, I found a cheese which I guess an invisible wall to disallow goating indoors would help ๐
2 layers of water, I would suggest maybe a piece of rock to cover the shift (this was reached by very minor goating)
not an issue, but there's a gap under the stairs ๐ฅฒ
and finally, some quite obvious goating is allowed here ๐
In Loop I accidentally goated to take this star by jumping from the rocks near the tower, over to the wall where the door is blocking the stationary connector and then just jumped from there ๐ฅฒ
It was only after, that I saw the massive door with all the indicators above my head...
Thnx Hardy, I'll go through and fix these ๐
In Diagonal, both of these receivers are slightly off the wall, shouldn't affect the solve if altered
I also managed to get softlocked in a few ways on the same puzzle ๐ฅฒ Maybe a ladder could help, but not sure if it may ruin the solve
Final one for today, and its a very minor thing:
In "External Block" you can get light leaks by the entrance Not even sure this shows on every system ๐ฅฒ
@gilded stratus Solution for puzzle with water without utopia receiver:
||1. Put box on pad and wire connector to red receiver
2. Move back to first connector and connect it to laser and second connector, the box will jump
3. Put box on button at red laser
4. Get first connector and jump into water, wire underwater laser with underwater receiver through window (outside)
5. Walk inside and get third connector near underwater utopia receiver and bring it back out of water
6. Get first connector out of water and connect to red laser (starting location)
7. Use third connector to power second red receiver (where the box behind the wall)
8. Grab that box and jump on pad
9. Put box on first pad and repeat (2)
10. Get first connector and wire underwater laser with underwater through window (outside) (4)
11. Get box underwater and put it between low fences
12. Get third connector and put it on the box underwater to wire first connector and unlock barrier with blue receiver
13. Jump there and get third box
14. Get everything out of the water on top and use 4 buttons to unlock fourth connector
15. Use three connectors to Chain wire from starting laser through two button window to second connector (behind purple barrier)
16. Grab second connector and use jump pad to jump over purple barrier
17. Get first connector and wire underwater laser with underwater through window (outside) (4)
18. Get second connector and wire two underwater red receiver, one receiver overwater (to unlock top barrier). Keep it here unconnected.
19. Get third connector and connect it to underwater laser + first connector + second connector
20. Get fourth connector link it with blue laser and leave it near blue laser (will connect it from top)
21. Get first connector and move it near exit
22. Put one box near blue receiver, then use first connector to wire it with underwater blue connector
23. Put another box on last button
24. exit
||
Sorry for all these minor things, I've been home with a fever and had nothing better to do ๐
Thnx
And all good. I appreciate it. Already actioned most of the things you and sarge have pointed out. Will probably update the workshop version after I finish up some more things, later this week
Just replaying some puzzles without cheesing after v1.2 update, in A Bunny Through Minefield I haven't used this part of the puzzle with jammer and two boxes behind barriers (used only switch). Are these tools expected to be used for solution?
This stair also haven't used in puzzle solution.
All above it is for ||white sigil, not the main puzzle. For some reason I thought that sigil placement changed ๐คฆโโ๏ธ||
Small gaps in ||"The Temple"||
๐
Same puzzle was a very nice solve, it felt like unraveling a knot!
What I didn't like about it was on me, in this screenshot, I wandered around without realizing that you can ||move connectors over this fence, mostly because there's so much fence in that area in general, but also in that puzzle that I had filtered out the possibility...|| but As I said, that's on me ๐
I also managed to get softlocked quite early in the puzzle but didn't realize it until after a while and thus didn't get any good screenshots... sorry
The gap police is back again, this is in the ||star puzzle for the hub world||
This part didn't bother me at all in the ||normal hub world,|| but due to the lighting here, I thought I was following a cable connected to the fan for some reason ๐
The Cryptographer Key I think intended solution is ||to make jammer cycle between pads to unlock barrier to sigil, but it works just fine stationary, without airing pads.||
Iโll have another look at this puzzle again, but honestly I think I might just leave it at this point. Any minor change/fix I make still wont make it any less frustrating
If I find the motivation I might replace it with a completely different puzzle tbh
Coz its just too frustrating and unpolished for people to play atm
I got the same feedback in a puzzle in the Rome world (i think it was called โThrough a Fenceโ) about how its not obvious that you can pass things through the fences that look like that.
Think it was Chamdresser and someone else who told me about it, but I cant remember
Ill look at making it more obvious, maybe with some wiring?
Yep. Also had some problems forcing this solution - but your final setup is 95% what is intended.
I dont mind alternate solutionsโฆbut for reasons that you may or may not know yet, this puzzle is the only one I need a singular solution for.
So iโll look into this.
Thnx!
Maybe that works, or some other asset that isnt used as much, or maybe an asset around it that brings a bit of contrast ๐
In Family Reunion you can ||parkour to a switch||. Tried to replay the puzzle to check if it is required or not, but found that gate lowered from the sigil prevent replaying.
Is this the intended solution for ||Smooth Criminal|| ?
I think I got soft locked a few times, especially early on, and two times later where I had to rewind for quite a bit
Maybe a ladder in this marked zone would help a bit, not sure though ๐
It was pleasing once you got past the initial hurdles ๐
I don't think so, or at least, it's not how I solved it. I had that connector on the graves on the cube
And aiming directly at the blue receiver IIRC, using the elevation to cross the red
I did it a bit differently
Think theres like 5 or 6 final setups that ppl have now. Will look more into the softlocking during thou ๐ซก
I think I tried that initially, but I had to overthink it ๐
I'm very pleased that my solution worked though
Not sure if this is what you meant||, I found out that there is a invisible floor in air which is available if you jump on pad with box. I can walk on it and even jump over wall to the area with solar panel. There is nothing I can do, only use jammer on the barrier powered by solar panel. ||
Using that you can jump over the ramparts circumventing the solar powered blue gate and learn the biggest secrets of the Fragmentation
Seems just like some puzzle internals
Found easter egg ๐
Nice view ๐
Have you found all?
Why did you break it?
What you mean? I just seen a pad and found a way to get there.
You destroyed the hub island ๐
Well, I didn't knew that ๐
It was such a beautiful place before
That's how I get there
I found what you meant when solved ||Celestial Cartography||. Still curious about invisible floor in the air ๐
Any hints for that special level (AFAIK it is after Rome)? Tried everything I could, but either I need 2 more tools (to push buttons near 1-2-3 gate), or maybe I am missing something obvious. Under spoiler my setup, ||I'm able to activate 1 2 3 receivers with right colors with 5 connectors (2 for red, 3 for blue), and shifted box pressing 2 buttons.||
Crazy work on the roof parkour haha. Shouldn't be neede for the solution though as the 3 numbered stationary connectors are accumulators. The switch near each accumulator is a way to discharge the accumulation. If it looks just like a connector when you disconnect the laser, then make sure the switch is flicked.
Once that is done, all your roof connectors can be used for the final rpesssure plates ๐
But the intended solution doesn't involve roof climbing or freeing the connector and the mine in the middle of the map
Damned, I knew that I missed something, haha ๐คฆโโ๏ธ. Completely forgot that special levels uses TP2 mechanics.
All good! Currently working on a better way to show accumulators to players in game, so hopefully they won't look identical to stationary connectors in the future haha
In the special level after Forgotten Keep you can steal items ||from the second floor to the first floor jumping to the wall from 3rd floor and then get item and jump down. The same is possible to steal tools from 3rd floor to 2nd floor, and then if needed from 2nd to first.||
The Clockwork Citadel look sick! But a bit heavy on graphics, noticeable FPS drop, almost halved.
The Temple probably not intended solution
Maybe misaligned barrier? ||(Building a bridge)||
That white sigil level in Metal world is my nightmare, lots of mines and turrets without rewind, one wrong step and restart ๐ซฃ
well, not that bad, it seems that it have checkpoints, phew ๐
actually quite funny level, got the star, but missing white sigil, will retry tomorrow
Yeah, I think this world and all 3 of the ending worlds suffer from fps drops. In my next project I'll be taking a page out of Mr_Pipicz's book and will be focusing on optimizing the worlds by massively reducing the number of redundant objects and taxing light sources
Yeah, I think there is going to be a lot of misaligned things in the clockwork citadel (When I had finished the world I accidently snapped all actors to 0.5 intervals and 45 degree angles as I saved and exited...took days to fix but I've missed a lot of things like this haha)
Next time the map updates, I'll be moving the sigil to another place in the Catacombs - too many ppl are complaining about where it is currently
(Lmk if you need any hints for it now though)
Haha, that was my reaction verbatim ๐
No 40K hub? ๐
Found it on second run, it is hidden well ๐
If I choose one of the ending, then to see the other endings I'll need to redo campaign from the start?
No, after finishing each ending you get back to the ending choice
Dayo is not so evil to force people to reset progress for every ending ๐
His avatar is evil, not him
Good to know, thx ๐
Solved Cut the power ending, very nice looking environment for puzzles!
I like the mechanics in those puzzles, didn't knew that TPR have so many mechanics which are not used in community puzzles.
TPR doesn''t have any such mechanics per se. All of those are community inventions
Yeah the Power Overload mechanic was something I designed with a bunch of triggers. This design was very very expensive though (used like 100 devices) and it also broke when people rewinded - I think because triggers work unintuitively through recordings and rewinds.
Nazario was able to come up with an improved design that used emitters, lasers and receivers which was rewind-proof. With his help, the mechanic can be used in so many more ways can be done on a much bigger scale ๐
This is the background logic for the 3 puzzles in Cut the Power. 104 Devices in total lol. And thats not including the actual Power Overload pressureplates, or anything visible in the puzzles!
That's look really complicated behind the scene ๐
Entered to the third ending Stay for Eternity and accidentally entered to a sigil location. ||When I used stairs to get down and enter through purple barrier to a puzzle it says Stay for Eternity. For some reason I decided to move back to check other purple barrier and instead of coming back I entered the sigil area. ||
It seems that it is fine due to broken world.
Terminal glitched on use, stayed like that way without a way to close terminal session. Just showing black screen.
Play with cheats enabled so you alway have 2 tools at your disposal - a flashlight and ability to exit any terminal
There are cheats? ๐ง