flux's 2024 bunny maze ruminations #6588

Open
opened 2024-03-29 01:55:22 +00:00 by flux · 9 comments
Member
  1. you can currently get on top of the maze. that used to be something we tried to prevent, though i don't remember why?
  2. i can't tell if it's intentional, but it's possible to actually make the "wood" level multi-colored on the inside as well as the outside, using e.g.
//maze cblocks:wood_black,cblocks:wood_blue,cblocks:wood_brown,cblocks:wood_cyan,cblocks:wood_dark_green,cblocks:wood_dark_grey,cblocks:wood_green,cblocks:wood_grey,cblocks:wood_magenta,cblocks:wood_orange,cblocks:wood_pink,cblocks:wood_red,cblocks:wood_violet,cblocks:wood_white,cblocks:wood_yellow2 air 3 2
  1. please try out the non-default algorithms! e.g. use the following. i'm not sure most players will notice a difference for the wood/glass levels. but prims would probably make the invisible one more tedious, and backtrack less tedious. backtrack might make the glass maze harder for me and my mental heuristics, i'm not sure.
//maze default:stone 3 2 backtrack
//maze default:stone 3 2 prims
  1. if you wanted to be extra evil, you could fill the invisible maze with "maptools:nointeract" nodes instead of air or whatever it is currently. then players couldn't use "node highlighting" to follow along the walls.
1. you can currently get on top of the maze. that used to be something we tried to prevent, though i don't remember why? 2. i can't tell if it's intentional, but it's possible to actually make the "wood" level multi-colored on the *inside* as well as the outside, using e.g. ``` //maze cblocks:wood_black,cblocks:wood_blue,cblocks:wood_brown,cblocks:wood_cyan,cblocks:wood_dark_green,cblocks:wood_dark_grey,cblocks:wood_green,cblocks:wood_grey,cblocks:wood_magenta,cblocks:wood_orange,cblocks:wood_pink,cblocks:wood_red,cblocks:wood_violet,cblocks:wood_white,cblocks:wood_yellow2 air 3 2 ``` 3. please try out the non-default algorithms! e.g. use the following. i'm not sure most players will notice a difference for the wood/glass levels. but prims would probably make the invisible one more tedious, and backtrack less tedious. backtrack might make the glass maze harder for me and my mental heuristics, i'm not sure. ``` //maze default:stone 3 2 backtrack //maze default:stone 3 2 prims ``` 4. if you wanted to be extra evil, you could fill the invisible maze with "maptools:nointeract" nodes instead of air or whatever it is currently. then players couldn't use "node highlighting" to follow along the walls.
flux added the
1. kind/balancing
3. source/ingame
labels 2024-03-29 01:55:22 +00:00

1: Iirc It's because you could use it to map the path out of the maze. I don't think it should be fixed because now the top is made of wood.
4: gz1607n5d7d01

1: Iirc It's because you could use it to map the path out of the maze. I don't think it should be fixed because now the top is made of wood. 4: ![gz1607n5d7d01](/attachments/687221e9-4c38-4821-b8ce-7be458b57a82)

1: That's ok. Now that the invis maze is on the bottom, it's not too bad

2: The walls will become more and more colourful the longer we have the event. Cool! I didn't know the maze gen could do that!

3: Sure, we will. But I doubt anyone will notice. If you want, whenever you think I used a different algo, tell me. I'll reveal what I used :P

4: extra evil? I'm interested!

1: That's ok. Now that the invis maze is on the bottom, it's not too bad 2: The walls will become more and more colourful the longer we have the event. Cool! I didn't know the maze gen could do that! 3: Sure, we will. But I doubt anyone will notice. If you want, whenever you think I used a different algo, tell me. I'll reveal what I used :P 4: extra evil? I'm interested!

Also I would swap the wood and glass levels because I always find the glass one far easier than the wood one

Also I would swap the wood and glass levels because I always find the glass one far easier than the wood one

Also I would swap the wood and glass levels because I always find the glass one far easier than the wood one

That's more artistic choice, less a sign of difficulty ;)

> Also I would swap the wood and glass levels because I always find the glass one far easier than the wood one That's more artistic choice, less a sign of difficulty ;)
Author
Member

Also I would swap the wood and glass levels because I always find the glass one far easier than the wood one

That's more artistic choice, less a sign of difficulty ;)

the complaint is more about the rewards for completing it than the aesthetics? maybe we could just switch the rewards for those two levels?

> > Also I would swap the wood and glass levels because I always find the glass one far easier than the wood one > > That's more artistic choice, less a sign of difficulty ;) the complaint is more about the rewards for completing it than the aesthetics? maybe we could just switch the rewards for those two levels?

you can already see the "borders" of each invisible node via F5.
plus if there were borders, its not really invisible anymore now is it?

you can already see the "borders" of each invisible node via F5. plus if there were borders, its not really invisible anymore now is it?

you can already see the "borders" of each invisible node via F5.
plus if there were borders, its not really invisible anymore now is it?

My recommendation don't remove the border, the invis maze is already hard enough, and already at least two times the prize of the inviz maze just wasn't worth it, compared to the amount of time and effort involved.

>you can already see the "borders" of each invisible node via F5. plus if there were borders, its not really invisible anymore now is it? My recommendation don't remove the border, the invis maze is already hard enough, and already at least two times the prize of the inviz maze just wasn't worth it, compared to the amount of time and effort involved.

you can already see the "borders" of each invisible node via F5.
plus if there were borders, its not really invisible anymore now is it?

Why should the invis maze be even harder than it already is? It's genuinely already very difficult. Unless the rewards were made far better than they currently are, I don't think a single change should be made that makes the maze harder.

> you can already see the "borders" of each invisible node via F5. > plus if there were borders, its not really invisible anymore now is it? Why should the invis maze be even harder than it already is? It's genuinely already very difficult. Unless the rewards were made far better than they currently are, I don't think a single change should be made that makes the maze harder.

the original message that i replyed to got deleted, its probably for the better

the original message that i replyed to got deleted, its probably for the better
Sign in to join this conversation.
No Milestone
No project
No Assignees
5 Participants
Notifications
Due Date
The due date is invalid or out of range. Please use the format 'yyyy-mm-dd'.

No due date set.

Dependencies

No dependencies set.

Reference: your-land/bugtracker#6588
No description provided.