NUMA

Downfall of Daedalus

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Author blue_rocks
Tags author:blue_rocks daedalus difficult floorguard floorguards puzzle unrated
Created 2013-11-04
Last Modified 2013-11-04
Rating 4 more votes required for a rating.
Map Data

Description If anyone can post a complete demo of this map, I'll make a dedication for them! You guys have a week! This is a freaking hard puzzle.

Seriously, this is one of the hardest and most confusing puzzles ever.

I would recommend using your first few tries figuring out what each switch does and where trap doors are activated.

Other maps by this author

Thumbnail of the map 'Forbidden' Thumbnail of the map '1-1 Piantissimo's Challenge IV' Thumbnail of the map 'Storm Cloud' Thumbnail of the map '1-2 Piantissimo's Challenge V' Thumbnail of the map 'Ancient' Thumbnail of the map '1-3 Piatissimo's Challenge VI'
Forbidden 1-1 Piantissimo's Challenge IV Storm Cloud 1-2 Piantissimo's Challenge V Ancient 1-3 Piatissimo's Challenge VI

Comments

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argh!

death takes me away.
Demo Data
You make me want to try my hand at this concept. :P

I wish there was a clear way to mark which switches activate what, because to be fair Nexx, you must admit that the trap doors add an entirely new element to the classic idea of a floor guard puzzle because they can change the map whereas in classic puzzle maps all the author can do is just make repeatedly used areas that are only accessible through long journeys around the entire map - this map doesn't require many of those long trips around the entire map, and they keep the player limited to one set fate - death if they have not done everything correctly or success if they have indeed chose the right path.

I did make the trapdoor switches visible to be fair. The player can't claim the unexpected happened when the traps are clearly visible! The problem lies in the fact that you don't know where the doors will appear.

There's also

this one [nmaps.net] by anco, but it's in a different style.
The route has to be part of the fundamental construction of the map, 'cuz otherwise you end up forcing the player through things like trapdoors. Alternatively, if there aren't that many trapdoors, you can try to indicate where they are and/or which switch triggers them.

In any case, trapdoors aren't necessarily bad. Some people like the mystery that trapdoors provide (as seen in successful N puzzle maps over the years). I'm even fine with a small number of them, but I thought they were overused here.

Recent examples of floorguard puzzles without trapdoors:
anco [nmaps.net]
pheidi [nmaps.net]

Hope those inspires you! I know they inspire me!

Thanks, b_r!

I only have the idea to put a few pieces of gold near the trapdoors so the player can see where they will appear, but apart from that I don't know how to help. :( And the gold would probably look ugly. :(

Great job macro =) You did it exactly like I intended! I'm glad there are no other ways through this ;p I'll make you an epic dedication soon enough.

Do either of you have any ideas how to make only that route possible while not using trap-doors?
I have to agree. But since I had so much fun while finding the solution I still think this deserves a 5. :)

Interesting

But the trapdoors are kinda lame. Part of the measure of a good puzzle is to retain the challenge while making all of the elements clear (as opposed to sections being unexpectedly walled off halfway through the map).

AGD Completion

This took me almost an hour to figure out. :D Definitely 5/5, that's one of the best puzzles I've ever played.
Demo Data