This week's challenge is Limited Links
: to design a puzzle using as few links as possible.
How clever can you be with elements given a limited number of links?Last Week’s Resultshttp://www.youtube.com/watch?v=FD2BrYLgUes&list=UUcNVbEFJUK4sVz2e1z836Sg&index=0&feature=plcp
For this challenge, you may use as many elements as you like, though your chances of winning are improve if you limit your scope (see “How I Grade” below).
However, you can make no more than 5 links between elements
If a button unlocks the exit, that’s a link. If 5 buttons must be simultaneously activated to unlock the exit, that’s 5 links, and nothing else in the puzzle can be linked. Connecting two buttons for different purposes (such as both activating and reversing a funnel) counts as two links. Connecting the same button to two different outputs, such as activating both a funnel and a light bridge, counts as two links.
While I normally permit additional mechanisms behind the scenes (like timers and logic gates), for the purposes of this challenge, ANY LINK in your puzzle counts against the limit.
If this sounds difficult, it’s supposed to be.
To submit puzzles to this challenge, link them on this thread. Adding “#portal2cast” to your description will help players find related maps. The submission deadline is Midnight (12 AM) Eastern Standard Time (GMT -5) on Sunday Morning, September 30, 2012.
The three best entries will be featured on the Monday Madness episode of the Portal2Cast, 9-24-12.
Good luck, and as always, thanks for mapping!
__How I Grade
Though difficult to quantify, what I value most are puzzles that look and feel like VALVe created them. They are limited in scope, size and number of elements, but require some revelation to beat.
Puzzles which violate the rules are disqualified from the challenge. In rare cases, even ineligible puzzles may get honorable mention on the show.Quantifiable Categories
I grade four categories on 5-point scale:
1. Presentation & Lighting: Is it pretty and well-lit?
2. Navigation & Layout: Can the player easily access what he needs to solve?
3. Transparency: Does the player have obvious goals? Is it clear what everything does?
4. Elements-to-Difficulty Ratio: The harder your test is to solve, the fewer elements it should contain. Anyone can make a test so clogged with buttons and triggers that it's hard to see what to do.
Designing a hard puzzle is easy. Designing an easy puzzle is easy. Designing a moderate puzzle is hard.Other Considerations
Playtesting: Can your test be beaten in unintended ways?
Theme: How faithful was the puzzle to the spirit of the challenge?
Inventiveness: Did the designer combine elements in rare ways?
is a 15-minute daily show with one goal: Making you a better builder.