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Adding fizzlers at the end of each section would have largely solved the 'Do I really have the correct set of blocks?' problem. However, I found it really hard to put fizzlers in the map because you have to allow the Key to pass through them somehow while blocking every other block type in the game, which is really hard and was only able to do it once, in the first TNT room. I'm OK with rewinding as long as you stay in the same section, although I understand some parts could be a bit frustrating if you didn't plan things enough in advance.
I would love to have a video or screenshots of those unintended solutions. Kinda risk creating other unintended solutions if I touch the map after so much time, but I'll have a look at it if those solutions are breaking the level in a really bad way... :)
Firstly, there are several places where - due to puzzles overlapping through multiple rooms, and the impossibility of backtracking - I found myself constantly worrying if I'd brought the right set of blocks with me. In the end, it turned out not to matter, but there were several occasions on which I had to rewind multiple screens worth of steps in order to - for example - get the key into a place where I could move it to the next area.
Secondly, I found quite a lot of unintended solutions. One about mid-way through the level left me with two wooden blocks that I wasn't meant to have, making the entire rest of the level much easier than it should have been. Drop me a message if you're interested and I'll see what I can do with regards to screenshotting or videoing the solution for you.
Leaving the game over causes it not to save well, if steam loses connectivity (which is does after a while).
Thanks for the comment! It's good to hear some words even if you didn't complete it! :)
I've always been a bit concerned about the map's length, mainly because of the rewind bug that sometimes sends you to the beginning of the level. I didn't expect anyone to complete it in one sitting though.
The level is divided in 4 sets of puzzles, of 3-4 screens each. Once you've solved a batch of screens, you can always stop and it shouldn't be hard to quickly reproduce the solution in your next try. As shown in the video, it takes about 10 minutes to complete the whole 15 screens once you know the all solutions.
I could split the level, but I really don't want to do so. It's so awesome when you can pick up the key after having solved the last puzzle that it would suck if I added a bunch of non-creative exit screens in the middle of the journey. :P If all the tasks you have to do in Portal's Test Chamber 17 had been split up into different chambers, it would have sucked too and you wouldn't have got the 'companion item' feel that I'm looking for on this map aswell...
What I really wouldn't like to happen is players feeling lost or confused. If there's any place where someone doesn't know where to go, please let me know! :)
Thanks again for posting your thoughts, and hoping you ever give it a second chance! It all should make perfect sense and should be rewarding to solve... no filler content, I promise! :D
Why not separate this level into 4 or 5 mini levels, for wimps like me? :)