Puzzles standards/quality/difficulty questions

Discussion in 'Halo and Forge Discussion' started by SirPalesAlot, Oct 12, 2010.

  1. SirPalesAlot

    SirPalesAlot Forerunner
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    So me and a friend began working on a puzzle map a few days ago, and since then it has raised some questions that I had not previously thought of.

    Is there any preferred, and I use this loosely, standard for the amount of original tricks used to move throughout a map? I do not want to reuse all the types of ways to get through the puzzle that I saw in Halo 3 or the maps in Halo Reach. I also do not think I can make a map as of yet with nothing but new ways that I have yet to see. I could always add my own twist to the old to make it feel new, but I still feel as if it is not original enough.

    Another question I have is how difficult should it be? I do not want to make it so difficult that no one can really complete it without going into forge and checking for hints (I call that cheap and lazy lol)...At the same time I do not want to easily lead the person to the answer to the point where it feels like it isn't a challenge. Since I am actually working on the map, going through the steps to complete it may seem easy and I may end up over complicating the situation for no reason. So is there anything to keep in mind while creating the puzzle sections so that I do not end up with a map that is to simple or to difficult?
     
  2. Jupiter

    Jupiter Forerunner

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    I have played quite a few puzzle maps and what I noticed is that usually certain tricks are constantly being reused, though while I have seen some people create some very clever puzzles using completely brand new tricks, this is not what make a map unique. What makes a map unique is how you use these tricks. The variety of tricks you use, the steps you have to take to reach the end. Basically most maps will always include a combination of some these things: Doors, unlocking teleporters, suicide puzzles, equipment/armor ability puzzles, finding the grenade/weapon/vehicle, character propulsion/object propulsion, "Tricky athletic feats", Object stair step, explosion chains, mazes, and most of all "objective-understanding-puzzles".
    So there are a number of different "activities" that are involved in solving a puzzle and the uniqueness and variety are based on how you make these "activities" possible.

    Difficulty comes from 2 things: "Figuring out how to do something" and "Doing it". This is just my opinion, but I have a lot more fun, trying to do something then figuring out how to do whatever it is. The best maps I've played have a "3 parts figuring it out: 2 parts doing it" ratio (difficulty wise) (roughly). Alot of maps I have played though are REALLY heavy on the "figuring it out" which for an inpatient D-Bag like me, is no fun...
    Anyways, In the end the harder it is, the better (that's what she said). The only max difficulty is "impossible", other than that just remember the 3:2 ratio..
     
    #2 Jupiter, Oct 12, 2010
    Last edited: Oct 12, 2010
  3. SirPalesAlot

    SirPalesAlot Forerunner
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    No worries if you don't like spending forever trying to figure something out with little to no hints...I dislike it as well. After a certain amount of time I get angry lol...so I am sometimes one of the impatient D-bags as well lol...but yeah I guess that sounds pretty much close to what I was thinking. 3 parts actual puzzle (thinking): 2 parts doing it. I guess if you had it with 3 parts doing it and 2 parts thinking then it would be an obstacle course. As for the actual tasks involved just make them as varied as possible in order to make things not feel repetitive. Also if I have to use a trick that is not brand new, try to disguise it and make it seem as though it is new (make it in my own unique way). The key overall is to not miss the fact that I am making a puzzle and it will require thinking to solve, and also that it has to be unique. As long as I maintain those things I assume everything else is pretty much up to me, right?

    Thank you for the advice, and if anyone has any advice feel free to let me know. I would hate to make and post a map just to have someone say "oh look, another puzzle map" So if there are some things that irritate you about some puzzle maps or some more things you would like to see I would love to hear about it.
     
  4. maddflash

    maddflash Ancient
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    Just remember with originality, depending on how you look at it, its always nice to have a bit of a flash back
     
  5. SirPalesAlot

    SirPalesAlot Forerunner
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    I completely understand that part. Change the way you go about doing the old trick to the point where someone does not notice they have seen it before (you can still only do it so much), and hopefully you end up with the reaction "wait a minute...I know this". Having someone figure out that its a throwback trick to easily though, would def. (in my opinion) make it easier to figure it out. So, changing the trick enough to throw them off would seem best to me.
     

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