Yeah, it seems that bug happens in all zones...it's the kind of scenario you wouldn't think of checking for. (that's what happens when beta testers don't give any feedback because they don't want to say it sucks...)
I've fixed it along with the other issues, will reupload it at some point. (moving house atm, plus I've been trying to think of a way to implement the jailbreak feature of the live experience - ie. if you get locked in, you can get out for free by solving a puzzle quickly enough...not sure if I can find a decent way to do it though)
The Crystal Maze (GZDoom edition)
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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- Location: Industrial Zone
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Re: The Crystal Maze (GZDoom edition)
I wanted to bump this up again because it's such a spectacular interpretation of the show into a first-person game
I absolutely loved it, and took a video - maybe I'll be better than the protozoa we regularly watched being led around...
https://www.youtube.com/watch?v=TEWiVhomnfs
I think the games lean more towards having to fail, learn them and then practice and get better at subsequent attempts, rather than the at-first-sight gameplay of the show... but that could well be a deliberate choice by you to encourage replaying and getting better. Anyway, absolutely top marks for this

https://www.youtube.com/watch?v=TEWiVhomnfs
I think the games lean more towards having to fail, learn them and then practice and get better at subsequent attempts, rather than the at-first-sight gameplay of the show... but that could well be a deliberate choice by you to encourage replaying and getting better. Anyway, absolutely top marks for this

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Re: The Crystal Maze (GZDoom edition)
Yeah, the higher skill settings assume you've played before...perhaps I didn't emphasise that Beginner is meant for first-timers. In any case, it's given me a few ideas for rebalancing it 

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Re: The Crystal Maze (GZDoom edition)
Updated with various tweaks, fixes and improvements. (based on the video and other stuff)
[spoiler=For those who really want to know...]3 - Blocked access to longer routes on Beginner/Intermediate.
6 - Added some health in the Test of Fire on Beginner/Intermediate.
7 - Added a bridge crossing underneath the existing one, to connect the two sides.
8 - Added some health by the quick exits on Beginner/Intermediate.
10 - The door to the game cell has moved round the corner. (how I missed that when looking at the footage I'll never know)
11 - Lowered the height of the switches, making it easier to see the pipes.
15 - Added bridges between crate blocks, to prevent accidental slips/trips/falls. (health & safety, y'know)
16 - Added some health in the crystal room on Beginner/Intermediate.
17 - Changed the spectres into zombies and moved them into the tavern.
18 - The first door is now closed, the switch in the start room opens it.
19 - The broken wall has been rebuilt. (it was part of a CTF map I made years ago, but time lost navigating it and the WA size limit made me remove the hole)
21 - Stairs added to the far east/west rooms and signs added to all 4 stairwells, for easier navigation.
23 - Falling off 3 times is now required to trigger the automatic lock-in, the first 2 will teleport you back to a point somewhere in the current room.
25 - Completely redesigned with a better layout, more emphasis on the gravity puzzles and less on pushing the power unit.
27 - Improved the darkness hint.
31 - It is no longer possible to step off the grid into the void, but the grid now flashes on/off completely (which is what it did originally in vanilla). Also fixed the unknown script bug on Beginner/Intermediate.
32 - Improved the starting hint.
Misc - Entry into the Industrial Zone has been made a little more obvious. Also changed the colour scheme to match the original show instead of the London attraction. (screw palette limitations)[/spoiler]
[spoiler=For those who really want to know...]3 - Blocked access to longer routes on Beginner/Intermediate.
6 - Added some health in the Test of Fire on Beginner/Intermediate.
7 - Added a bridge crossing underneath the existing one, to connect the two sides.
8 - Added some health by the quick exits on Beginner/Intermediate.
10 - The door to the game cell has moved round the corner. (how I missed that when looking at the footage I'll never know)
11 - Lowered the height of the switches, making it easier to see the pipes.
15 - Added bridges between crate blocks, to prevent accidental slips/trips/falls. (health & safety, y'know)
16 - Added some health in the crystal room on Beginner/Intermediate.
17 - Changed the spectres into zombies and moved them into the tavern.
18 - The first door is now closed, the switch in the start room opens it.
19 - The broken wall has been rebuilt. (it was part of a CTF map I made years ago, but time lost navigating it and the WA size limit made me remove the hole)
21 - Stairs added to the far east/west rooms and signs added to all 4 stairwells, for easier navigation.
23 - Falling off 3 times is now required to trigger the automatic lock-in, the first 2 will teleport you back to a point somewhere in the current room.
25 - Completely redesigned with a better layout, more emphasis on the gravity puzzles and less on pushing the power unit.
27 - Improved the darkness hint.
31 - It is no longer possible to step off the grid into the void, but the grid now flashes on/off completely (which is what it did originally in vanilla). Also fixed the unknown script bug on Beginner/Intermediate.
32 - Improved the starting hint.
Misc - Entry into the Industrial Zone has been made a little more obvious. Also changed the colour scheme to match the original show instead of the London attraction. (screw palette limitations)[/spoiler]