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Labyrinth of Puzzles v0.45

This bundle is marked as high quality. It exceeds standards and is highly desirable.
-Labyrinth of Puzzles-

Over 20 puzzles that require the use of abilities, items, and some thinking to succeed. Can be played solo or up to 6 people.






[2020-10-16 V.0.45]Romulus fight changes - Changed pathing blockers to remove pathing rng. Added SFX during a phase to give clue to players.
[2020-10-16 V.0.44]Changed "meat" and "bread" models for better visibility. Adjusted watch puzzle doodads for better visibility. Adjusted some doodads to fix graphical errors for reforged players.

[2020-10-12 V.0.43]-Made items drop from player's hero when a player is kicked.

[2020-09-30 V.0.42]-Replaced a footswitch with a lever in the last level to more accurately display its hitbox.
[2020-09-27 V.041]-Made Muriel unable to destroy gates and created extra respawn regions during her fight.

[2020-09-27 V.0.40]-Uploaded.



Mythic , ~Nightmare - Ember Knight, Accelerator Gate, Fireball Major, Soul Discharge, Windwalk (Blood), Frost Arrows
L_Lawliet - Dungeon Tiles, Dungeon Cliffs
Pvt.Toma - Eearth Beam
Asssssvi - Storm Sorcerer Kul-Tiras HD
Cavman - Bull and Cow
Tarrasque - UndeadWarlock
Elenai - Gondor Soldier
Gluma - Ungor with spear
Tranquil - King, Great Lightning, Ceiling Rays
Snirou - Troll Trickster
WhiteDeath - Werewolf, Infested Zombie, Living Statue
Arch-archdemon - Fel Zombies & Pale Orc
HerrDave - T-Virus Zombies, Bishop Hero, RPG Bread
Strenyoff - Harkonnen Buzzsaw
The_Silent - Flamethrower Turret, Demon Well, Dungeon Wall Destructible, Cinematic Lever
migB - RollingMine
epsilon - WhiteRook_ByEpsilon
BoatyMcBoatface300 - Villager Kazotsky Kick Dance
Dionesiist - Phaseling and Phasebat
Hayate - The Arm
Holy_Humane - Ceiling
Thrikodius - Fusion Cannon, Warp Dark(caster)
Mike - Catapult, WalkkTorch
UgoUgo - Bamboo
Suselishe - Power_Fist
purparisien - Ventilator
Chen - SlaughteredVillager
communist_orc - Windmill, BTNWell
Lord_T - Footman Corpse by Lord_T
chilla_killa - Alien Tower by chilla_killa
jk2pach - IonTurret
Blood Raven - Fallen Seraph Hood, Chess Set
JB_McKnight - Burger
Sin'dorei300 - GlassStatue
Geries - Stone Wall, Stone Fence
ILH - Animated Sky Sphere(Star Sphere)
Amigurumi - DemonSpikeTrap, DemonPillar, DemonObelisk
Scythy Dervish - CliffTrap, Laboratory - Lightning Generator, Virus Vial(Purple)
KAIL333XZ - Strange Seeds
Solu9 - Gear (Rotating)
republicola - Heart
D.O.G. - Cheese
JetFangInferno - healingwind
Callahan - ShockwaveMissile
WILL THE ALMIGHTY - Dirt Explosion, Red Fireworks
arnelbigstonepd33r - Massive Punch Effect
Pyritie - Ice Cube, Golf Ball, Pickle
General Frank - Energy Swords
InfernalTater - Villager Top Half
Sunchips - Bucket, Mantle of Divinity by Sunchips
Deolrin - Buckets (Water)
Uncle Fester - Tobacco_Plant
Grey Knight - Flashlight Omni
Ergius - WoodSmall
Kitabatake - Ballon Transport
JesusHipster - SoulArmor
-=Emergenzy=- - CampaignSingleColum
Jacky The turtle - Wall
HappyTauren - Destructible Plant
Kino - RuneClock
RaidonGod - Chef's Hat
Lender - Web
Ultimate Terraining Map - meat2
D.O.G. - Krabby Patty
-Berz- - BTNBerserkersHelm
4eNNightmare - BTNEmptyHand
inhuman89 - BTNFist
Marcos DAB - BTNUnholyFist
Novart - BTNWaterCompositeGloves
supertoinkz - BTNBurger

Spells
Bluebay - Mind Control
calex3 - Power Hook
Paladon - Unexpected Charge, Jump System
MapperMalte - Automatic Memory Leak Destroyer

External Sounds
"DBZ Instant Transmission Sound Effect" - Youtube
"Nuclear explosion sound effect" - Youtube

Contents

Labyrinth of Puzzles v0.45 (Map)

Level 5
Joined
Sep 3, 2017
Messages
92
Hello!
Me and my friend played this and we believe we were softlocked. During the boss battle against Muriel, when the tileset turned to black and she was doing her instant kill teleportation stuff, I think we died outside the borders of the black tileset (a gate was broken and we were inside the area that was blocked off by the gate) and we weren't able to respawn.
Here's a photo of the gate that was broken, subsequently we entered through it and died outside of what I presume to be the only area where we could respawn. I took this photo from the trailer that you have and highlighted the gate that was broken. We weren't able to screenshot our own game in time.

o85ho57.png

Other than that though, the puzzles before that area were pretty fun.
 
Level 5
Joined
Jul 22, 2020
Messages
18
Hey, thanks for letting me know.
I was able to replicate everything you said, apparently the charge ability destroys "trees" which counts the gates as trees so I turned that setting off and now she is no longer able to destroy the gates. I've also created extra respawn regions just in case people somehow find their way outside those gates again.
 
Level 12
Joined
Jan 4, 2014
Messages
543
Hey just played your map with a couple of friends. We had a lot of fun. The puzzles were very fair and we could usually figure them out pretty quick. My favourite part was when we re-do the startings rooms while mind controlling our clones. You also added a loose story aspect which made it fun to follow. I knew that guy was sus! Here are some notes for what I think could be improved.
1. The lightning effect/mind control would leak a lot and leave behind lightning effects, or you could gain control permanently.
2. The ghostly punch effect was a little too big, it kind of made it seem like it would be used for puzzles when it wasn't
3. THE BIGGEST ISSUE was in the final room with the runner, the hitbox for the right-side square switch is way too small. It looked like it hit for us, but we were off. This caused us to think that switch couldn't be hit with a glaive, so we wasted like 20 minutes trying random stuff, only to realize that switch could be hit.
4. Romulus wolf boss's first phase is kind of confusing, we beat it , but we weren't sure how.

I also think some kind of lives/continue system would have been interesting. Maybe losing some players and having only 1-2 people alive to revive everyone would have added some more excitement.

Overall I think this map is a lot of fun, I would recommend it! I think most puzzles required players to think and very few of them could be solved by accident. The models used also fit perfectly. I look forward to your future maps :)
 
Level 5
Joined
Jul 22, 2020
Messages
18
"1. The lightning effect/mind control would leak a lot and leave behind lightning effects, or you could gain control permanently."
Yup, I knew all of this when importing the spell. I am unable to make any fixes to it though as I am a pretty amateur mapmaker and the code looks like gibberish to me. I figured as long as the game could be completed still, then it was worth to include it cause its a pretty awesome spell.

"2. The ghostly punch effect was a little too big, it kind of made it seem like it would be used for puzzles when it wasn't
4. Romulus wolf boss's first phase is kind of confusing, we beat it , but we weren't sure how."
Both valid points, I feel all the bosses have phases that could be a little more indicative as to what is happening. Definitely stuff to keep in mind in the future.

"3. THE BIGGEST ISSUE was in the final room with the runner, the hitbox for the right-side square switch is way too small. It looked like it hit for us, but we were off. This caused us to think that switch couldn't be hit with a glaive, so we wasted like 20 minutes trying random stuff, only to realize that switch could be hit."
Sorry about that. That switch was actually farther away then it used to be but I did notice that people had that problem so I moved it closer. I see now that the problem is with how the glaive hovers over the switch making it appear as if it is hitting when it is not. I have replaced the switch with a lever to ease those pains for future players.

I appreciate the criticisms and the high praise. Glad you enjoyed. :piru:
 

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,804
No longer useful, huh, Bob? Very sane...

Is Muriel needed for anything? She disappeared and I can't find/see her anymore. Fiddled around with the big runes and levers but nothing.

EDIT: never mind. Figured it out.

EDIT2:
Is Muriel supposed to be so far the second time? Can't reach her with the glaive and can't pass her wave.
anima.png
EDIT3: figured it out. It was confusing that you die when using the orb.
I did not understand the logic of the watch
07 and 11
 
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deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,804
The watch simply points to 07 o clock and then 11 o clock. Did it point elsewhere in your session?
Only 07 but it was vague as it could have also meant 04 or 16. Then the light appeared to the right of the fire but the watch remained on the same hour and I was lucky with the 11.

Now, trying to find the bread...

EDIT: it worked but I tried burning lots of times and nothing happened.
 
Last edited:
Level 5
Joined
Jul 22, 2020
Messages
18
I will likely change a few models during that section to better indicate what is what.
"Only 07 but it was vague as it could have also meant 04 or 16. Then the light appeared to the right of the fire but the watch remained on the same hour and I was lucky with the 11."
I'll have to change this as well. The 11 not showing is a bug but also people have come up with some strange numbers to what I thought was a straightforward puzzle. Can you tell me how it can be 04 or 16?
 

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,804
Hey thanks for the comments, I have to go for now. I'll make all necessary changes when I can.
Struggling with the werewolf.
It was random luck that R worked to jump near the obelisk to break it and then the wolf broke the last part.
Then I could change the colours of the rune on the right side of the cross path and use R when it was gray to get to the spikes zone. The wolf was just going the same pattern on the sunken ruins platforms in the zone opposite of the ones with spikes. Followed his pattern on the spike zones but nothing.
There's also that big spike doodad that might serve no use but aesthetics on the left side of the cross path, above the zone where the wolf does the pattern moving and jumping.
 
Level 5
Joined
Jul 22, 2020
Messages
18
Werewolf
You can press R at the circle as that is 1600 range from the pillar. Or you can walk to the right side by hugging the wall (you wont get killed). Don't know if you are still at that point but if you are, here is a hint. Once you are inside the spike area the runes on the wall are used for that phase.
q5ELffD.png
 

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,804
Yeah, I'm past the dashing phase.
If it's that specific it's not really good. The area for jumping should be long as the barrier, I guess or something. Also, the close to the wall thing didn't work all the time. Sometimes I got killed, sometimes not.
It's important for puzzles not to have luck or randomness in their nature otherwise, they'll not only be counterintuitive but also illogical, so to speak.
Yeah, was thinking of the markings as well. I'll give it a shot sometime these days.
Thanks.
 

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,804
Are you supposed to be able to control the wood? Looks weird that it moves like a unit.
Wait... you split the map into two parts for multi- and singleplayer? Now, I was in the beginning of the multiplayer phase after the wolf was defeated. Something didn't feel right, I mean it felt familiar :D
Did an iseedeadpeople check and there's some new region in the north. I guess it's for the multiplayer phase-like part?
Would be neat for the link not to break if you move your hero and only the distance to do it.
If you hook a unit when there's more near it, one of the dudes will use interact on you.

I seem to be stuck
Can't reach the Runner anymore with the link or the glaive. I assume the runes should teleport but R doesn't work on them.
Played with the two torches on the left too and the switches (which are for lowering/raising some magic walls).
Maybe I gotta do something with the big unselectable/untargetable zombies.
The glaive doesn't work on the lever near the switch.
anima.png
EDIT: never mind, I should have used something else on the switch.

EDIT2:
not sure if there's any order with killing the zombies; it shouldn't be. I might have missed the one on the right with the glaive at first so that's why it didn't die before the one in the north.

EDIT3:
Not sure clicking like crazy is the best idea for a puzzle.
Units selected during cinematic mode (canon part).

Regardless, great stuff.

Approved
.

Oh, by the way, is this Open Source (map tag), as in anyone can edit and reupload?
 
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