Welcome to my latest map release, Dayralt - A Puzzle Map! This map has been in the works for a few months, and is still in development, however, it's nearly complete! How the map progresses from here is really up to the feedback I get from the community, and my drive to create more puzzles.
Now, a bit about this map:
Dayralt developed from my initial 1.4 testing, especially when messing with Beacons, which are part of the focus of this map. I noticed the Jump Boost effect, and came up with the idea of the point of a puzzle was to complete a beacon to activate the Jump Boost effect. Entertainingly, it's become the entire center of this map rather than a small puzzle like I initially designed, but I do hope it remains entertaining. The Beacons and Command Blocks do a large amount for the map, and this wouldn't be possible without the 1.4 update!
This map will also likely receive a large update around the time of the Redstone Update, either through new puzzles, updating the old, or both.
Here's a few screenshots to start off
As mentioned, the map is currently in the Beta stages, as I continue to work on the puzzles. The 'final' puzzle at the moment has become rather massive, and since the general idea is out there already, I figured I should release a beta, while I continue to work, to see what needs to be done still, with the earlier parts.
What is tweaked and changed really relies on feedback from you - the person reading this right now. I can't do it without you, since I have intimate knowledge of the map already!
So please, if you do choose to download and play this beta, leave me some feedback/bug spots, and let me know what you thought of it. I'd love to hear what you have to say! If you wish to make a Let's Play, I would ask that you wait for an official release, though if you still wish to make one, I won't stop you. It'd be up to you to update if you wish to continue however.
To close this off, here's a little fun fact about the name of this map...
The name actually came from me mispronouncing something from another game I play, and thinking "wow, I really like how that sounds!" I spelled it out, called the map that name, and then was surprised to see that "Dayralt" means, in Mongolian, of all things, "To advance aggressively". Seems rather fitting, to be perfectly honest.
STORY
You are John Dayralt, the CEO of the Dayralt foundation. After spending months and millions on "Core" research, a mysterious elemental construct that your company created, you believe you have cracked the code to creating unlimited healing... and the ultimate weapon.
However, things don't quite go as planned.
Below, in the spoiler, is the short story, written by me, included in the "readme.txt" file, within the download, intended to set up the story and the mood of this map. Enjoy.
"Dayralt"
"Hey, John!" a voice rings down the long metal hallway, bouncing off the walls before reaching your ears. "Mr. Dayralt!" You stop, and turn, plastering a smile upon your face. Rushing up to you is a wire-thin man, with slim glasses, his arms stuffed full of books and papers. As he runs, a few papers fly loose, but he ignores them. He stops before you, huffing.
"We've finished."
Your breath catches in your lungs. "Finished?"
"The results on in from the Core testing. It's... interesting."
Your eyes light up. "What did you find Fitz?"
Fitzgerald lights up at your use of his nickname. "Well, Mr. Dayralt, see... here..." he ruffles around in his bunch of papers before shoving one at you. "Here's the diagnostics run from the most recent tests."
You peer over the complicated sets of data and funny charts. After several moments, you hesitantly speak. "Arnold, this doesn't look good."
Fitzgerald puts his head down. "It's not exactly bad, sir, but it's not what we were hoping for. It's data we can use to our advantage, but it does worry me a bit..."
You nod. "Let me know if anything else turns up."
"I'll go tell Mr. Dodds then, sir."
"Thank you Fitzgerald," you call over your shoulder, before hurrying away.
--
"Perform the tests" you say angrily, as Fillius Dodds shakes his head indignantly before you. "Look, I can't just leave it. This is the path to new energy Dodds, we can't just leave it alone."
"John." Dodds says, gazing heavily into your eyes. "Dayralt. This is not safe. If we run these tests, it's all on your head. If this goes south, there's nothing we can do, and it's your fault. Are you willing to take that risk?"
"How do you think I got here Fillius?" you ask. "Sitting back, playing it safe? Run the tests." Dodds nods slowly, eyes downcast. "Thank you," you say, before the old man walks out of your office.
You sit in silence for several minutes, then cast a silent prayer. "Be safe..." you mutter.
--
The alarms sound. The ground rumbles. The room shakes, and the wall behind you collapses, leaving only one way out - up, into the Labs. Your body is shivering, with the cold and the shock. Above you, you can faintly see lights flickering. You reach out, and begin to climb the ladder.
It's time to get out... This was all your fault, and now you have to fix it. But how?
Now you must make your way out of your own facility, and fix the erratic and malfunctioning cores as you go, if you ever hope to survive...
RULES
1. Don't place or break blocks unless told to do so. Placing non-space blocks such as torches and redstone is perfectly fine.
2. Play on at least EASY. Some areas do require mobs.
3. If you are using SinglePlayerCommands, please uninstall it. It seems to break some Command Block commands, which can break this map.
4. Please use the Dayralt Default texture pack while playing.
5. If you lag, there is a convenient lever to disable the redstone, look for it.
6. If you have an issue with flashing lights/motion, there will be a lever for that as well, when the time comes.
7. Explore carefully. This map has some inspiration from Myst and other adventure games, and require you to keep an eye on what you are given - you never know when it will come in handy.
8. Have fun!
9 (temp rule). Since this is a beta copy of the map, please don't take advantage of bugs, if you feel it *is* a bug Please let me know what you may find, and please provide feedback if you play this!
Special thanks to The Noxcrew, for being so great over the past year I've been involved with them. Some discussions with members has led to the creation of this, and members, such as Arsenic, have given me a bit of a hand, especially with textures. I've been a writer/builder with them for awhile, and love it!
Please also check them us out on Youtube, as this map wouldn't exist without that influence. The Noxcrew!
BUGS
Wouldn't be a map without some bugs, right? Anyway, I'm just compiling the bugs I've found so far that will be fixed with the next patch.
-Pistons pop up when trying to leave the Run puzzle
-One can shoot one's self with the punch bow to get over walls
-The texture pack is still a bit broken in 1.5
If you see any others that aren't listed in the spoilers, please, please, please let me know. It's very valuable to me, and helps me get this to a perfect release state.
Thanks very much for checking this out! Check back often for updates and new releases!
Count me in! I'm quite willing to give this a shot!
Now, I know that I'm probably shooting myself in the foot more than anything by playing yet another map while work still plagues my schedule, but hey, I do that all the time anyway. How long do you expect the map to last, approximately?
Count me in! I'm quite willing to give this a shot!
Now, I know that I'm probably shooting myself in the foot more than anything by playing yet another map while work still plagues my schedule, but hey, I do that all the time anyway. How long do you expect the map to last, approximately?
To be honest, I'm totally not sure. It really depends on how carefully you search for some things, and how quick you are on the puzzles. I could likely run what's available in around an hour or less, but someone who doesn't know where everything is, and has to sort through clues and red herrings could take a lot longer.
Let me know how long it takes you, and I'll call it the benchmark
One thing I'm worried about what that I might have been too vague though, so if something confuses you, let me know, and I'll stick some hints in that spot!
Had some stuff accidentally left undone for my own convenience, and then a few glitches patched up as well.
-Removed a rogue button
-Adjusted a rogue pressure pad
-Fixed a bunch of redstone
-Set Mushroom Island biomes
-Removed a spare Power Cell
-Fixed a broken beacon
-Re-added in some stuff broken by an accidental 1.3.2 login awhile ago
-Changed a bit of lighting
-Added a bit of loot
-Added a hint to a puzzle
Looks amazing from the images, but the logo title thing is a bit weird, so I made this one:
You can use it if you want, I'm not sure if it fits the theme of the map or not, but I can change it anyway Just go here: http://i1219.photobu...ayraltfinal.png and download it, you can host it somewhere
else (photobucket isn't great).
God I love you.
Thank you so much. I just cobbled something together in paint.net before I set this up
Just playing through this, it's very nice and a "bit" challenging. Just want to point out I think in the first room after you spawn with lots of buttons in it, there's a wood block at the back which the "Flamethrower 3000" can destroy which shows the outside of the world and a bit of redstone.
the nausea is making me nauseous. is there anyway to turn it off?
Does the lever not work? I'll go check that quickly. Also, in the Test Chamber 02, there's a hidden Emerald that can be used to actually turn on that beacon and shut the nausea off.
Either way, I'll go check the redstone for the disable switch - thank you very much for pointing that out.
Oh, looks interesting, I haven't played a puzzle map since... uhm... "It's Better Together". Downloading now! ;]
Oh, and actually, I was just working on the parkour area, where you have to use Jump Boost effect from the potion spawner and later on activate the beacons, so I am very interested in your approach to such a puzzle.
EDIT: You might want to upload .zip file, some people have problems with .rar.
It's not quite as intuitive, but you just gave me a few ideas that I might have to try and use now, for that bit (That part isn't yet in the map, due to me still working on the "third" puzzle area.)
I'll be sure to get a .zip version up when I do the next 'patch' of sorts, as well!
Thanks very much for all the feedback/bug spots thus far. Anything in particular that isn't glitchy that could use some changes, aside from the Nausea beacon?
Ugh. That nausea. It wouldn't go away, even after flipping the switch. :/
Yeah, the redstone seems to have gotten wiped by accident. I just fixed it myself. Might remove it, to be honest, it's a little heavier than I'd like. Right now, there's a hidden emerald that allows you to disable it, but just shove any of the beacon items in it and select an effect and it'll go away.
Just mentioning a few things that are hitting with the next patch:
-The Nausea Beacon is becoming a Hunger beacon. This still fits the "ill" thing, but merely becomes an inconvenience with the mob fighting, and doesn't impair the visuals. As such, it doesn't need to be shut off.
-A found a way to make name-edited items's names not be italic, so I'll be doing this for most name-changed things. If you spot any italics when playing this version, please let me know.
-Fixing a few visuals and bugs
-Adding more to the Offices A-G puzzle area! Possibly finishing, but I doubt it, as I want to roll this out tonight, for the nausea issue.
-Adding a few more books about.
Just mentioning a few things that are hitting with the next patch:
-The Nausea Beacon is becoming a Hunger beacon. This still fits the "ill" thing, but merely becomes an inconvenience with the mob fighting, and doesn't impair the visuals. As such, it doesn't need to be shut off.
-A found a way to make name-edited items's names not be italic, so I'll be doing this for most name-changed things. If you spot any italics when playing this version, please let me know.
-Fixing a few visuals and bugs
-Adding more to the Offices A-G puzzle area! Possibly finishing, but I doubt it, as I want to roll this out tonight, for the nausea issue.
-Adding a few more books about.
Coming in a few hours!
Sounds like good fixes and changes. That said, is it normal that I was able to sprint through the speed challenge at the very beginning without having a beacon effect or anything else helping me through it? Because I did, after four or five tries. Not sure if it's a large problem, though...
Sounds like good fixes and changes. That said, is it normal that I was able to sprint through the speed challenge at the very beginning without having a beacon effect or anything else helping me through it? Because I did, after four or five tries. Not sure if it's a large problem, though...
Eek still? Spent forever run testing that too! Might just clear out some of the rubble, as now making the speed even shorter forces you to make a perfect run... Not too huge of an issue though. Might just lock it down until after the first puzzle area then.
EDIT: Heh, just figured out how you made it through. Might actually be fixable...
Eek still? Spent forever run testing that too! Might just clear out some of the rubble, as now making the speed even shorter forces you to make a perfect run... Not too huge of an issue though. Might just lock it down until after the first puzzle area then.
EDIT: Heh, just figured out how you made it through. Might actually be fixable...
Hope it'll be fixed, just to prevent future players from doing the same thing! I might as well just restart with the next version you put out, seeing how I kinda skipped a bit by running through.
Hope it'll be fixed, just to prevent future players from doing the same thing! I might as well just restart with the next version you put out, seeing how I kinda skipped a bit by running through.
And surprisingly, got a working fix in. I didn't consider the movement boost when adding a sprint jump in an open area, which was letting you get through, so I penalized the first one, and changed the second one, while reducing the time allowed to get in slightly to compensate. Works like a charm!
Thanks for spotting that
I've finished almost everything else now, so I'll be spending a bit to get Block C released before the update, and hopefully the start will be fairly smooth!
Changelist:
-Nausea Beacon is now a hunger beacon
-Added a new texture, and changed the one for Glass, thus updating the texture pack!
-Slightly tweaked the first puzzle
-Fixed a bug in that one as well
-Added a new book in the earlier section
-Changed almost all the "Name changed" items from italicized names to normal names. NRG bottles are the only non-changed names, on purpose.
-Tweaked the sprint puzzle, to force the use of the Speed Beacon
-Removed a rogue emerald... *cough* Power Cell
-Renamed a Power Cell to "Central Core Power Cell" to clarify its use.
-Tweaked a few visuals ever so slightly
-Added a new set of Command Block text to direct you a bit better.
-Tweaked Block B of the Offices puzzles
-Added the entire Block C section. Can't thank the creator of Electric Cave enough for the inspiration. If you guys like this one, I'll do more for Block D
-Added more books, most in the perspective of you, John Dayralt, as well as a few others.
-Added a little incentive to post feedback at the end of Block C
-Updated the readme text slightly
Please give this one a download and let me know what you think. With luck, I won't need to update again until the Office Puzzles are complete.
As for the forum thread:
-Updated one of the screenshots - I need to update two others
-Updated the credits section
-Updated the description
-Added a fun fact
-Added a "Story" section that includes the short story from the readme file
Finally, thanks for the 31 downloads thus far It's not a ton, but it's great to see that people are playing it!
-Fixed some bugs caused by the last patch, particularly in Block C
-Adding Blocks D and E
-A few more texture tweaks
-A few bugfixes across the map
-A few more hints for Block A
-Changed a puzzle a bit in Block C
Keep an eye out for it! And please keep testing and giving me feedback - I'd really love to hear it.
Patch has been uploaded and the download link is up! Please check it out and post your feedback! If you do get me some feedback, I'll be sure to thank you in the map, and also hide a little reference to your name somewhere as well!
1.5 Patch (v0.3.3)
Download this Beta here!
(Links last updated: 14 April 2013)
Welcome to my latest map release, Dayralt - A Puzzle Map! This map has been in the works for a few months, and is still in development, however, it's nearly complete! How the map progresses from here is really up to the feedback I get from the community, and my drive to create more puzzles.
Now, a bit about this map:
Dayralt developed from my initial 1.4 testing, especially when messing with Beacons, which are part of the focus of this map. I noticed the Jump Boost effect, and came up with the idea of the point of a puzzle was to complete a beacon to activate the Jump Boost effect. Entertainingly, it's become the entire center of this map rather than a small puzzle like I initially designed, but I do hope it remains entertaining. The Beacons and Command Blocks do a large amount for the map, and this wouldn't be possible without the 1.4 update!
This map will also likely receive a large update around the time of the Redstone Update, either through new puzzles, updating the old, or both.
Here's a few screenshots to start off
As mentioned, the map is currently in the Beta stages, as I continue to work on the puzzles. The 'final' puzzle at the moment has become rather massive, and since the general idea is out there already, I figured I should release a beta, while I continue to work, to see what needs to be done still, with the earlier parts.
What is tweaked and changed really relies on feedback from you - the person reading this right now. I can't do it without you, since I have intimate knowledge of the map already!
So please, if you do choose to download and play this beta, leave me some feedback/bug spots, and let me know what you thought of it. I'd love to hear what you have to say! If you wish to make a Let's Play, I would ask that you wait for an official release, though if you still wish to make one, I won't stop you. It'd be up to you to update if you wish to continue however.
To close this off, here's a little fun fact about the name of this map...
The name actually came from me mispronouncing something from another game I play, and thinking "wow, I really like how that sounds!" I spelled it out, called the map that name, and then was surprised to see that "Dayralt" means, in Mongolian, of all things, "To advance aggressively". Seems rather fitting, to be perfectly honest.
STORY
You are John Dayralt, the CEO of the Dayralt foundation. After spending months and millions on "Core" research, a mysterious elemental construct that your company created, you believe you have cracked the code to creating unlimited healing... and the ultimate weapon.
However, things don't quite go as planned.
Below, in the spoiler, is the short story, written by me, included in the "readme.txt" file, within the download, intended to set up the story and the mood of this map. Enjoy.
"Dayralt"
"Hey, John!" a voice rings down the long metal hallway, bouncing off the walls before reaching your ears. "Mr. Dayralt!" You stop, and turn, plastering a smile upon your face. Rushing up to you is a wire-thin man, with slim glasses, his arms stuffed full of books and papers. As he runs, a few papers fly loose, but he ignores them. He stops before you, huffing.
"We've finished."
Your breath catches in your lungs. "Finished?"
"The results on in from the Core testing. It's... interesting."
Your eyes light up. "What did you find Fitz?"
Fitzgerald lights up at your use of his nickname. "Well, Mr. Dayralt, see... here..." he ruffles around in his bunch of papers before shoving one at you. "Here's the diagnostics run from the most recent tests."
You peer over the complicated sets of data and funny charts. After several moments, you hesitantly speak. "Arnold, this doesn't look good."
Fitzgerald puts his head down. "It's not exactly bad, sir, but it's not what we were hoping for. It's data we can use to our advantage, but it does worry me a bit..."
You nod. "Let me know if anything else turns up."
"I'll go tell Mr. Dodds then, sir."
"Thank you Fitzgerald," you call over your shoulder, before hurrying away.
--
"Perform the tests" you say angrily, as Fillius Dodds shakes his head indignantly before you. "Look, I can't just leave it. This is the path to new energy Dodds, we can't just leave it alone."
"John." Dodds says, gazing heavily into your eyes. "Dayralt. This is not safe. If we run these tests, it's all on your head. If this goes south, there's nothing we can do, and it's your fault. Are you willing to take that risk?"
"How do you think I got here Fillius?" you ask. "Sitting back, playing it safe? Run the tests." Dodds nods slowly, eyes downcast. "Thank you," you say, before the old man walks out of your office.
You sit in silence for several minutes, then cast a silent prayer. "Be safe..." you mutter.
--
The alarms sound. The ground rumbles. The room shakes, and the wall behind you collapses, leaving only one way out - up, into the Labs. Your body is shivering, with the cold and the shock. Above you, you can faintly see lights flickering. You reach out, and begin to climb the ladder.
It's time to get out... This was all your fault, and now you have to fix it. But how?
Now you must make your way out of your own facility, and fix the erratic and malfunctioning cores as you go, if you ever hope to survive...
RULES
1. Don't place or break blocks unless told to do so. Placing non-space blocks such as torches and redstone is perfectly fine.
2. Play on at least EASY. Some areas do require mobs.
3. If you are using SinglePlayerCommands, please uninstall it. It seems to break some Command Block commands, which can break this map.
4. Please use the Dayralt Default texture pack while playing.
5. If you lag, there is a convenient lever to disable the redstone, look for it.
6. If you have an issue with flashing lights/motion, there will be a lever for that as well, when the time comes.
7. Explore carefully. This map has some inspiration from Myst and other adventure games, and require you to keep an eye on what you are given - you never know when it will come in handy.
8. Have fun!
9 (temp rule). Since this is a beta copy of the map, please don't take advantage of bugs, if you feel it *is* a bug Please let me know what you may find, and please provide feedback if you play this!
CREDITS
Writing --------------------------------- Fangride
Building --------------------------------- Fangride
Puzzle Design --------------------------- Fangride
Redstone -------------------------------- Fangride
Texture Pack ---------------------------- Arsenic & Fangride
Banner ---------------------------------- Priestbob (Check out his map, Boulefield)
Redstone Consultation ------------------- Epic Landlord, Apophum, Bejno
Special thanks to The Noxcrew, for being so great over the past year I've been involved with them. Some discussions with members has led to the creation of this, and members, such as Arsenic, have given me a bit of a hand, especially with textures. I've been a writer/builder with them for awhile, and love it!
Please also check them us out on Youtube, as this map wouldn't exist without that influence. The Noxcrew!
BUGS
Wouldn't be a map without some bugs, right? Anyway, I'm just compiling the bugs I've found so far that will be fixed with the next patch.
-Pistons pop up when trying to leave the Run puzzle
-One can shoot one's self with the punch bow to get over walls
-The texture pack is still a bit broken in 1.5
If you see any others that aren't listed in the spoilers, please, please, please let me know. It's very valuable to me, and helps me get this to a perfect release state.
Thanks very much for checking this out! Check back often for updates and new releases!
Now, I know that I'm probably shooting myself in the foot more than anything by playing yet another map while work still plagues my schedule, but hey, I do that all the time anyway. How long do you expect the map to last, approximately?
My Minecraft Maps: coldfusionmaps.com
To be honest, I'm totally not sure. It really depends on how carefully you search for some things, and how quick you are on the puzzles. I could likely run what's available in around an hour or less, but someone who doesn't know where everything is, and has to sort through clues and red herrings could take a lot longer.
Let me know how long it takes you, and I'll call it the benchmark
One thing I'm worried about what that I might have been too vague though, so if something confuses you, let me know, and I'll stick some hints in that spot!
Thanks for being willing to try it out!
Woo
Had some stuff accidentally left undone for my own convenience, and then a few glitches patched up as well.
-Removed a rogue button
-Adjusted a rogue pressure pad
-Fixed a bunch of redstone
-Set Mushroom Island biomes
-Removed a spare Power Cell
-Fixed a broken beacon
-Re-added in some stuff broken by an accidental 1.3.2 login awhile ago
-Changed a bit of lighting
-Added a bit of loot
-Added a hint to a puzzle
Uploading it now.
EDIT: Download now correct!
God I love you.
Thank you so much. I just cobbled something together in paint.net before I set this up
Ooh, thank you - I'll fix that
Does the lever not work? I'll go check that quickly. Also, in the Test Chamber 02, there's a hidden Emerald that can be used to actually turn on that beacon and shut the nausea off.
Either way, I'll go check the redstone for the disable switch - thank you very much for pointing that out.
Thanks again I put your name in the credits alongside a link to your map as well!
It's not quite as intuitive, but you just gave me a few ideas that I might have to try and use now, for that bit (That part isn't yet in the map, due to me still working on the "third" puzzle area.)
I'll be sure to get a .zip version up when I do the next 'patch' of sorts, as well!
Thanks very much for all the feedback/bug spots thus far. Anything in particular that isn't glitchy that could use some changes, aside from the Nausea beacon?
Also, Fitzgerald is an awesome name.
My Minecraft Maps: coldfusionmaps.com
Yay! Let me know if you find any bugs/issues that I've not made note of yet!
Don't get too attached, btw
My Minecraft Maps: coldfusionmaps.com
Yeah, the redstone seems to have gotten wiped by accident. I just fixed it myself. Might remove it, to be honest, it's a little heavier than I'd like. Right now, there's a hidden emerald that allows you to disable it, but just shove any of the beacon items in it and select an effect and it'll go away.
-The Nausea Beacon is becoming a Hunger beacon. This still fits the "ill" thing, but merely becomes an inconvenience with the mob fighting, and doesn't impair the visuals. As such, it doesn't need to be shut off.
-A found a way to make name-edited items's names not be italic, so I'll be doing this for most name-changed things. If you spot any italics when playing this version, please let me know.
-Fixing a few visuals and bugs
-Adding more to the Offices A-G puzzle area! Possibly finishing, but I doubt it, as I want to roll this out tonight, for the nausea issue.
-Adding a few more books about.
Coming in a few hours!
Sounds like good fixes and changes. That said, is it normal that I was able to sprint through the speed challenge at the very beginning without having a beacon effect or anything else helping me through it? Because I did, after four or five tries. Not sure if it's a large problem, though...
Eek still? Spent forever run testing that too! Might just clear out some of the rubble, as now making the speed even shorter forces you to make a perfect run... Not too huge of an issue though. Might just lock it down until after the first puzzle area then.
EDIT: Heh, just figured out how you made it through. Might actually be fixable...
Hope it'll be fixed, just to prevent future players from doing the same thing! I might as well just restart with the next version you put out, seeing how I kinda skipped a bit by running through.
And surprisingly, got a working fix in. I didn't consider the movement boost when adding a sprint jump in an open area, which was letting you get through, so I penalized the first one, and changed the second one, while reducing the time allowed to get in slightly to compensate. Works like a charm!
Thanks for spotting that
I've finished almost everything else now, so I'll be spending a bit to get Block C released before the update, and hopefully the start will be fairly smooth!
Changelist:
-Nausea Beacon is now a hunger beacon
-Added a new texture, and changed the one for Glass, thus updating the texture pack!
-Slightly tweaked the first puzzle
-Fixed a bug in that one as well
-Added a new book in the earlier section
-Changed almost all the "Name changed" items from italicized names to normal names. NRG bottles are the only non-changed names, on purpose.
-Tweaked the sprint puzzle, to force the use of the Speed Beacon
-Removed a rogue emerald... *cough* Power Cell
-Renamed a Power Cell to "Central Core Power Cell" to clarify its use.
-Tweaked a few visuals ever so slightly
-Added a new set of Command Block text to direct you a bit better.
-Tweaked Block B of the Offices puzzles
-Added the entire Block C section. Can't thank the creator of Electric Cave enough for the inspiration. If you guys like this one, I'll do more for Block D
-Added more books, most in the perspective of you, John Dayralt, as well as a few others.
-Added a little incentive to post feedback at the end of Block C
-Updated the readme text slightly
Please give this one a download and let me know what you think. With luck, I won't need to update again until the Office Puzzles are complete.
As for the forum thread:
-Updated one of the screenshots - I need to update two others
-Updated the credits section
-Updated the description
-Added a fun fact
-Added a "Story" section that includes the short story from the readme file
Finally, thanks for the 31 downloads thus far It's not a ton, but it's great to see that people are playing it!
-Fixed some bugs caused by the last patch, particularly in Block C
-Adding Blocks D and E
-A few more texture tweaks
-A few bugfixes across the map
-A few more hints for Block A
-Changed a puzzle a bit in Block C
Keep an eye out for it! And please keep testing and giving me feedback - I'd really love to hear it.