Failing Forward and Backtracking

Failing Forward and Backtracking

I address a few corrections which sent to me, gush more over how awesome John Carmack is, and announce a brand new thing!

Jigarbov created this…wonderful…fan art for Green Mug. Jig, thanks for you being you.

Green Mug Fan Art by JIgarbov
Green Mug Fan Art by Jigarbov


      1. Guess my riddle wasn’t stupifyingly simple enough.

        How about, “What’s round and has one eye?”

  1. Regarding the bit about imagining being in a superhostile map in VR, I don’t have to imagine because I’ve done it. My experience wasn’t as amazingly life-changing as the article seems to say John Carmack’s was, but it is pretty cool. That said, Minecrift is really outdated and not really supported these days.

    1. For clarification: I didn’t try it at a convention or something. I own a Rift and use it regularly. Minecraft was one of the better games for it, alongside Elite. Good, fun, but not worth 600 dollars.

  2. Neat that you liked Backtrack so much. I totally agree with your thoughts on the puzzle mechanics, but the difficulty of jumping from one block to the next gets in the way of that. Maybe I’m not used to Minecraft maps (I play Portal 2 puzzles more often and I don’t enjoy parkour), but I don’t think the jumping aspects really add much.

    There’s a concept we have over in the Portal 2 community where, if you figure out the solution, you should be able to perform the solution first-try. Placing the wool blocks then spending the next two minutes trying to jump on top of them was… fairly annoying.

    Really well done puzzle map though, and lots of thinking outside the box.

    1. I haven’t heard that concept stated so succinctly: “If you figure out the solution, you should be able to perform the solution first-try.”

      Parkour has been a large part of custom Adventure maps for a long time. This is a departure from the survival “solve the problem any way you think how” mentality that was bred in “Complete the Monument maps” (look up the Super Hostile Series and play them in the recommended Minecraft versions if you are interested). I believe it has a lot to do with the “fake rules” we had to write and hope players would follow. The simplest solution solution to keep players in line came down to using space as an obstacle.

      If it wasn’t parkour, it was bridging gaps, and not giving blocks. We’ve had our fair share of “Portal” themed maps, but few which captured what you described in your comment. This is a combination of new game developers getting their footing and learning, and a carryover from other genres within the map making community.

      Thanks for this comment, really made me think about a lot.

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