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            | Example Puzzle 2 (Page 4 of 7) |   |  |   |  |  |  |  
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                                                | Taken from the map - Edge of Forever |  |  |  | The room consists of two electric generators that are connected 
                                                    via several large cables across the floor. These cables merge together and finally
                                                    end with the battery in the middle. 
 The puzzle starts when the player switches on the battery in the
                                                    middle of the room. The player has to charge up the battery by
                                                    maintaining a current from either generator. Getting the timing right
                                                    for the generators is the key, otherwise the battery will keep resetting.
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                                        |  | Click on the above image for a larger version |  |  |  
                                    
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                                        |  | All entities used for the puzzle logic |  | What the entities look like |  |  |  |  |  |  
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                                        |  |  |  | The timing of events is critical to the player and if that is not understood,
                                        the puzzle will reset. The generators are active for 5 seconds only and they
                                        cannot be re-used again until they are finished, which means they need 
                                        to overlap each other to keep the battery constantly alive. 
 The order in which each generator is used does not matter; the core logic of
                                        the puzzle is the battery cells (lights) which decide the progress. Luckily
                                        no variables are needed because the puzzle resets after a certain time limit.
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                                        |  |  |  | All of the battery cells are tested together when either generator is used 
                                        and the progress is decided by func_door blocker entities. As each
                                        cell is completed the previous cell is temporarily locked and the next 
                                        one is revealed. 
 Progress through the puzzle is finely tuned to the time of the
                                        generators, and the layout of the blockers is important. For example, the first cell
                                        blocks itself for a fixed amount of time and if the second cell is used then
                                        more time is needed, so another blocker is added to the first cell.
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                                        |  |  |  | The final part of the puzzle logic is the reset function which is called
                                        several times by different cells. The first cell starts the reset process
                                        on a timer and if nothing happens the puzzle resets, nice and simple. 
 When the second cell is used the previous timer needs to be stopped and 
                                        a blocker entity is used to extend the time limit. A second timer is created
                                        just in case the final cell is not triggered, but if the puzzle is completed
                                        one final blocker entity is added to stop the reset.
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                                        |  |  |  | The puzzle logic could be optimized further by merging the generator 
                                        switch triggers down to one as both do the same thing by triggering all cells.
                                        The reason for the extra logic is because unique visual
                                        effects on each generator need to be controlled by the puzzle. 
 The final layout had all the info_notnull entities removed 
                                        because of problems with Q3 limits. The angle key was used
                                        instead which unfortunately makes the editor layout of the puzzle
                                        harder to read.
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                                        |  |  |  | The flow of the puzzle is controlled by blocking entities which
                                            stop the target_shooter entities. The Start Blocker prevents
                                            the generators from being used until the battery
                                            is active. The two Finish Blockers stop 
                                            the battery cells, reset and generator logic from running
                                            once the puzzle is complete. 
 There are three switches to interact with and only one
                                            starts the puzzle. If the player uses any of the other switches
                                            before the battery, a message is displayed. Once the
                                            Start Blocker is activated the player hint is disabled.
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