Death indeed. Most of these seem actually harder than the original room we all complained about. You're going the wrong way! Come back please! The only one I competed was the first.
×1) The maze is revealed to start off with, so the whole solution can just be memorised/noted down before the tar grows back in. Some might have a problem with remembering 11 numbers though
![;) ;)](emoticons/wink.gif)
For those who just rush in, it might present a reasonable challenge.
How about covering the maze, and putting 'clue' arrows all the way around the edge, to indicate where the corridors are? Might be good for a slightly more complex maze, so there's 5+ arrows on each edge, some possibly facing each other... Reducing, but not completely eliminating trial and error. Might be too easy...
2) Too many tight corners too soon IMO - giving away your secret surprise before you even get going. So, lots of waiting for tar to grow, and no checkpoints, so a mistake means a restart. I can usually muddle through for a while before getting trapped (I'm trying to complete these without notes) This is more difficult than the original maze, and revealing part of the maze (on it's own) doesn't make much of a difference here. Especially since the bits you're revealing are in part false avenues. Perhaps keep the parts that are not the actual solution hidden, so Beethro can only stumble upon them. I'd like to see this one with checkpoints
3) Similar to the original room, but more tight corners, and too soon again. Lead us into it, and... checkpoints please
4) Try not putting the checkpoints a rigid 10 squares apart, since that will, as you say, lead to awkward situations. Also, a checkpoint on the wrong path basically means an instadeath (red herring of the worst kind) If the player realises he's made a mistake before he gets trapped, he'd have a difficult time retracing his steps to a 'good' checkpoint. Earlier checkpoints are available by the restore menu I guess, but coming out of the hold to use restore is not a nice way to solve a room. If the player doesn't realise he's trapped on the wrong route, he'll have to restart, and then perhaps make exactly the same mistakes all over again.
Every few corners (I don't know how many would be too frustrating, somewhere around 3-6) try putting the checkpoint in the middle or near (but not at) the start of a corridor, so you don't get caught out with the tar growth, or get into an impossible situation.
If you're interested, I'd like to see checkpoints + long windy path, like the original room, but just a little bit spiced up.