how about a normal maze but big. 50 by 50 on 3 floors should be enough space. you have to make them go all around the maze before they can exit to the next floor. a nice trick to confuse people is a dead end that is very long and split into multiple dead ends.
you should've made it so that the actual path you had to take was across both forms of the maze, and making the maze shift at a slower frequency. and maybe making smaller holes as doorways between moving sections so that you cant go thru when the maze is moving.
nr 1 was certainly the case already, neither of the "forms" had a completel path from start to end, as long as you don't consider slipping through the cracks at least. One thing he could have done was maybe have complete walls go up to cover the entire row as the maze is shifting to cover the cracks, and then lower when it it back in "resting" position
@@GummieI the base form had a path through to the end, the moved section was just a bunch of boxes at 2:29 you get a good view of it and can see a clear path through
Next time do a similar moving maze, but have the timing be different on each of the rows, with the final row not letting you pass until it moves at like 10 minutes... Guarantees a longer time if it is unsoveable before then!
I didn't like this idea when I first read it but the thought of the guys going to the end before its open and then going back and saying "wait I've already been here" just sounds amazing.
I can imagine it was frustrating to put so much time into something and then have them speedrun, but that is SUCH a cool concept. And honestly it looked like it was executed pretty well. Way to keep up the good vibes
The problem is that the maze should be completely unsolvable in either position, requiring you to move to different places during each half of the transition
Practical tipp: Design the maze in the "halfway" position. If it's solvable there (to make it difficult you want to have a unique path) then it's a good maze.
Indeed. That's the biggest issue I saw. They just had to move in 1 direction only, up. They never had to move any other direction, there was always an opening going upwards till they hit the exit at the top. There was no "Maze" involved, just waiting for the doors
Maze tip: Have the exit somewhere other than the perimeter. This can be done easily by having a hole in the middle the others will have to drop down to get to the finish.
door ways would have solved that problem with sneaking through the walls while they are moving but a really fun idea. definitely a step up from the last maze, don't get too discouraged by the times
The path should consist of both states of the maze (maybe even with 1 or 2 spots when you can go forward only while it's actually moving). And also make the amount of routes as little as possible. There're like dozens of possible routes in the current version of it.
Simple point to point mazes even ones with two states of one directional movement are unfortunately fairly simple especially when set to a precise grid. Adding an extra direct of movement significantly increases the difficulty but also increases the complexity. Perhaps next maze build add a couple side objectives like locating a battery to put into a receptical somewhere else in the maze to open a powered exit doorway down a different path.
Shift the rows as fast as possible, but use player sensors so that the rows near the players don't shift. If you can make it so that the players never see the shift, perfect.
I like the maze changing part. You could put in switches to activate the next part, so you build in "milestones" which must be complete before they can access the next part. That way you can insure they go to all corners of the maze. Also, you could do revolving areas as you guys have done before - like a cross shape opening and closing. Also you can built it in multiple layers, and add stairs which drop down/up to be able to access the maze vertically. This is always very confusing when you must navigate in multiple directions.
I think you did an a-maze-ing job Kosmo. One thing that could've made this so much easier for them is the floor color. Once they figure out which way is forward, it's much easier to follow the color pattern in one direction. You could've confused them more by simply shifting the color patterns as well. As for the next one, do the same shifty maze, but instead of rows, you could make 2x2 squares shift with each other or something like that, or spin the squares in place. That would be disorienting.
This kinda reminds me of a board game I had as a child. It's a maze made out of pieces that form the pathways. You had to take new pieces and push them into the maze to form new paths to get through and block other players. Some pieces were glued to the board, and some had items or enemies. The name is literially just "Labyrinth" but in my native language, it would translate to "Changing labyrith"
What I'd like to see is small rooms, that close, raise up, rotate some amount, lower down and open up to different paths. Just so that it is harder to keep up a mental image of the maze layout and there is no way to slip through cracks.
@kosmonaut Next moving maze use doorways instead of open hallways. If the door way is just the right size to fit though then when it starts shifting they can't squeeze through. The grid size doesn't need to change.
This is a really cool concept... but yes, the shifting needs to speed up... and a bigger maze might not be a bad thing either. I'm also wondering if Scrap Mechanic physics allows a player to obstruct this kind of movement with an object... or if the movement just pushes obstructions out of the way into the nearest vacant place large enough for the obstruction.
if you separate these layers by a block you could put up some solid barriers to prevent them from leaving the intended pathing. otherwise it's a cool idea for a maze! some varieity in the movement timing would also be interesting.
This reminded me of another vaguely maze-like challenge: did you play Sokoban? You can probably recreate one of its levels in Scrap Mechanic and have a predictable level of difficulty.
Definitely have the walls move faster, probably as fast as it can go without tossing them if they're on a moving platform. Make the correct path require a fair amount of back tracking, to avoid them just running forward as fast as they can.
Kosmo I think you did a really good job. Now I’ve never played the game, but I’ve watched everything that you guys have done. Is there a way to make trap floors that when they step on them they fall? That might make an interesting maze, if they don’t know where they might fall. I have a lot of cool ideas. I wish I knew how to make maps.
Yeah, as others have said, have the solution divided between both versions of the maze. And, the change should be as close to instant as you can get it, with a little longer time between changes.
Just make a double spiral with the exit right beside the entrance but it only open every 3 minutes and only stays open 30 seconds. Right before it opens put walls that slide up from the ground to block rushed movement don’t forget the glass ceilings over the walls to prevent them from riding the walls up. Alternatively still do the simple double spiral and place 5 exits around it that change every minute put glass blocks that slide in to block access unless they were waiting on the square for the exit
What about a maze cube each side is a different type a maze u can do moving horizontally, vertical, ball maze(you have to bring different balls to different catchers and I say just use three), rotating. And u can choose whatever u prefer of course but make it so each maze leads to another side of the cube and u have to solve all six sides in order to escape
maze idea: The maze has 2 floors. Entrance on the bottom, exit on the top. Inside the maze are 2x2 tiles that are elevators on pistons. These elevators have a height of three floors. The elevators can be on timers or on hidden switches, or on hidden switches that activate timers (if you are going for brutal difficulty).
I thought that was a really cool concept, and I'm surprised that they did it so fast. Here's an idea: maybe you could make trap rooms that somehow send them back to the beginning or lock them in for a certain amount of time.
Make just one maze. Players start on opposite sides and have to reach not their starting colour (red player goes to blue door, blue player goes to red door). This allows you to have a larger map.
almost should've stacked pistons so the sections snapped into place faster staggering the timers so the section slides aren't synced would've increased difficulty as well - ie: some at 9, some at 11, some at 13 secs
If you do more of these you could move only the sections that they can’t see (if a sensor sees them then don’t move the adjacent sections). If you have everything looking similar then you could make them go mad…
I made a similar suggestion in the comments on one of the other guys' mazes... but this might be somewhat different from the thought I had then. I'd like to see a multi-level spleef maze, where the floors are cardboard or glass but the walls are unbreakable... but each floor is a different maze pattern. Obviously, the entrance would be on the top level, and the exit would be on the bottom level... which should also have an unbreakable floor so that players can't drop out of the map.
You should make the individual tile smaller. It will feel claustrophobic and more maze like. Right now each tile itself is too big (18x18) it feels too open
Based on your idea, means moving rooms, but instead of having an end to it, you should make 1 hidden wall at the beginning, that only opens after like 60 second after they passed the door and and you have to get to the end to fall into a hole and be forced to restart wich will let you find out about the secret real goal. Requires a real goal like the boys have done in previous challenges. 😉 it also requires that the others cannot leave back to the area they came. Maybe with a drop or a door that closes behind them.
You might want to not have the exit on the opposite end of the maze, so you force the participants to face a different direction. Right now you could just face straight ahead & know you orientation relative to the exit.
I dont know if it was on purpose (I assume it was), but the 1 day delay between all 3 of your videos was really cool. Gives me something to watch every lunch time :)
I love it, I was tinking about 'doolhof' in dutch, a companygame but it's a a bit different but I do love your Idea, I had the idea when I saw scrap and kan's video and here you are doing it in some way, keep going ;)
Maybe for another maze use a similar concept but the players have to move the walls with buttons and when they do it moves their opponents walls as well.
The problem was that the maze just wasn't a maze during the transition periods, just a path with some moving obstacles. Increasing the time in between the transitions and making it a rule to not move during a transition would have made this act as intended
try making a more 3d maze. like 20x20 or bigger but also 3 or 4 tall and they start on second floor and have to find paths that go up and down till they get to end.
wait never mind i think scrap made somethink like that didnt he? smaller with the golden ehhhh faecal trophy? i think kan won that maze, maybe a year or so ago?
See the problem is you took a maze and then added multiple ways to solve it. I would have choked the doorways down so it was harder to squeeze around them and had only one path that would require waiting through multiple changeovers.
i must be tired, i spent the first three minutes thinking i was watching kan's video. when you mentioned him i had a moment where i was like "did he mean to say his own name there" lmao you don't sound at all alike either
Your maze is to linear. it "only" has two shifts a wrong and a right shift. You should have tryed to make both shift be useable and "wrong". Kan and Scrap just run 50% in 5 seconds because it is more or less strait and has no choke points to catch them in. I mean your maze as a right shift of the floors where Kan and Scrap is running 50%, if you made them only be able to run like 20% of the maze and wait for a specific shift to be able to move forward. Then I think the maze would have been more fun and harder. 1. Make a maze with multiple sections but with only one option to move forward. So have like 3 sections in the maze first section have the solution on the left, next section have the solution on the right. 2. In this maze I think it could have been fun if some of the floors moved faster than the others. and maybe some areas dont even have a floor. Just to trick them further. Keep up the good work, i Love your content :D
kAN's maze: ruclips.net/video/F7b1lz3cIPk/видео.htmlsi=xQwq8uV2h-1EPi7H
Scrapmane's maze: ruclips.net/video/0duHhJe10Vc/видео.htmlsi=beYDEYFlGrFbpDMU
ah yes, my favourite youtuber, scrapmanE
@@golden.raja_ he is distant cousin of Gucci Mane
I would of made some of the walls turn too at complete random
Kosmo homie how do you always get such bad luck with mazes? XD
how about a normal maze but big. 50 by 50 on 3 floors should be enough space. you have to make them go all around the maze before they can exit to the next floor. a nice trick to confuse people is a dead end that is very long and split into multiple dead ends.
you should've made it so that the actual path you had to take was across both forms of the maze, and making the maze shift at a slower frequency.
and maybe making smaller holes as doorways between moving sections so that you cant go thru when the maze is moving.
nr 1 was certainly the case already, neither of the "forms" had a completel path from start to end, as long as you don't consider slipping through the cracks at least. One thing he could have done was maybe have complete walls go up to cover the entire row as the maze is shifting to cover the cracks, and then lower when it it back in "resting" position
Either that or alternate the moving sections so you can only progress two rows at once.
@@GummieI the base form had a path through to the end, the moved section was just a bunch of boxes at 2:29 you get a good view of it and can see a clear path through
Also have the rows shift at different times.
It kinda went from a maze to a plinko board with a sentient marble. You are learning though and eventually you will stump them
Horse plinko
@@JackieBright I do not like this analogy... but ur not wrong
Next time do a similar moving maze, but have the timing be different on each of the rows, with the final row not letting you pass until it moves at like 10 minutes... Guarantees a longer time if it is unsoveable before then!
haha! 😈
And having walls slide into place to prevent moving between segments might be a good idea too.
I didn't like this idea when I first read it but the thought of the guys going to the end before its open and then going back and saying "wait I've already been here" just sounds amazing.
I can imagine it was frustrating to put so much time into something and then have them speedrun, but that is SUCH a cool concept. And honestly it looked like it was executed pretty well. Way to keep up the good vibes
The problem is that the maze should be completely unsolvable in either position, requiring you to move to different places during each half of the transition
Practical tipp: Design the maze in the "halfway" position. If it's solvable there (to make it difficult you want to have a unique path) then it's a good maze.
Indeed. That's the biggest issue I saw. They just had to move in 1 direction only, up. They never had to move any other direction, there was always an opening going upwards till they hit the exit at the top. There was no "Maze" involved, just waiting for the doors
Maze tip: Have the exit somewhere other than the perimeter. This can be done easily by having a hole in the middle the others will have to drop down to get to the finish.
door ways would have solved that problem with sneaking through the walls while they are moving but a really fun idea. definitely a step up from the last maze, don't get too discouraged by the times
The path should consist of both states of the maze (maybe even with 1 or 2 spots when you can go forward only while it's actually moving). And also make the amount of routes as little as possible. There're like dozens of possible routes in the current version of it.
Simple point to point mazes even ones with two states of one directional movement are unfortunately fairly simple especially when set to a precise grid. Adding an extra direct of movement significantly increases the difficulty but also increases the complexity.
Perhaps next maze build add a couple side objectives like locating a battery to put into a receptical somewhere else in the maze to open a powered exit doorway down a different path.
am I crazy or is it Wednesday
naaah you wildin'
Bruh I swear it's Monday... I've had the last two days off you sure it's not Monday?
Definitely crazy! ...
It is Wednesday my dudes.
I dunno, it’s spring break so I lost track
Shift the rows as fast as possible, but use player sensors so that the rows near the players don't shift. If you can make it so that the players never see the shift, perfect.
I like the maze changing part. You could put in switches to activate the next part, so you build in "milestones" which must be complete before they can access the next part. That way you can insure they go to all corners of the maze. Also, you could do revolving areas as you guys have done before - like a cross shape opening and closing. Also you can built it in multiple layers, and add stairs which drop down/up to be able to access the maze vertically. This is always very confusing when you must navigate in multiple directions.
I don’t think that kan would have solved it so fast if you didn’t express your shock. You encouraged him to keep going that way.
I think you did an a-maze-ing job Kosmo. One thing that could've made this so much easier for them is the floor color. Once they figure out which way is forward, it's much easier to follow the color pattern in one direction. You could've confused them more by simply shifting the color patterns as well.
As for the next one, do the same shifty maze, but instead of rows, you could make 2x2 squares shift with each other or something like that, or spin the squares in place. That would be disorienting.
This kinda reminds me of a board game I had as a child.
It's a maze made out of pieces that form the pathways.
You had to take new pieces and push them into the maze to form new paths to get through and block other players.
Some pieces were glued to the board, and some had items or enemies.
The name is literially just "Labyrinth" but in my native language, it would translate to "Changing labyrith"
you should have made the same maze but with 3 levels the entire maze spins and some of the floor goes up and down to other floors
this was super smart, my advice is to make it two layers in which you gotta back further to go forward.
It looks super trippy from above.
Maybe if there were walls that came up during the shift so kAn couldn't book through the gaps.
What I'd like to see is small rooms, that close, raise up, rotate some amount, lower down and open up to different paths. Just so that it is harder to keep up a mental image of the maze layout and there is no way to slip through cracks.
@kosmonaut Next moving maze use doorways instead of open hallways. If the door way is just the right size to fit though then when it starts shifting they can't squeeze through. The grid size doesn't need to change.
Vaguely reminds me of "The A-maze-ing Labyrinth" table top board game
Great childhood memories...
This is a really cool concept... but yes, the shifting needs to speed up... and a bigger maze might not be a bad thing either. I'm also wondering if Scrap Mechanic physics allows a player to obstruct this kind of movement with an object... or if the movement just pushes obstructions out of the way into the nearest vacant place large enough for the obstruction.
if you separate these layers by a block you could put up some solid barriers to prevent them from leaving the intended pathing.
otherwise it's a cool idea for a maze! some varieity in the movement timing would also be interesting.
This reminded me of another vaguely maze-like challenge: did you play Sokoban? You can probably recreate one of its levels in Scrap Mechanic and have a predictable level of difficulty.
Was looking for this all week
Definitely have the walls move faster, probably as fast as it can go without tossing them if they're on a moving platform.
Make the correct path require a fair amount of back tracking, to avoid them just running forward as fast as they can.
You should make a maze that is entirely effected by physics, and after you start, is constantly falling.
Kosmo I think you did a really good job. Now I’ve never played the game, but I’ve watched everything that you guys have done. Is there a way to make trap floors that when they step on them they fall? That might make an interesting maze, if they don’t know where they might fall. I have a lot of cool ideas. I wish I knew how to make maps.
Yeah, as others have said, have the solution divided between both versions of the maze. And, the change should be as close to instant as you can get it, with a little longer time between changes.
Just make a double spiral with the exit right beside the entrance but it only open every 3 minutes and only stays open 30 seconds. Right before it opens put walls that slide up from the ground to block rushed movement don’t forget the glass ceilings over the walls to prevent them from riding the walls up.
Alternatively still do the simple double spiral and place 5 exits around it that change every minute put glass blocks that slide in to block access unless they were waiting on the square for the exit
What about a maze cube each side is a different type a maze u can do moving horizontally, vertical, ball maze(you have to bring different balls to different catchers and I say just use three), rotating. And u can choose whatever u prefer of course but make it so each maze leads to another side of the cube and u have to solve all six sides in order to escape
maze idea: The maze has 2 floors. Entrance on the bottom, exit on the top. Inside the maze are 2x2 tiles that are elevators on pistons. These elevators have a height of three floors. The elevators can be on timers or on hidden switches, or on hidden switches that activate timers (if you are going for brutal difficulty).
I thought that was a really cool concept, and I'm surprised that they did it so fast. Here's an idea: maybe you could make trap rooms that somehow send them back to the beginning or lock them in for a certain amount of time.
If you do do this again, you could try to have the sections moving at random (or pseudorandom) times to increase the variability of the maze.
Given the way they both approach mazes, they'd be a lot more likely to sabotage themselves if you had fewer box traps forcing them to stop moving.
Make just one maze. Players start on opposite sides and have to reach not their starting colour (red player goes to blue door, blue player goes to red door).
This allows you to have a larger map.
almost should've stacked pistons so the sections snapped into place faster
staggering the timers so the section slides aren't synced would've increased difficulty as well - ie: some at 9, some at 11, some at 13 secs
If you do more of these you could move only the sections that they can’t see (if a sensor sees them then don’t move the adjacent sections). If you have everything looking similar then you could make them go mad…
Really cool concept!
Faster sounds right.
Maybe make holes in the next one, just missing floor squares here and there.
I made a similar suggestion in the comments on one of the other guys' mazes... but this might be somewhat different from the thought I had then. I'd like to see a multi-level spleef maze, where the floors are cardboard or glass but the walls are unbreakable... but each floor is a different maze pattern. Obviously, the entrance would be on the top level, and the exit would be on the bottom level... which should also have an unbreakable floor so that players can't drop out of the map.
You should make the individual tile smaller. It will feel claustrophobic and more maze like. Right now each tile itself is too big (18x18) it feels too open
Based on your idea, means moving rooms, but instead of having an end to it, you should make 1 hidden wall at the beginning, that only opens after like 60 second after they passed the door and and you have to get to the end to fall into a hole and be forced to restart wich will let you find out about the secret real goal. Requires a real goal like the boys have done in previous challenges. 😉 it also requires that the others cannot leave back to the area they came. Maybe with a drop or a door that closes behind them.
maze tip: make long halls to dead ends in that long hall add more smaller dead ends
You might want to not have the exit on the opposite end of the maze, so you force the participants to face a different direction.
Right now you could just face straight ahead & know you orientation relative to the exit.
it makes me think of that maze game, where you gotta shift the walls to collect treasure and keep the others from getting theirs
Fun idea: make a maze using the challenge sensor so the maze changes based on how many times they oass different spots
11 seconds was good, but the walls should've moved faster. Like 1 second to get in position, 10-15 seconds stationairy
I dont know if it was on purpose (I assume it was), but the 1 day delay between all 3 of your videos was really cool. Gives me something to watch every lunch time :)
It was hilarious 😂 Kosmo I believe you gave the labrats to much information before the challenge started 😅
Oh well, it was absolutely amazing 🎉
I love it, I was tinking about 'doolhof' in dutch, a companygame but it's a a bit different but I do love your Idea, I had the idea when I saw scrap and kan's video and here you are doing it in some way, keep going ;)
Yeah, I also immediately thought of De Betoverde Doolhof. I used to play that game sometimes, long ago.
Maybe for another maze use a similar concept but the players have to move the walls with buttons and when they do it moves their opponents walls as well.
Great build koz, was worth the wait.
Make a 3D cube maze with multi directional shifting of walls with offset timing, as well as rotation >:)
That's a very interesting idea! Definitely try it again!❤
The problem was that the maze just wasn't a maze during the transition periods, just a path with some moving obstacles. Increasing the time in between the transitions and making it a rule to not move during a transition would have made this act as intended
It is always Monday, there is no escape.
try making a more 3d maze. like 20x20 or bigger but also 3 or 4 tall and they start on second floor and have to find paths that go up and down till they get to end.
almost the same idea but have sensors everywhere and only change walls where the players are not! :D
wait never mind i think scrap made somethink like that didnt he? smaller with the golden ehhhh faecal trophy? i think kan won that maze, maybe a year or so ago?
I actually liked the idea. Maybe next time a spinning 3D- Maze?😉🤣🤣
Really cool idea Kosmo
don't know how hard it will be but you could do it where all the walls move up and down so the maze paths keep changing
I actually think your maze is the best one out of the lot KOSMO....❤❤❤❤
Imagine if you made a maze, but the challenge wasnt the maze, it was fights along the way, or even a boss fight
It would be better if maze have 2 grid not moving and 2 grid moving so you can't immediately see a sneaky path between mooring parts
make those move faster and smaller gaps between changes so it'l be harder :)
Make em move out of synch and diff speeds.
Maby some pach here the wall lifts and lowers.
It was a great concept.
Next time you do a moving maze, vary the timing of the platforms, make them move at different times and add some randomness to it.
Really cool concept. Nicely done. Just needs a bit of tweaking.
See the problem is you took a maze and then added multiple ways to solve it. I would have choked the doorways down so it was harder to squeeze around them and had only one path that would require waiting through multiple changeovers.
What if you made a maze that spawns red farmbots in each dead end you go down. If you go down too many dead ends you may end up dead XD
This is aMAZEing
Shifting maze + rotating maze.
Well this is Amazing.
I was waiting so hard for this.
this wouldve been a lot better on a very fast piston speed. it wouldve confused them too
Maybe next time the maze doesn't move automatically and they have to find buttons to make it move to the correct position. Or is that to evil?
I tried to build something like that but it wouldn't work as I wanted so I turned it into something else instead, a dungeon escape instead.
was a great maze man.
that was a-maze-ing!
shpuld make it in a way everything moves 1 time ,exept the part of the maze where the player is at....
so the player does not know maze changed
I’m no maze expert but that’s a good concept
"The labyrinth" videogame version
AaaMAZEing
make it again more difficult please cool design
make kan's run into a short
cool idea and all, but there's no real foresight for the maze's design when it's shifted
the problem is allowing them to go through the cracks.
I mean just turn the M for Monday upside down and he'll be right
Individual timers would have been interesting...
Great idea tho!!
Red light, Green light. If they move while a red light the floor opens and they drop down then have to walk back to the start.
love this!
Aww crap it's only Monday. I thought today was Wednesday
make a maze that shifts only when the players arn't nearby
i must be tired, i spent the first three minutes thinking i was watching kan's video. when you mentioned him i had a moment where i was like "did he mean to say his own name there" lmao you don't sound at all alike either
make it so that the floors don't move the same speed
This reminds me of labyrinth
I feel so sorry for you. It probably took tremendous amount of time to build. And it was solved literaly in a minute 😢
Your maze is to linear. it "only" has two shifts a wrong and a right shift.
You should have tryed to make both shift be useable and "wrong". Kan and Scrap just run 50% in 5 seconds because it is more or less strait and has no choke points to catch them in. I mean your maze as a right shift of the floors where Kan and Scrap is running 50%, if you made them only be able to run like 20% of the maze and wait for a specific shift to be able to move forward. Then I think the maze would have been more fun and harder.
1. Make a maze with multiple sections but with only one option to move forward. So have like 3 sections in the maze first section have the solution on the left, next section have the solution on the right.
2. In this maze I think it could have been fun if some of the floors moved faster than the others. and maybe some areas dont even have a floor. Just to trick them further.
Keep up the good work, i Love your content :D