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a lot of put cube into blue portal room, go into next room then get the cube from blue portal room, come back for other cube rinse and repeat, also don't forget which cube came from what respawn, btw thank you for using both the companion cube and the regular cube for different cubes, a lot of map makers don't do that, and I just hate using the wrong cube for an respawn.
Highly recommend going through the description and the exercise after the puzzle.
I think my favorite part of the puzzle was figuring out the cube swap, I have no idea why, but I audibly gasped in delight. Uhhh anyways I really enjoyed this map, I've never been to good at them, and I know that this puzzle isn't actually that complex, but I think its really fascinating how you can make something that looks so simple, yet plays so complex, it was a great map.
I also can't help but wonder about a countable set of rooms with different fizzler rules beyond each button lowering its successor, haha.
Maybe you could formalize all this by finding a good model, e.g. with a set of graphs. Maybe have V={1,2,3,...,n} be an ordered group of vertices representing rooms. Since cubes have no use other than lowering fizzlers, presumably each cube can be represented by an edge, E.g. the 3rd cube in the fifth room could be mapped to e_3 = (5,6). A move would create a different graph by a certain rule, e.g. "moving" one edge to another connected edge. Since portals are nothing more than a connection between rooms, there can be a final edge p which has slightly different rules of modification involving "line of sight" (Presumably through what nodes are connected).
otherwise cool "essay" hehe
@Teo Thanks; I'm wondering whether different 'rules' can give vastly different answers.
@jandlml Thanks for playing! I'm glad you enjoyed the map regardless :]
@quaternary Yeah I knew that the last puzzle in this map technically violates the rules with portal surfaces and visibility, but as you said, it doesn't really matter, since the (likely to be) optimal solution never requires the player to see farther than into the next room. You can also freely remove many portal surfaces; as long as you are able to get all cubes back to the beginning. By removing the right ones, you might actually be able to force a whole lot more cube shuffing. That is actually quite interesting to think about... I'm glad you think my guess is correct :D
@Narkodes Yeah like I said, this isn't really about the puzzle but it was more of a theoretical exploration into the possibilities
Little observation: the 7th room in N=2 is missing portal surfaces, so it doesn't strictly fit the definition, but since you can only reach it in the second stage of the solution where you can't use portals anyways it doesn't change much. Also I wonder if room visibility matters much, because in the n=2 puzzle you can't sometimes see between rooms you "should" be able to see between because of turning the corner, but it also doesn't affect the solution *in this case*