All rightie, I've updated my R3 one more time to, let's say, improve the visuals, as it started to become a mess in some areas. Here, removed some terrain and some flamethrowers. I'm also taking a big risk here with removing the glider pickups, but if the level gets broken again with future solutions I will restore them. Finally, shifted the top left hangman trap over to the right a bit.
I have a rule when it comes to backroute-proofing. If I have to fix a level more than 3 times, then it's not worth it. At that point I either accept that the level cannot be easily backroute-proofed and ditch it, or keep it as a backrouteable level.
You make a good point. However, the problem with this is that it assumes that the level's super prone to backroutes to begin with and whose solution cannot be completely enforced. How about in the case where levels can still be completely fixed up with an intended solution with, say, 4 or 5 versions? In that case, to you, do you think it's worth it to fix it up after 3 versions you limited yourself to? Maybe you've already implied that the levels whose solutions can be completely enforced are fine here and don't have to be limited to 3 versions and hence I'm probably reading into it too much. Some levels take way more versions than that before the intended is finally completely enforced as well, but again it all depends on whether one wants to accept alternatives or adapt the intended.
Of course, since your level is a contest level then I guess it's harder to limit the number of fixes, especially if you're going for a "one solution only" type of level. It's understandable that you want your level to play out exactly as intended. Still, there has to come a point when you have to accept that the level is probably either too convoluted or too unfixable to keep coming back with more and more versions of it.
I'm in agreement with there being a certain point where the level isn't worth it to fix up anymore, though it's sad to say that I haven't followed this just yet. Let's say that I still haven't gotten there yet with stopping after a certain point because I've often notice that eventually it just becomes a huge visual mess if one isn't careful
as magnificent as my puzzles are
Even if you say so yourself!
Obviously this is subjective, but let's say that the problem is either in the way I've designed them, or, probably more likely, the various parts of the intended solution I have in mind that causes some of them to be constantly riddled with backroutes
Not to mention that I still seem to be in the whole fixing one part of the backroute but neglecting another area and hence I'm not quite there with killing multiple birds with one stone just yet
Yes! This is a way of thinking which I like to promote as much as possible. Not all levels have to be "intended solution only". Too many of these, in fact, just gets tiresome. In my book, a level which provides two or three possible solutions is more enjoyable, offers repeat play value, and is more likely to be solvable by more people. There is nothing wrong at all with designing levels with this in mind, and in fact I'd say it's a better mindset to have as a designer than the "single solution only" mentality, which often leads to levels being full of awkward and off-putting design, even if they are super clever.
Yes, I know how you're all for more variety with, say, sprinkling in open-ended levels with one solution only ones, as in the former one is free to craft up any solution that solves the level. Let me make it clear that I certainly have nothing against such levels, whether I make them or from others. Instead, I prefer making one solution only levels, although I'm training myself to make the latter too. So far, I have one completely open-ended level, my R3 from the previous contest. It's just that if I do end up making open-ended levels, I want to make them interesting ones too
It can be hard to make them either easy or hard but still interesting.
In any case, it's good to see and read your approach when it comes to making levels and how you backroute fix levels. Keep in mind everyone is different when it comes to either one. Again, I'm trying to break away from some of these bad habits of mine in level creating/backroute fixing, but it might take me a while.
Your input is nevertheless insightful, and certainly some key points I will keep in mind!