I'd invert the logic: drop balls _out_ of holding positions when people go through correct doors, then use a logic trigger that changes the final door once all 6 balls have left the trigger area. Because any time a ball in your system falls through the trigger, it will flicker the door. That's how people have been decoding the sequence over time. Or technically you could also drop balls into the trigger area any time someone goes through a wrong doorway in the first 5 walls, and then on the last one drop the ball out if they go through the correct doorway. And the logic changes if the last ball leaves and no other balls have been added before that.
^This^ Balls already in position, shifting out for inverse signal? Great solution for bouncing issues. Final input validator for redundancy? Always a good idea. Making the sequence validator horizontal and dealing with each input separately is one option.
You should explore some more complex logic systems. (Maki's suggestion was a good one.) (Actually don't. You already make tracks that look cooler than anything I can even imagine making, please just be bad at logic.) Seriously tho, for something like this, consider a straight NAND system, instead of the go-to AND system. Make every INCORRECT gate drop a ball. That way, the moment a single ball falls, from anywhere, you can close the finish and not be reliant on everything else working exactly as planned. Stuff like this adds an extra step, a bit more complexity to figure out in the design process, but I think the results would speak for themselves.
Watching this is once again driving home just how much it sucks to interrelate digital and analogue systems. One general recommendation would be to eliminate pipes wherever possible by spawning a ball directly inside the trigger for the subsequent logic part. In all fairness, that's exactly what you did for the first stage in each input. Instead of the long pipe, however, you could've used a shorter, vertical pipe for only the final section. Where you were spawning balls inside the long pipe, you could've added more ball spawners, to place balls directly inside the final tube. Also, the logic-activated trasher might help in an aesthetic sense. If you overlap ball spawner A with ball trigger B to transfer a logic signal quickly from input A to output B, you might not like having to deal with the ball created at every exchange. I've noticed you often use the ball-receptacle-thing, which works well (but also effectively makes it single-use). If you place both the trasher and its trigger overlapping spawner A and trigger B (the junction), the ball will spawn and activate both triggers, passing the logic signal to the next stage, and then immediately disappear.
"This is the lockpicking lawyer and today we'll be opening this lock with a bouncing ball"
This is the second reference to LPL I’ve seen today and on a completely unrelated videos.
It was actually really cool seeing you guys all going over and checking out the password together, for whatever reason, that in its self made my day
I'd invert the logic: drop balls _out_ of holding positions when people go through correct doors, then use a logic trigger that changes the final door once all 6 balls have left the trigger area.
Because any time a ball in your system falls through the trigger, it will flicker the door. That's how people have been decoding the sequence over time.
Or technically you could also drop balls into the trigger area any time someone goes through a wrong doorway in the first 5 walls, and then on the last one drop the ball out if they go through the correct doorway. And the logic changes if the last ball leaves and no other balls have been added before that.
^This^
Balls already in position, shifting out for inverse signal? Great solution for bouncing issues.
Final input validator for redundancy? Always a good idea.
Making the sequence validator horizontal and dealing with each input separately is one option.
Great advice, thank you!
I enjoyed my cheesed podium for all of 3 seconds lol
I still think the map is really pretty :3
@@fiets38 thank you ❤️
You should explore some more complex logic systems. (Maki's suggestion was a good one.)
(Actually don't. You already make tracks that look cooler than anything I can even imagine making, please just be bad at logic.)
Seriously tho, for something like this, consider a straight NAND system, instead of the go-to AND system.
Make every INCORRECT gate drop a ball. That way, the moment a single ball falls, from anywhere, you can close the finish and not be reliant on everything else working exactly as planned.
Stuff like this adds an extra step, a bit more complexity to figure out in the design process, but I think the results would speak for themselves.
(Then you overlap a 2nd gate on the finish, closed by default, opened by proximity. This one's just so they can't see when the main gate closes.)
Watching this is once again driving home just how much it sucks to interrelate digital and analogue systems.
One general recommendation would be to eliminate pipes wherever possible by spawning a ball directly inside the trigger for the subsequent logic part. In all fairness, that's exactly what you did for the first stage in each input.
Instead of the long pipe, however, you could've used a shorter, vertical pipe for only the final section.
Where you were spawning balls inside the long pipe, you could've added more ball spawners, to place balls directly inside the final tube.
Also, the logic-activated trasher might help in an aesthetic sense. If you overlap ball spawner A with ball trigger B to transfer a logic signal quickly from input A to output B, you might not like having to deal with the ball created at every exchange. I've noticed you often use the ball-receptacle-thing, which works well (but also effectively makes it single-use).
If you place both the trasher and its trigger overlapping spawner A and trigger B (the junction), the ball will spawn and activate both triggers, passing the logic signal to the next stage, and then immediately disappear.
@@tombroad9239 makes sense 😸
Nice, you made codewalls
@@hamsterratje 🤣🤣🤣 great pun
Its the boosters! The right number boost you, the wrong one doesn’t? This is my guess from watching 2 minutes
Wait now im confused.
@@RamsFan93 no, but that is a great idea for a track 🙂 I might use this
What the heck did Chocopasta and Warcans do? Their times are so far ahead
@@CouchPotator I have no idea
Hands up through the boosters or something like that probably.
@Pystro possible
They used the hotkey that turns the engine on.
@greybeard5123 🤣🤣🤣
Logic is still a newish system, much to learn.
100%
Logically, it’s logical that the logic wouldn’t logic.
@@OOOHBILLY How much logic, could logic logic if logic could logic?
@ 01100101100101
I did like the map! So sorry the logic didn't work out for you on this one
Thank you!
Someone needs to learn better logic.... :)
@@ioi88 🥲