For the builder, rather than the solver, there's a lot of difference of difficulty between the various types. How hard they are to solve is not matched by how hard they are to construct.
Plain mazes are probably easiest, if you can draw one, it's quite a simple task to connect equivalent nodes to make it. You can make things harder for yourself with a third dimension, where paths cross at different levels, but they're still node-only work.
Xaa's riddles were at the opposite extreme, as he had to mod the UI just to allow you to type in the responses.
The others fall somewhere in between, with the moving walls of the Agallan trial being the most laborious to set up - there are a lot of triggers, levers, elevators, node enable/disable commands and stuff that all has to be connected together. The Siege Editor becomes a tougher maze than the resulting one you play! They're also tricky to plan out in the first place.
The various light puzzles aren't too hard if you can find the theoretical logic you need to create the puzzles. GPG have done the work setting up the pieces to build them, and construction is straightforward, if tedious. Most of the hard work is in Flick code, rather than the SE work placing things.
I'm finding the mirrors have extra challenges with their alignment, but at least the logic isn't too hard.
For the builder, rather than the solver, there's a lot of difference of difficulty between the various types. How hard they are to solve is not matched by how hard they are to construct.
Plain mazes are probably easiest, if you can draw one, it's quite a simple task to connect equivalent nodes to make it. You can make things harder for yourself with a third dimension, where paths cross at different levels, but they're still node-only work.
Xaa's riddles were at the opposite extreme, as he had to mod the UI just to allow you to type in the responses.
The others fall somewhere in between, with the moving walls of the Agallan trial being the most laborious to set up - there are a lot of triggers, levers, elevators, node enable/disable commands and stuff that all has to be connected together. The Siege Editor becomes a tougher maze than the resulting one you play! They're also tricky to plan out in the first place.
The various light puzzles aren't too hard if you can find the theoretical logic you need to create the puzzles. GPG have done the work setting up the pieces to build them, and construction is straightforward, if tedious. Most of the hard work is in Flick code, rather than the SE work placing things.
I'm finding the mirrors have extra challenges with their alignment, but at least the logic isn't too hard.