Post by Deleted on Feb 18, 2015 16:33:54 GMT -6
@taze was the lead engineer on the project. if you have any questions about or suggestions for our climbing wall, contact him.
1 | randomized colored pegs
2 | moat at the bottom
3 | won't begin until all climbers are touching the wall
4 | 45 seconds allowed on each peg, if hand lingers longer than 45 seconds fire spits out
5 | after 10 minutes, if no one had reached the top, water will sweep the climbers off the wall
6 | equipped with harnesses
Level two has the following features:
1 | randomized colored pegs
2 | moat at the bottom
3 | won't begin until all climbers are touching the wall
4 | 40 seconds allowed on each peg, if hand lingers longer than 40 seconds fire spits out
5 | after 10 minutes, if no one had reached the top, water will sweep the climbers off the wall
6 | equipped with harnesses
7 | pegs will slowly, randomly retract into wall and appear as you are climbing
8 | spikes added closer to the top
9 | every 2 minutes the wall grows 1 foot taller, making the objective further away
Level three has the following features:
1 | randomized colored pegs
2 | moat at the bottom
3 | won't begin until all climbers are touching the wall
4 | 40 seconds allowed on each peg, if hand lingers longer than 40 seconds fire spits out
5 | after 9 minutes, if no one had reached the top, water will sweep the climbers off the wall
6 | harnesses optional; time allowed lowered to eight minutes if harnesses are applied
7 | pegs randomly retract into wall and appear as you are climbing
8 | spikes randomly protrude and retract from wall closer to the top
9 | every 2 minutes the wall grows 1 foot taller, making the objective further away
Level four has the following features:
1 | randomized colored pegs
2 | spiked, moat at the bottom
3 | won't begin until all climbers are touching the wall
4 | 30 seconds allowed on each peg, if hand lingers longer than 30 seconds fire spits out
5 | after 8 minutes, if no one had reached the top, cold water will sweep the climbers off the wall
6 | harnesses optional; time allowed lowered to 7 minutes if harnesses are applied
7 | pegs randomly retract into wall and appear as you are climbing more quickly
8 | spikes randomly protrude and retract from wall on the entire top half
9 | every 1 1/2 minutes the wall grows 1 foot taller, making the objective further away
10 | random pegs spray hot water from the center of the handle
11 | wall begins shaking after 5 minutes, if no one has reached the top
Level five has the following features:
1 | colors pegs go up wall in strips. each climber is to stay on a single colored strip
2 | when climber touches the wrong colored peg, a randomized booby trap (spikes, fire, hot water) attack the climber
3 | spiked, moat at the bottom
4 | won't begin until all climbers are touching the wall
5 | 30 seconds allowed on each peg, if hand lingers longer than 30 seconds fire spits out
6 | after 7 1/2 minutes, if no one had reached the top, icy water will sweep the climbers off the wall
7 | no harnesses allowed
8 | pegs randomly retract into wall and appear as you are climbing very quickly
9 | spikes randomly protrude and retract from wall on the top 3/4 of the wall
10 | every 1 minute the wall grows 1 foot taller, making the objective further away
11 | random pegs spray hot water from the center of the handle
12 | wall begins shaking after 3 minutes, if no one has reached the top
Level six has the following features:
1 | colored pegs go up wall in strips. each climber is to stay on a single colored strip
2 | when climber touches the wrong colored peg, a randomized booby trap (spikes, fire, hot water) attack the climber
3 | spiked, moat at the bottom
4 | won't begin until all climbers are touching the wall
5 | 25 seconds allowed on each peg, if hand lingers longer than 25 seconds fire spits out
6 | after 7 minutes, if no one had reached the top, icy, freezing water will sweep the climbers off the wall
7 | no harnesses allowed
8 | pegs randomly retract into wall and appear as you are climbing very quickly
9 | spikes randomly protrude and retract from wall on the top 3/4 of the wall
10 | every 1 minute the wall grows 1 1/2 feet taller, making the objective further away
11 | random pegs spray hot water or lava from the center of the handle
12 | wall begins shaking after 3 minutes, if no one has reached the top
13 | wall begins to spin slowly after 5 minutes, if no one has reached the top
Level seven has the following features:
1 | colored pegs go up wall in strips. each climber is to stay on a single colored strip (strips are thinner in level seven)
2 | when climber touches the wrong colored peg, a randomized booby trap (spikes, fire, hot water) attack the climber
3 | spiked, pit at the bottom
4 | begins one minute after settings are finished
5 | 20 seconds allowed on each peg, if hand lingers longer than 20 seconds fire spits out
6 | after 7 minutes, if no one had reached the top, icy, freezing water will sweep the climbers off the wall
7 | no harnesses allowed
8 | pegs randomly retract into wall and appear as you are climbing extremely quickly
9 | spikes randomly protrude and retract from wall on the top 4/5 of the wall
10 | every 1 minute the wall grows 2 feet taller, making the objective further away
11 | random pegs spray hot water or lava from the center of the handle
12 | wall begins shaking heavily after 3 minutes, if no one has reached the top
13 | wall begins to spin more quickly after 5 minutes, if no one has reached the top
14 | pegs alternate colors at the edges of the climbing strips, making it more difficult to know which pegs you can use
Level eight has the following features:
1 | colored pegs go up wall in strips. each climber is to stay on a single colored strip (strips are thinner in level eight)
2 | when climber touches the wrong colored peg, a randomized booby trap (spikes, fire, hot water) attack the climber
3 | choppy, wave pool of icy water at the bottom
4 | begins 45 seconds after settings are finished
5 | 15 seconds allowed on each peg, if hand lingers longer than 15 seconds fire spits out
6 | after 7 minutes, if no one had reached the top, icy, freezing water will sweep the climbers off the wall
7 | no harnesses allowed
8 | pegs randomly retract into wall and appear as you are climbing extremely quickly
9 | spikes randomly protrude and retract from entire, begins after 1 minute of climbing
10 | every 1 minute the wall grows 2 feet taller, making the objective further away
11 | random pegs spray lava or fire from the center of the handle
12 | wall begins shaking heavily after 2 1/2 minutes, if no one has reached the top
13 | wall begins to spin more quickly after 4 minutes, if no one has reached the top
14 | pegs alternate colors at the edges of the climbing strips, making it more difficult to know which pegs you can use
15 | pegs begin to change temperature randomly from freezing cold to burning hot
Level nine has the following features:
1 | colored pegs go up wall in strips. each climber is to stay on a single colored strip (strips are thinner in level nine)
2 | when climber touches the wrong colored peg, a randomized booby trap (spikes, fire, hot water) attack the climber
3 | spiked, choppy, wave pool of icy water at the bottom
4 | begins 30 seconds after settings are finished
5 | 10 seconds allowed on each peg, if hand lingers longer than 10 seconds fire spits out
6 | after 6 minutes, if no one had reached the top, icy, freezing water, with large chunks of ice and debris, will sweep the climbers off the wall
7 | no harnesses allowed
8 | pegs randomly retract into wall and appear as you are climbing extremely quickly
9 | spikes randomly protrude and retract from entire, begins after 1 minute of climbing
10 | every 1 minute the wall grows 2 feet taller, making the objective further away
11 | random pegs spray lava or fire from the center of the handle
12 | wall begins shaking and rumbling heavily after 2 minutes, if no one has reached the top
13 | wall begins to spin very quickly with the intention of throwing climbers off after 3 1/2 minutes, if no one has reached the top
14 | pegs alternate colors at the edges of the climbing strips, making it more difficult to know which pegs you can use
15 | pegs begin to change temperature randomly from freezing cold to burning hot
16 | sections of pegs will disappear and reappear forcing climbers onto the wrong colored pegs
17 | artificial intelligence targets body heat and the wall begins to react to specific people on the wall, rather than at complete random
Level ten has the following features:
1 | colored pegs go up wall in strips. each climber is to stay on a single colored strip (strips are thinnest in level ten)
2 | when climber touches the wrong colored peg, a randomized booby trap (spikes, fire, hot water) attack the climber
3 | spiked, choppy, wave pool of icy water at the bottom
4 | begins 15 seconds after settings are finished
5 | 5 seconds allowed on each peg, if hand lingers longer than 5 seconds fire spits out
6 | after 5 minutes, if no one had reached the top, icy, freezing water, with large chunks of ice and debris, will sweep the climbers off the wall
7 | no harnesses allowed
8 | pegs retract into wall and appear as you are climbing extremely quickly
9 | spikes protrude and retract from entire, begins after 1 minute of climbing
10 | every 1 minute the wall grows 2 feet taller, making the objective further away
11 | random pegs spray lava or fire from the center of the handle
12 | wall begins shaking and rumbling heavily after 2 minutes, if no one has reached the top
13 | wall begins to spin very quickly with the intention of throwing climbers off after 3 minutes, if no one has reached the top
14 | pegs alternate colors at the edges of the climbing strips, making it more difficult to know which pegs you can use
15 | pegs begin to change temperature from freezing cold to burning hot
16 | sections of pegs will disappear and reappear forcing climbers onto the wrong colored pegs
17 | the wall specifically targets climbers, no longer acting at random