and room l fits your specifications, Jur, so you can have it! Entrances to north and south, one-way exit to east, must contain green key.
Quantum P, how about board d, the last board? Entrance from west, should have red, blue, and green doors blocking path, and asie wants his flag to unlock a secret ending but I'll leave that last bit to you two to work out.
You can use as many flags as you want as long as it doesn't exceed the maximum that may already be on, and as long as you turn them all off when the player leaves the board. If someone is taking one path of a loop, gives up, tries the other path, OOPS THE GAME CRASHED BECAUSE THE PUZZLE YOU GAVE UP ON DIDN'T CLEAN UP ITS FLAGS WHEN YOU LEFT, YOU UNTHOUGHTFUL PLAYER!
Given, this may not be as big a deal as I'm making it out to be. How's this: you can use flags for your puzzle, I want to know the maximum that may be on at once, and whether they all clear when the player leaves and/or finishes the puzzle.
And you're also limited in flag number because asie wants one for his "second ending" which Quantum P has to agree to because I think Quantum P's doing the ending board.
Asiekierka, I think Dos was answering Seventh Shade.
Quantum P, whether you want a puzzle on the last board or not is up to you, as long as it uses the three doors and has an "ending" feel to it. Although a "second ending" might work better with a puzzle that is unsolvable without the asiekey, or something.
Ur speshul an u CAN haz a tic-tac-toe-thingy endgaem.
N = Nupanick (one-way exit to east, one-way entrance to south)
a = asiekierka (floating room)
I = infosponge (one-way entrance to east, one-way exit to north)
S = Seventh Shade
J = Jur (green key, one-way exit to east)
Q = Quantum P (final board, 3 doors)
Z = Zamros (one-way entrance to north, one-way exit to east, contains red key)
a
S-+ +-Q
| | |
J>+-N>+
| | ^ V
+-+ I<Z
Flags used: 1(a)
N = Nupanick (one-way exit to east, one-way entrance to south)
a = asiekierka (floating room)
I = infosponge (one-way entrance to east, one-way exit to north)
S = Seventh Shade
J = Jur (green key, one-way exit to east)
Q = Quantum P (final board, 3 doors)
Z = Zamros (one-way entrance to north, one-way exit to east, contains red key)
C = Commodore (one-way entrance to west, one-way exit to south)
D = Dr. Dos
Map:
a
S-+ +-Q
| | |
J>+-N>C
| | ^ V
D-+ I<Z
I already negotiated the secret ending rules with Quantum, Nupanick. I left much freedom to Quantum P. to decide what's in the victory board, but I also gave him the rules for the secret ending.
The arrows are one-way paths, + are empty rooms, - and | are two-way connections. Every room with a letter is a room that was already taken.
By default, if your board connects to another on a given edge, then that entire edge should be walkable on (minus the corners, which can be walls). This ensures that the player will be able to enter your board no matter where they walk off of the previous board. After that required empty edge, you can use whatever you want to restrict the player's path (as long as two-way boards continue to be two-way). For example, you may have an empty edge followed by a long wall with a small hole in it for the player to enter the puzzle through. I'm making a mock-up with bare-minimum boards to illustrate how the connections work, and I'll upload it as such when I finish.
And again, if you want to use the edge for something else, you should work that out with the person doing the adjacent board. Full empty edges are just the default to avoid confusing the player too much.
There's four boards left to be assigned, so I'm waiting for Alexis Janson, Pancake, RobertP, and Schrodinger's Cat.