(aka The Phantom Labyrinth)
My midterm project turned out to be pretty fun. I thought I'd need to make it all confusing and twisty-turney, but this simple design module (the hexagon) gives the player a series of similar-sized rooms with an equal number of choices in each room.
The Killer Bee Hive, derived from the paper modules created by our buzzed and communally social friends. The labyrinth can be walked into through the entry point on the upper deck, wandered through and exited through the lower deck... if you know the right route. Each room looks pretty much the same, with some walls and floors being solid and others phantom that you can pass through. There are few obvious doors and very few open spaces. The trick here is remembering which walls are phantom (so you can pass through them again) and which are not when you retrace your steps after getting boxed in. It's not as easy as it sounds. That's one reason I made it so limited. That and high prim counts.
I also learned a few things about wandering in small spaces in Second Life, though. You pretty much can't see where you are if a wall is right behind you. And if you zoom in so the camera is near your eyes, you lose orientation. For this reason, I changed my original design, which had solid walls, to a transparent design. This way you can see where you are better. It also gives a different type of disorienting effect when you look through all the layers.
I liked the open feeling of transparent walls (being a little claustrophobic). I originally made the floors and ceilings from metal grates so the player would feel caged and not stuffed in the trunk of some car.
Phantom structures allowed me add other surprises to the Hive: trap doors. You can fall out at some points and have to try again. Fortunately avatars don't get injured or die when when they fall into the water. Enjoy...