
So I had to completely redesign my ice maze, because I hadn't taken into the account the height of the walls (basically forced the map to be stretched on the Y axis and it became far too big).
I've added warps to eliminate backtracking. Dead ends typically result in a reward for exploration.
You enter the maze from the bottom centre, the goal is to get to the exit.
Blue tiles represent ice. If the player stands on ice they will slip across the ice to the opposite side they entered from. So if you approach ice from the east you will slide across and exit west etc, etc.
It is impossible to reach the exit because of the ice patch immediately to the south of it. In order to make the exit accessible you must collect the ice skates which prevent you slipping on the ice. Once collected you can walk freely on the blue tiles and turn in any direction at will.
Unfortunately the skates are locked behind a special gate denoted by the Green G.
The Green gate will only open when the five hidden orbs are collected. These are denoted by the red letter O's.
Many of the maze routes are blocked by gates, represented by the Pink G's.
The gates each require a key, represented by K's. Any key can open any gate, but once used a key must be discarded. Obviously you must approach a gate to unlock it and once unlocked it will stay unlocked permanently. There are 10 gates, but only 9 keys.
There is treasure littered around the maze, denoted by *'s. Multiple stars grouped together represent better treasure. The really good stuff is at the 3 star locations.
W's represent warps which will instantly jump you back to the start of the maze at the position marked by the X. These will save you time navigating the labyrinth.