tokyokid wrote:
jbluestein wrote:
1) The scripting in this hold is very inconsistent, forcing you to wait in some cases in order to solve the room at all. This leads to varying degrees of frustration depending on the room.
Yeah, I understand. It was the first hold I ever worked on, but my 4th released. I would fix it, but I don't know what rooms have the problem.
That's fair. One of the rooms I was particularly frustrated with was Level 12: Once East. Having to wait for that guard to become a character took a long time to occur to me -- I mapped out the broken wall passages fully several times to make sure I hadn't missed anything.
2) The lack of walls in many rooms is very irritating. Or, more accurately, the fact that open spaces on the end of some walls do not consistently either lead to a new room or dead-end. I could probably live with it if there were no walls and the edges of rooms never went anywhere, but there are a number of places where a few specific blocks have to be entered in order to find a secret room. Conversely, there are also holes in walls that lead nowhere.
Once again, no offence, but I have no idea what rooms you're talking about.
It's a fairly widespread issue, but here are a few of the rooms that have this sort of problem (in no particular order):
Level 9: Entrance -- the mud at the bottom sits in what could be an exit but isn't.
Level 9: Twice East -- the arrows at the top look like they should lead to an exit.
Level 9: Once North, Thrice East -- broken wall at the top with no exit.
Level 10: Quarce South, Once West -- wide open space on east and west that leads nowhere.
Then there's Level 10: Twice North, Once West -- open on three sides. One side leads to a known room. One side leads nowhere. And one side leads nowhere...except for a single square that you can walk through.
That's a pretty good list for starters.
____________________________
"
Rings and knots of joy and grief, all interlaced and locking."
--William Buck