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Caravel Forum : DROD Boards : Architecture : Death to Death Compilation (Post your final versions here!)
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Beef Row
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File: TPH Good Will 3N2W Victory 2.demo (972 bytes)
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icon Re: Death to Death Compilation (0)  
Chaco wrote:
I'd like to encourage everybody to read michthro's list of errors. It's about halfway down the page and it's very informative.

Fix them as best you can and attach the new versions here if you haven't already.


And here's another.

The real key here is that you can shorten the rattler for a later kill, and still use it to block the roach near the bottom. Of course, the other roach is also vulnerable nearly from the start.

Notice you can shorten the rattler either before, or after, its in place, so you'll want to look at both possibilities.

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06-25-2006 at 12:34 AM
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Chaco
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Ew.

Anyway, this was kinda interesting to fix. Here's my solution. (It's one room so you don't have to download the hold again.) See if you can break this one - I think I may have made the enforcing of no killing a bit too complex/ugly.

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06-25-2006 at 01:49 AM
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Beef Row
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Chaco wrote:
Ew.

Anyway, this was kinda interesting to fix. Here's my solution. (It's one room so you don't have to download the hold again.) See if you can break this one - I think I may have made the enforcing of no killing a bit too complex/ugly.

Well, I couldn't clear it, but I can kill the first roach and injure the rattlesnake: As soon as the snake turns into the trapdoor corridor, I can move down twice, 1 less roach and an injured snake. The bomb is timed too tight to kill anything else though.

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06-25-2006 at 02:58 AM
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Chaco
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Gargh, fine. I have one more trick to employ to fix that.

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06-25-2006 at 03:04 AM
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Tuttle
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michthro wrote:
Tuttle, it's still not necessary to step on the SW fuse in 1N.
Doh, now I get what you're referring to. :) I'd been reading that as SE all the time...

Fixed, thanks.
06-25-2006 at 03:59 AM
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Beef Row
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Chaco wrote:
Gargh, fine. I have one more trick to employ to fix that.

I swear I'm not trying to drive you insane, but 2 more ways....

1. Once you move all the way to the top of the newly force arrowed corridor, you can step back down to kill the roach, then proceed as usual. (Adding 1 more force arrow on top will fix this).

2. Hard to explain, just watch the demo...

This is really a tough room to protect, although making the yellow door into the snakes room a single long door instead of a pair would fix #2. But maybe not all possible variations on it. Else if you could find a way to not depend on the mimic, that option wouldn't even exist.

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06-25-2006 at 07:19 AM
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michthro
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Hold updated. (Old attachment removed.)
06-25-2006 at 10:29 PM
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Chaco
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One more try - another force arrow and a cleverly placed trapdoor fix that.

(I also fixed the additional problem of simply killing the rattlesnake with the mimic directly.)

Anything else? Gah. This is much more complicated than I thought. -_-

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06-26-2006 at 01:09 AM
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Beef Row
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Chaco wrote:
One more try - another force arrow and a cleverly placed trapdoor fix that.

Looks locked up tight to me! Well done :thumbsup

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06-26-2006 at 05:22 AM
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michthro
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Um, I'm sorry, Chaco, but you can kill the roach. Demo attached.
06-26-2006 at 10:10 AM
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michthro
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And Doom, 1N is conquerable.
06-26-2006 at 11:17 AM
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Chaco
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The new 1N or the old one where I could kill the roach?

Argh. Seriously. O_o

EDIT:

*sees michthro's demo* Aw, drat. The whole point of the room being

Click here to view the secret text


I'm not honestly sure how to fix this one... it's the sort of thing that might require a room rewrite. Beethro has too many degrees of freedom!

EDIT:

Fantastic idea! Using my almost encyclopedic knowledge of snake preferences, I have fixed this exploit by adding a quite expertly placed tunnel.

Now just try to break it. I'm not sitting down yet.

I'm also quite glad I made it one room to start fixing.

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Quick links to my stuff (in case you forgot where it was):
Click here to view the secret text


[Last edited by Chaco at 06-26-2006 02:41 PM]
06-26-2006 at 02:30 PM
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michthro
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Chaco wrote:
The new 1N or the old one where I could kill the roach?
The new one.
Now just try to break it. I'm not sitting down yet.
Awww, can't break it anymore. You win.
Now when are you going to fix 2N2W? (See attachment.) ;)
06-26-2006 at 03:11 PM
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Chaco
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Uh, michthro? Your demo doesn't seem to work (or as intended) - you die by vicious roach attack at the end, which is what is supposed to happen when you harm a rattlesnake.

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06-26-2006 at 03:37 PM
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michthro
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Chaco wrote:
Uh, michthro? Your demo doesn't seem to work (or as intended) - you die by vicious roach attack at the end, which is what is supposed to happen when you harm a rattlesnake.
Oh, not in the version I have, which is the only one I can find. Where is your latest version?
06-26-2006 at 04:14 PM
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Chaco
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Well, I haven't made an Architecture update since the contest, but give me a bit to put the new 3N2W in there. Right now, the contest entry submission in the DtD poll is the most recent version, and in that version it's impossible to do the room if you even harm, let alone kill the rattlesnakes.

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06-26-2006 at 04:26 PM
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jbluestein
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OK, here's the updated hold...AGAIN.

I have rearranged 2S2E so that you can exit again, and you can't kill any brains even so.



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06-27-2006 at 11:41 AM
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Jason
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Possible kill. demo attached

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06-27-2006 at 12:03 PM
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Chaco
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I'd like to state that, once again, I'm not putting holds in that still have monster-killing bugs in them. There are several architects whose most recent hold versions still allow this, including but not limited to Dali, NiroZ, and Muiff.

If there are bugs in Michthro's list that haven't been fixed yet, please fix them and attach them in this thread so I know they work and can include them.

=====================

Also, in another front, the story for the Death to Death Compilation is coming along quite fine. Three out of the twelve rooms are done:

1. King Ryui explains that he is a king of the people.

2. He gets involved in his citizen's problems.

3. Occasionally he works as one of his citizens.

--Story Has Gotten This Far--

4. King Ryui meets with Gorby to set up the "work" for the day.

5. Ryui and Gorby go into dungeon, Gorby kills roach.

6. Gorby is killed.

And so on and so forth, including "architects try to let future Gorbies kill with mimics and guards" and "Doom gets another mug".

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[Last edited by Chaco at 06-30-2006 01:19 AM]
06-30-2006 at 01:15 AM
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tyrion
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I think this fixes the problems in my entry. Not 100% sure about 2N1E, since there are hundreds of ways you can place the decoys, and I didn't check them all, but all the ways I dsicovered to kill mud babies in the old version no longer work.
06-30-2006 at 04:27 AM
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Chaco
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Thanks tyrion.

Anyway, I'm still waiting on people. Current progress is that I'm working on the all-important roach scene. It's going well.

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07-04-2006 at 05:49 PM
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jbluestein
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Jason wrote:
Possible kill. demo attached

Thanks Jason -- just confirming my theory that this whole room was a bad idea. Anyway, attached is ANOTHER revision to the hold which I believe makes roach killing hazardous enough that you can't get away with it. No doubt someone will find a way, though.

Josh

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07-05-2006 at 02:43 PM
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Ostegolectr1c
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icon Re: Death to Death Compilation (0)  
Here's my fix (according to what michtro's bug list says). If you find any other bugs send me a message.
This post should also remind other people to fix their entries.


Sorry for the late reply.

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[Last edited by Ostegolectr1c at 12-19-2006 05:32 PM]
12-19-2006 at 05:09 PM
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Chaco
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Hey, thanks for that. I'll put that into the compilation.

There are still a few people who haven't submitted fixes for their holds. I'm giving them the very reasonable deadline of December 31st to submit fixed versions of their holds - otherwise I'm going to forge ahead without said holds and eventually post the final version for review in this thread.

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12-19-2006 at 08:49 PM
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Someone Else
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okay, here's mine.
12-20-2006 at 07:47 AM
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