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Jeff_Ray...
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icon Re: Pritanus' Dungeon (0)  
BTW, if you reached Land's End, then why do you say about the detonator not working?

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09-22-2006 at 05:52 PM
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bandit1200
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Because I have some saves from the first time I played it when I had to use the warp room. The detonator still doesn't work.

Level 7, 2S1W. If you enter from the east you are stuck because of the dreaded force arrow syndrome. Nor can you return through 1S because of the mud covering the entrance.

[Last edited by bandit1200 at 09-22-2006 06:01 PM]
09-22-2006 at 05:57 PM
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Jeff_Ray...
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Done! It's no more of a trouble. Any comments? Boring rooms, good rooms...

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09-22-2006 at 10:00 PM
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Jeff_Ray...
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Please, don't let me down, friends! PLEASE!!!! :~( :weep

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10-18-2006 at 11:44 AM
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Jeff_Ray...
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Bump! Working on level 12 and then there will be a new post.

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11-07-2006 at 11:40 AM
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bandit1200
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Level 7, 2S2W. I never managed to find a way to remove the tar in the area of the SW mother, even allowing for one spawn. Would you mind posting a demo? Anyone edit would be nice as well.
11-08-2006 at 09:00 AM
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Jeff_Ray...
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Ok, i'll do this. Thanks for commenting!

In the meanwhile, some help:

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[Last edited by Jeff_Ray... at 11-08-2006 12:02 PM]
11-08-2006 at 11:55 AM
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bandit1200
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I completed 2S2W, but you can't return through that room after completing the rooms to the west.
11-08-2006 at 02:14 PM
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Jeff_Ray...
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Oopsie... when i'll be back from school, i'll fix and publish the new version because you were waiting too much...

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11-08-2006 at 04:29 PM
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Jeff_Ray...
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File: Pritanus Dungeon .hold (91.3 KB)
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Sorry for bump, but bandit, you only need to put the mimic where the orb is and then you'll make it out... :/

NEW VERSION HAS ARRIVED!

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12-03-2006 at 08:14 PM
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bandit1200
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Jeff_Ray... wrote:
Sorry for bump, but bandit, you only need to put the mimic where the orb is and then you'll make it out... :/
Not so, because of the force arrow.
12-04-2006 at 09:00 AM
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Jeff_Ray...
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File: Pritanus Dungeon .hold (91.4 KB)
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icon Re: Pritanus' Dungeon (0)  
oh. >_< I'll fix it and post a new version...

EDIT: Alrightie... download file there

<---

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[Last edited by Jeff_Ray... at 12-04-2006 12:35 PM]
12-04-2006 at 12:27 PM
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bandit1200
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That's done the job, but it's made the room pretty trivial as the tar doesn't need to be cleared now.

L7, 2N needs some checkpoints. I gave up after clearing half the room a couple of times and having to restart. Not fun.
12-04-2006 at 03:50 PM
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Jeff_Ray...
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Yeah, you're right...

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12-04-2006 at 09:53 PM
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bandit1200
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I had another go last night and finished the hold, but there are rooms I missed which I can't get to without replaying it since there's many rooms you can't backtrack through. Also, unless I am missing something, there may be an unreachable room in level 1. Hard to tell as you never made the hold anyone edit.
12-05-2006 at 07:37 AM
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Jeff_Ray...
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Yeah, i should make it anyone edit... in the next version... sorry for the long wait you must do... :(

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[Last edited by Jeff_Ray... at 12-06-2006 05:02 PM]
12-05-2006 at 11:23 AM
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bandit1200
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Level 3 is one I had in mind about not being able to backtrack, but there are others. If you go west from the entrance and through 1W, you can't return to do the rooms to the north of the entrance. The black doors and the force arrow are the problem.
You could rectify it by making the player go north first, otherwise you will need to also change 2W, (no one will want to drop all those trapdoors twice - well, other than a masochist), and the SW yellow door in 1S2W.

The secret room isn't possible on that level either.

I'll make notes of the others as I go through again.

By the way, I quite like that level for some reason. :)

Have you made level 5, 1E required?

edit 2: Actually, according to the map, 1E appears *not* to be required, so I am assuming there is another required room beyond the blue door.

edit 3: Last one I think, in level 6. Because the "remote detonator" still doesn't work in 3N1E, there are 4(?) rooms I still haven't seen. BTW, this is the reason I asked for anyone edit at least 2 months ago, so I could figure out why the detonator won't work on my computer when it does on yours.

edit 4: Almost forgot, level 7 stairs end the hold so I used the warp room for level 8. Can't drop the blue door on level 8. :?

Where the hell is the automatic edit button?

edit 5: Level 9 stairs end the hold. Great level!

Level 10, 3N. Having to play around until you find what the scripting does isn't my idea of fun, but it's a good room for all that.

L10, 4N2E. You can't return after completing the room.

Looks like there might be a required room behind the blue door.

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[Last edited by bandit1200 at 12-08-2006 09:43 AM]
12-06-2006 at 09:45 PM
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Jeff_Ray...
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Ok. I'll fix these bugs, then finish level 12. Not easy to do such a project when not alot of people are willing to test... :/

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12-13-2006 at 02:29 AM
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bandit1200
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I must admit I'm surprised no one else has commented as I'm certainly not the only one to download it, and I reckon it's going to be a good fun hold when it's done and in the holds forum.
12-13-2006 at 01:25 PM
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jemann
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I just came up against the same problem as Elfstone - a blue door in Level 1:1N is blocking me from getting further north. I've completed the same list of rooms, and as far as I can tell I downloaded the latest version (93,585 bytes).

Comments so far:
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Sorry this is not overwhelmingly positive, but I couldn't find much to get enthusiastic about. Will proceed to later levels.
12-18-2006 at 03:12 AM
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Jeff_Ray...
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But at least this will be my first serious hold...

jemann: If you find this bug, try the other levels... :/

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12-18-2006 at 05:09 PM
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jemann
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Perhaps 1N, 2N and any others beyond should be marked as non-required?

Some comments on levels 2 + 3:
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More as I do the other levels.
12-18-2006 at 10:57 PM
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bandit1200
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The biggest problem with this hold is that after six months it's still not anyone edit. If it were, testers would be able to determine exactly what was wrong in certain places. Unfortunately, Jeff also seems to have an aversion to rectifying problems that were reported months ago.

[Last edited by bandit1200 at 12-19-2006 05:15 PM]
12-19-2006 at 05:14 PM
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Banjooie
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icon Re: Pritanus' Dungeon (-2)  
bandit1200 wrote:
...Jeff also seems to have an aversion to rectifying problems that were reported months ago.

I...I bet he's...he's too busy...making new levels.


12-20-2006 at 03:08 AM
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Jeff_Ray...
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:spamlaser

I'm only busy on level 12. <_<

But don't worry, when it's done, i'll check the mentionned stuff.

Banjooie: It's life. Life makes me busy with my english homework, stuff, etc.

Also, we've got a frickin sketch for Thursday. X_x

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12-20-2006 at 11:24 AM
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jemann
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My final batch of notes on the hold.

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Y'know, going ahead and making more levels before fixing bugs in the early ones does make some sort of sense. It's a first draft, which you want to knock out to get a sense of the overall structure. After that, you can go back to edit, fix errors, and so on.

But your case is a little different: you've posted a work in progress, and people have found problems with it, which haven't been addressed. Is it any wonder that users are reluctant about testing it? I think that you need to either:
a) finish your 'first draft' - ie. all levels, before posting a new version (and calling for testers), or
b) fix the bugs that people have reported.

And in either case, I fail to see why you can't make the hold anyone edit. It will let testers bypass rooms (because of bugs or difficulty), check the required/secret state of the level, and pinpoint scripting errors. There's nothing to lose here; nobody's going to steal your ideas, and your hold will be the better for it.
12-21-2006 at 03:34 AM
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jemann
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And some more notes... oops.
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[Last edited by jemann at 12-21-2006 05:51 AM]
12-21-2006 at 05:51 AM
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bandit1200
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jemann wrote:Land's End
- 1W: The detonator worked fine this time, and in the sixth level tutorial. I don't know why it didn't work previously...
Figured it out. You have to be stood on one of the three rows of squares that the yellow door is on, before the character speaks, otherwise the detonator isn't triggered.

edit: And I just found that if you bump the first yellow door, it stops the detonator triggering.

[Last edited by bandit1200 at 12-21-2006 04:17 PM]
12-21-2006 at 04:15 PM
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Jeff_Ray...
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File: Pritanus Dungeon .hold (93.9 KB)
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Ok, due to popular demand, here is Anyone Edit version, along with ten rooms in level 12

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[Last edited by Jeff_Ray... at 12-22-2006 05:43 PM]
12-22-2006 at 05:42 PM
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bandit1200
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jemann wrote:
My final batch of notes on the hold.

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12-23-2006 at 12:26 PM
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