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Caravel Forum : DROD Boards : Feature Requests : Master Walls During Testing (Drop 'em, I say!)
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RoboBob3000
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Is there an easy way to play with master walls down while testing? It seems to me that there will be no way to master a hold while testing it, and by Caravel's rationale, dropping a master wall won't cause a room to play any differently unless Beethro steps on it. I'd like to have the opportunity to test while the walls are down because that allows me to go about testing it either way.

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07-26-2006 at 02:51 AM
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eytanz
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Well, the poor man's substitute to master wall dropping is just to replace all the master walls by floor, preferably differently colored than its neighbours. As long as you remember to return them later it's much the same effect. Of course, that's both error-prone, and potentially time-consuming if the master-wall arrangement is complicated, so I think the feature request is worthwhile implementing.

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07-26-2006 at 04:43 AM
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Schik
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eytanz wrote:
Well, the poor man's substitute to master wall dropping is just to replace all the master walls by floor, preferably differently colored than its neighbours. As long as you remember to return them later it's much the same effect.
Same effect, except that monsters can walk on floor.

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07-26-2006 at 04:50 AM
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eytanz
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Oh, yeah. Do'h. :selftwak

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07-26-2006 at 06:14 AM
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Rabscuttle
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icon Re: Master Walls During Testing (+1)  
Use normal doors.

Place a normal slayer somewhere who always hits an orb that closes the door.
Place a character somewhere who always hits an orb that opens the door.
Turn your sound off.

The door will be open for you, but closed for everyone else.

Won't work for seeps though :(
Maybe mimics as well? Depends on whether they can move/be placed on dropped master walls. (They can move through these doors, but can't be placed on them)

A simple solution!

[Last edited by Rabscuttle at 07-26-2006 06:23 AM : smilies shouldn't be yellow]
07-26-2006 at 06:23 AM
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NiroZ
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I guess the best solution would be to have an option to drop the master walls or not, but most of the time, i can't see a reason why you should drop the master walls.
07-26-2006 at 07:31 AM
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Banjooie
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Well, I personally have oft considered a hold based around dropped Master Walls.

Yeah, it'd be incompatible with CaravelNet, but you could do a lot with it.
07-26-2006 at 04:56 PM
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Jatopian
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I support this idea, along with having blue doors dropped or not and anything else that isn't room-specific.
Banjooie wrote:
Well, I personally have oft considered a hold based around dropped Master Walls.

Yeah, it'd be incompatible with CaravelNet, but you could do a lot with it.
I have also, although I probably wouldn't be the one to complete it.

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07-27-2006 at 12:51 AM
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Rabscuttle
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Banjooie wrote:
Well, I personally have oft considered a hold based around dropped Master Walls.

Yeah, it'd be incompatible with CaravelNet, but you could do a lot with it.

If you want high-scorable-dropped-master-wall rooms, then my idea is actually useful. woo!

Although another bad difference is you can't have the fake-master-doors next to normal doors.

But, a good difference is that you can have them in secret rooms!



[Last edited by Rabscuttle at 07-27-2006 01:23 AM]
07-27-2006 at 01:23 AM
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Beef Row
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Banjooie wrote:
Well, I personally have oft considered a hold based around dropped Master Walls.

Yeah, it'd be incompatible with CaravelNet, but you could do a lot with it.

Heh, I've considered this one too... maybe not a whole hold, but definitely a level. Based around fighting seep from INSIDE a wall. I dont' have enough puzzle sense yet to do anything cool with that one though, and the hold it would be in is nowhere near said wall yet plotwise.

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07-27-2006 at 05:37 AM
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Niccus
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Huh. Never seen a dropped Master Wall before, and now I feel awkward.

There goes my originality for a future level in my hold... and I thought I was being creative :|

That's okay though, I have eviler plans concerning a toggle.
07-27-2006 at 05:45 AM
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AlefBet
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icon Re: Master Walls During Testing (+1)  
Okay, I know I'm late to this party, but one option (if the devs want to do it this way) would be to have master walls always dropped during playtesting. Then to simulate them being closed, just never move on them.

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07-31-2006 at 01:54 AM
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mrimer
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AlefBet wrote:
Okay, I know I'm late to this party, but one option (if the devs want to do it this way) would be to have master walls always dropped during playtesting. Then to simulate them being closed, just never move on them.
I like this idea the best. I'll add it to 2.0.15.
08-02-2006 at 12:10 AM
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mrimer
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TripleM wrote:
As mentioned in the first couple of posts in this thread, that doesn't really work if you have any monsters in the room. And you can't really say that won't happen very much; since if theres no monsters in the room, theres not much point playtesting it, usually.
I don't get what wouldn't really work. Master wall state doesn't influence monsters.
08-02-2006 at 12:15 AM
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TripleM
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Sorry, I removed that post about 20 seconds after posting it and realising that. For some reason, I forgot monsters couldn't move on dropped master walls.
08-02-2006 at 12:20 AM
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mrimer
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TripleM wrote:
Sorry, I removed that post about 20 seconds after posting it and realising that. For some reason, I forgot monsters couldn't move on dropped master walls.
Okay, cool. I'm posting a new 2.0.15 patch candidate. Let's see how this works there.
08-02-2006 at 12:40 AM
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RoboBob3000
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Actually, the more I think about it, the more of a problem this might cause. What if novice architects now see the master wall as something like a floor pattern while testing? I'd suggest a warning that pops up when playtesting master wall rooms to inform the architect of this.

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08-02-2006 at 12:42 AM
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mrimer
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RoboBob3000 wrote:
Actually, the more I think about it, the more of a problem this might cause. What if novice architects now see the master wall as something like a floor pattern while testing? I'd suggest a warning that pops up when playtesting master wall rooms to inform the architect of this.
Heh. Well, you may be right. I don't think anyone who actually wants to test rooms with master walls would appreciate a dialog box popping up each time they playtest, though.
08-02-2006 at 12:46 AM
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Niccus
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An entry in F1 would do the job for me... Master Walls had been a relatively mystical object until I got on the forums.
08-02-2006 at 12:48 AM
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mrimer
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Niccus wrote:
An entry in F1 would do the job for me... Master Walls had been a relatively mystical object until I got on the forums.
Gah, I can't believe that's still not in there. I'll add it now. Thanks.
08-02-2006 at 12:49 AM
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AlefBet
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RoboBob3000 wrote:
What if novice architects now see the master wall as something like a floor pattern while testing? I'd suggest a warning that pops up when playtesting master wall rooms to inform the architect of this.
That's an interesting thought. You might be right. But I'd rather deal with that in feedback on the Architecture forum than with a nag screen. (On the other hand, the people who might make this mistake are the same people who may post to Holds without going through Architecture. The world is full of trade-offs, I guess.)

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08-02-2006 at 12:56 AM
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Tim
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I'm sorry to revive this thread, but I really want to say that I absolutely don't like this idea (even if it's already in the latest version).

As Adam said in the previous post,
the people who might make this mistake are the same people who may post to Holds without going through Architecture.
This is just almost asking for author-edit-only holds in the Holds board that cannot be finished and have to moved back to Architecture/Testing after some people already have scores for some of the rooms. And perhaps you know what kind of discussion we had when that happened...

Can I ask that this feature to be removed, or at least not part of the default settings?

-- Tim

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[Last edited by Tim at 09-29-2006 11:08 PM]
09-29-2006 at 11:07 PM
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