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Caravel Forum : DROD Boards : Architecture : Proximity mines 2: The return of the proximity mines (I decided to make a new, better hold based on the same thing)
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Someone Else
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File: Return of the proximity mines.hold (3.9 KB)
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icon Proximity mines 2: The return of the proximity mines (0)  
I really like this idea and I haven't seen anyone else use it even after The Spitemaster and I released Expert's challenge, or after I released Proximity Mines. So, I decided to make a new, better hold based on them.
Enjoy!

Note: It only has 1 level so far, but I am still working on it.

[Last edited by Someone Else at 08-11-2006 06:29 PM : Forgot the attachment.]
08-11-2006 at 06:29 PM
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Chaco
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icon Re: Proximity mines 2: The return of the proximity mines (0)  
I enjoyed playing the original Proximity Mines, so I guess I'll play this too.

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08-11-2006 at 07:00 PM
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larrymurk
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icon Re: Proximity mines 2: The return of the proximity mines (0)  
The first few rooms look ok. Checkpts. might be nice :)
08-11-2006 at 07:28 PM
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Chaco
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icon Re: Proximity mines 2: The return of the proximity mines (0)  
Alright, I finished. Here's what I have to say:

First of all, the one main problem with your proximity mines is that I can safely set them off if a monster is occupying the square your character is set to appear in. Placing eight around the bomb will help this, but won't cure it.

You can work around this by making the character be visible next to the bomb and having it rotate. The problem with this is that the character will then take up space on the game board.

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08-11-2006 at 08:25 PM
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UrAvgAzn
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icon Re: Proximity mines 2: The return of the proximity mines (0)  
Here's a link to Experts Challenge and Proximity Mines 1. Proximity Mines is near the bottom.

Keep posting,

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08-12-2006 at 12:35 AM
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UrAvgAzn
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icon Re: Proximity mines 2: The return of the proximity mines (0)  
Chaco wrote:
Alright, I finished. Here's what I have to say:

First of all, the one main problem with your proximity mines is that I can safely set them off if a monster is occupying the square your character is set to appear in. Placing eight around the bomb will help this, but won't cure it.

You can work around this by making the character be visible next to the bomb and having it rotate. The problem with this is that the character will then take up space on the game board.

Here's a demo for what Chaco found. I haven't been able to do that with any other mines though.

EDIT: Sorry for the double post...

EDIT2: 500th post!

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Such grief, such joy, to live at all."
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[Last edited by UrAvgAzn at 08-12-2006 12:59 AM]
08-12-2006 at 12:58 AM
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Banjooie
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icon Re: Proximity mines 2: The return of the proximity mines (0)  
Suggestion: Feature, Not Bug Mode.

IE, put down a differently colored square where the character is. Sorta like 'putting the pin back into the grenade'.
08-12-2006 at 01:52 AM
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Someone Else
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icon Re: Proximity mines 2: The return of the proximity mines (0)  
The best idea so far is to put 8 down. I could put 2 bombs down, increase the radius, and have the character on one of the bombs. Then it couldn't be blocked by a monster (or Beethro in a monster set-off mine area). It would take a genius to do monsters on all 8.
08-13-2006 at 02:13 AM
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Ezlo
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icon Re: Proximity mines 2: The return of the proximity mines (0)  
I never knew this existed. It's what I'm doing for Community Project level. :blush
08-13-2006 at 06:20 PM
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Someone Else
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Really? Wow!
08-16-2006 at 06:10 PM
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File: Return of the proximity mines.hold (7.3 KB)
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icon Re: Proximity mines 2: The return of the proximity mines (0)  
Here's the updated version.
08-31-2006 at 05:16 PM
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