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Kevin_P86
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Ok - this is a TOUGH room, at least for me... however, the number of roaches per spawn (16) is necessary in an attempt to enforce the strategy I had in mind, so rather than have fewer roaches per spawn, I kept trying, and it is certainly possible.

I also took the liberty of getting rid of the secret-wall path leading out of 1E that didn't go anywhere.

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09-14-2006 at 12:20 AM
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Level 3 is now made, along with a rather poor slayer puzzle.

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09-14-2006 at 01:11 AM
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Okay! I'll go!
Edit: PASS! A simple Ortho room.
Next... is anyone i guess!

[Last edited by tokyokid at 09-15-2006 10:19 PM]
09-14-2006 at 10:40 PM
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Canadian_Army
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OK... I guess we will just finish level 3 and then put this project up

WHo would like to go next?

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09-17-2006 at 08:10 PM
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UrAvgAzn
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Only three levels? Lets go for five. I'm loving this project. People are probably just 'occupied' because of the school start.

Keep posting,

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09-17-2006 at 08:24 PM
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Kevin_P86
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It has been going kind of slow lately, but I would assume it is as least partly because summer vacation is over for most (as UrAvgAzn mentioned).

I guess I will go again.

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09-17-2006 at 08:38 PM
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Chaco
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Hey, uh, Kev? While you're at it, could you fix the Pitsland room so you can get back from that wing? That currently makes level 2 sort-of impossible.

Whoever made that seep/decoy room (I forget who at the moment and am too lazy to go check) - great job. That took a lot of thinking and I was very pleased when I finally killed everything.

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09-17-2006 at 09:03 PM
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Kevin_P86
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I didn't even realize you couldn't return from that wing! I couldn't think of a particularily elegant solution, so I just added an orb just above the green door instead of one of the walls. If someone has a better idea, you can either let me know, or change it later.

The Seep / decoy room was me. I made the 5 rooms in the shape of an X with that room in the middle.

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09-17-2006 at 09:25 PM
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I'll go again after Kevin

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09-17-2006 at 09:40 PM
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I agree w/ UrAvgAzn. We should finish a level 5, and wait a week to see if any bugs pop up, and then publsih it.
Edit: we could have it tested on archetecture. ;)
Edit2: Oh, I'll go next.

[Last edited by tokyokid at 09-17-2006 11:02 PM]
09-17-2006 at 10:48 PM
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Kevin_P86
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PASS.

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09-17-2006 at 10:59 PM
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Chaco
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tokyokid wrote:
we could have it tested on archetecture.

xD xD xD

*rolls on floor laughing*

I'm going next, to make a smoother fix to the Pitlands wing, and to make the secret room in Group Effort.

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[Last edited by Chaco at 09-17-2006 11:16 PM]
09-17-2006 at 11:01 PM
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Chaco
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PASS.

Included in this file are:

1. A secret room in Hold Passing.
Click here to view the secret text

2. A smoother way to allow access back to the main Group Effort level.

3. The stairs in Group Effort now lead to Teamwork.

4. Various minor aesthetic changes.

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[Last edited by Chaco at 09-18-2006 01:39 AM]
09-18-2006 at 01:39 AM
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Canadian_Army
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tokyokid then me

and ok 5 is a good number

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09-18-2006 at 05:45 AM
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Kevin_P86
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Jeff, then tokyokid, then you, it seems.

And there's really no reason to decide how big it's going to be. I say let it be as big as people are willing to make it. But, of course, it's not my decision - if you want to stop it after 5 levels, that's your choice.

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09-18-2006 at 08:39 AM
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tokyokid
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Go, Jeff, go!! :)
09-19-2006 at 12:14 AM
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Sorry, but busy with homework and life.
I'm working on it now.

EDIT: Done! Brained queen+goblin+orthosquare=good room (for me)

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[Last edited by Jeff_Ray... at 09-19-2006 02:28 AM]
09-19-2006 at 01:44 AM
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Canadian_Army
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err i believe its my turn...
It'll be on soon enough!

EDIT: pass

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[Last edited by Canadian_Army at 09-19-2006 02:53 AM]
09-19-2006 at 02:28 AM
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Kevin_P86
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Regarding 1S - perhaps you were unaware that the slayer does not enter unless you enter on the middle of the three entrance squares? That seems rather unpredictable to me. The game does let you put multiple "slayer entrance" squares, so it'd likely be a good idea to put one on each of the three entrance squares (since the room is not possible without the slayer, and if the slayer were to not enter, it might cast doubts into the minds of its players regarding whether it's possible or not).

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09-19-2006 at 04:45 AM
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It was tokyokid's but oh well...

Tokyokid's turn!

I'll go next.

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09-19-2006 at 11:22 AM
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Kevin_P86
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Chaco: regarding the "aesthetic improvements" you have been making...

In general it is a good idea (although certainly not necessary) to have things like consistent floors between directly connected rooms. However, I see no reason to as a rule have consistent walls / pits between rooms. Boundaries between walls and pits can be anywhere in the middle of a room. Why are you more or less absolutely opposed to having such boundaries coinciding with the boundary of adjacent rooms? The only reason might be "it looks better in the editor" - however, people playing this hold are likely not going to see it in the editor. And even if they do, an architect is not obligated to impress people who are looking at their hold in the editor. Besides - the only reason to look at someone else's hold in the editor is if you intend to modify it, or to see how something (such as scripting) was done.

Second, when replacing walls with pits, I agree it is generally the case that it doesn't change anything in terms of gameplay. However, it is important to understand and have in mind the functional differences between walls and pits. There are two that are especially important:
1) Wraithwings can fly over pits but not through walls.
2) Evil eyes can see over pits, but not through walls.
When you replaced many of the walls in my room Group Effort : 3N1E with pits, you in fact did change the room.

Third, when replacing these walls with pits, in my opinion some of the rooms themselves look much worse than they did. Specifically, Group Effort : 3N1W and 1N1W, just to name a few of my rooms which were affected in this way.

Lastly, most everything else you have changed (floors, obstacles, etc) I personally am quite indifferent towards - I have no objection to you changing my rooms in those respects. However, it is quite possible that this is not a concensus. You have to keep in mind that you are changing someone else's work; by doing this, you are suggesting that you know what they want better than they do themselves. It is definitely possible they had a reason for choosing the floor they did, or for putting walls vs. pits where they did, for example. These things are the architects decision, much like which colours to use in a painting are the artist's decision.

I don't mean to be rude, but I needed to state my opinion on the matter.

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09-19-2006 at 08:19 PM
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Chaco
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Gah, I'm sorry. I completely forgot that when I was making those changes.

I made those changes for two reasons:

1. Players have a minimap, you know - it's the same one in the editor. Thus it is still available to them.

2. It looks pretty inconsistent to be in one room, and have a wall, and then have it suddenly change into a pit when the wall center stuff goes into... well... not a wall.

But yes, I did break the puzzle, and for that I admit my mistake. Note, however, that the room would function the same way if the eyes were replaced by brains.

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09-19-2006 at 09:00 PM
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tokyokid
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Okay, It's okay, Candadian Army, I'll just go now.
edit: Darn, you guys, you didn't add a path for another room! ;)

[Last edited by tokyokid at 09-19-2006 11:07 PM]
09-19-2006 at 10:51 PM
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Chaco wrote:
But yes, I did break the puzzle, and for that I admit my mistake. Note, however, that the room would function the same way if the eyes were replaced by brains.

Not exactly - roaches are spawned, and I don't think they'd act the same, even if they can't reach you (I could be wrong - I can't remember how brained roaches that don't have a path to you act).

It'd also be possible to just turn the eyes so they aren't facing the player's quarter of the room.

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09-19-2006 at 11:47 PM
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tokyokid wrote:
edit: Darn, you guys, you didn't add a path for another room! ;)

Add one anywhere you like, then, as long as there are green doors as appropriate so as not to change the room you are leading out of.

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09-19-2006 at 11:50 PM
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PASS! Added a room with a lot of things to keep track of. ;)
09-20-2006 at 12:08 AM
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Is there a reason you put a green door leading into 1S which leads directly into a wall?

Edit: Here is a new version with Group Effort : 3N1E and Teamwork : 1E fixed. I also removed the green door from Teamwork : 1S1W that didn't lead anywhere. If you intended it to lead into 1S, you can put it back, but be sure to put the correspoding not-wall in 1S.

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[Last edited by Kevin_P86 at 09-20-2006 12:51 AM]
09-20-2006 at 12:29 AM
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I'll fix 1S whenever I go next

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09-20-2006 at 12:56 AM
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Canadian_Army wrote:
I'll fix 1S whenever I go next

There's nothing wrong with 1S - there was just a green door leading into it from 1S1W that led into a wall. I have since removed the green door and replaced it with a wall, so everything's ok now.

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09-20-2006 at 01:29 AM
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I'll make a room when i'll be able to!
(Is the list free?)

EDIT: PASS! Fixed 1S's slayer bug and made 2s, related to snake killing with mud-babies.

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[Last edited by Jeff_Ray... at 09-20-2006 12:27 PM]
09-20-2006 at 02:59 AM
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