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Caravel Forum : DROD Boards : Feature Requests : Double-Eye (And other ideas.)
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vittro
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icon Double-Eye (+1)  
Think at the puzzle potential of the Double Eye. There will be some Double Eye monsters that can spot u in 2 directions or maybe 4.

F = floor normal
f = line of sight
d = double eye

FFfFF
ffdff
FFfFF

^ This is a four direction example.

The same with up and down, left and right, and the diagonal axis.

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Eye Queens. You think this is impossible? NO! Why the queen must spawn near some eye babies? So, when a Queen spot u, it launches toward you some activated evil eyes. So, u wait 2 turn, 2 eyes spawned, 100 turns, 100 eyes spawned. I think this is a good idea ( think to puzzle potential. )

The same for Double Eye Queens.

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I know it has already request but i want anti-doors!!! Think : a checkpoint placed on a trapdoor. an anti trap door and a green door blockes a secret. U dont must use the checkpoint for get the secret.

Also i want Finished room doors : when u exit and reenter a cleaned room they raise for always. Useful for my idea or for blocking scripts, secrets etc... etc...

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Slayer Door : U must kill all slayers in room for open it. The slayers will never be respawned it that room.

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Idea from Wonderquest = Toggleable arrows : When u click a orb, the selected arrow is disabled/enabled/toggled.

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Clean Room Orb : When u clean the room it clicks automatically.

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Trampoline : When beethro lands on Trampoline, it makes beethro go 5 squares in the direction that he comed. Useful for jump pits
doors and walls. The trampoline can be activated/deactivated/toggled by orbs.

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Goblin King : It runs from beethro and every 30 turns all goblins in the room will be splitted. ( 1 goblin = 2 goblin = 4 goblin )
When all the goblins are killed, he stop running and go straight for u like a goblin. It's required for finish room.

---------------

Tell me what do u think.

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09-21-2006 at 08:01 PM
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Chaco
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icon Re: Double-Eye (+1)  
Uh, if you've played JtRH or looked around in the editor, you'd know that we already have a Goblin King. :)

Other than that, I don't understand how the Eye Queen works, and you can get double eyes, quadruple eyes, and just about any other direction eye with scripting.

Anti-doors are suggested (and are probably already implemented) however I really hate your suggested use for them - checkpoints are to help the player, not to be used as a challenge. Besides, what if there are other trapdoors in the room?

Other than that, the rest of your items can be done with scripting and are kind of boring puzzle-wise.

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09-21-2006 at 08:05 PM
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NiroZ
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icon Re: Double-Eye (0)  
As for the slayer door, Slayers are supposed to be invincible(and are in most cases)
09-22-2006 at 01:13 AM
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Jatopian
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NiroZ wrote:
As for the slayer door, Slayers are supposed to be invincible(and are in most cases)
But they aren't, and they're quite fun to kill, and a certain recent hold could've used some.

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09-22-2006 at 01:27 AM
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Kevin_P86
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icon Re: Double-Eye (0)  
If you're going to add a slayer door, why not add a roach door, and a roach queen door, and an evil eye door, and a goblin door, and a tar mother door, and a mud mother door, and a rock golem door, and a seep door, and a guard door, and a serpent door, and a rattlesnake door, and a spider door, and a wraithwing door, and a brain door...? :)

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09-22-2006 at 01:38 AM
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Chaco
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icon Re: Double-Eye (0)  
And a Halph Door, and a Beethro Door, and an NPC door! Ooh! How about a wall door? Pit door? Obstacle door. Door door! JtRH door. DROD door. :)

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09-22-2006 at 01:44 AM
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Kevin_P86
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icon Re: Double-Eye (+1)  
I'm all for the door door! That sounds like an awesome idea!

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09-22-2006 at 01:46 AM
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NiroZ
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icon Re: Double-Eye (0)  
...Door Door Door, door door door, door door door door door door door door...
09-22-2006 at 02:14 AM
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Drgamer
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icon Re: Double-Eye (+1)  
Chaco wrote:
And a Halph Door, and a Beethro Door, and an NPC door! Ooh! How about a wall door? Pit door? Obstacle door. Door door! JtRH door. DROD door. :)
And what about the trapdoor door door?
09-22-2006 at 02:39 AM
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NiroZ
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Drgamer wrote:
Chaco wrote:
And a Halph Door, and a Beethro Door, and an NPC door! Ooh! How about a wall door? Pit door? Obstacle door. Door door! JtRH door. DROD door. :)
And what about the trapdoor door door?
But don't forget the anti anti door door trapdoor slayer door!
09-22-2006 at 02:50 AM
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zex20913
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My thoughts on the non-door portions of this FR.

The double eye sounds like a nice touch, and I don't recall anything like it being suggested before. However, it does seem rather easy to accomplish with 2 eyes. The only benefits appear to be for monster manipulation, and saving one square.

The queen eye suggested is like an eye spawner, if it sees you, as far as I understand it. I sort of like it as a controlled filler, like if you need 5 monsters, and don't want to wait for tar. This certainly has some puzzle potential, but I'd hate to see it in both the hands of poor and awesome architechts. Think of a Doom or Larrymurk hold where you need precisely 13 evil eyes spawned to kill a snake. 12 wouldn't be enough, and 14 would be too many, and the room would be hard even without them. Of course, whatever new elements there are, those two will probably be making the toughest rooms.

Some of these ideas have been discussed already (search diving board) and some are probably implemented (maybe even the double eye, who knows.) Either way, I'm done commenting.

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09-22-2006 at 03:36 AM
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Tahnan
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icon Re: Double-Eye (+3)  
OMG OMG OMG! Door Queen! Every thirty turns it spawns a new door!
09-22-2006 at 06:20 AM
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Beef Row
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zex20913 wrote:
The queen eye suggested is like an eye spawner, if it sees you, as far as I understand it. I sort of like it as a controlled filler, like if you need 5 monsters, and don't want to wait for tar.

I don't think its much of a filler, he said it would spawn 'activated' (awake) eyes. It seems to be that if you are in the eye queen's line of sight, it will spawn an eye ON that line of sight. And since the eye queen's action would always come before the newly spawned eye, I suspect in practice this would happen every 2nd turn, not every turn.

I'm honestly not sure if I like this idea or not, but its certainly more creative than some queen ideas we've seen. (IE: x behaves just like a roach queen, but spawns y)

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09-22-2006 at 09:00 AM
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zex20913
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icon Re: Double-Eye (0)  
If the spawner were implemented, I'm sure some friendly code could be made so that it spawns after eyes move.

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09-22-2006 at 02:04 PM
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Beef Row
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zex20913 wrote:
If the spawner were implemented, I'm sure some friendly code could be made so that it spawns after eyes move.

Heh, I actually mentioned that side-effect not because I thought it would be unaviodable, but because I found it to be more appealing than one every turn.

As an aside, do roach queens lay eggs before or after monster movement? Or does it happen on their 'turn' in the movement order (which was what I was thinking when I posted that)?

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09-22-2006 at 07:34 PM
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mrimer
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Beef Row wrote:
As an aside, do roach queens lay eggs before or after monster movement? Or does it happen on their 'turn' in the movement order (which was what I was thinking when I posted that)?
Roach queens lay eggs on their turn, exactly after they make a move.

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[Last edited by mrimer at 09-23-2006 01:16 AM]
09-23-2006 at 01:16 AM
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Jatopian
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icon Re: Double-Eye (0)  
You know, the Slayer doesn't trigger green doors. There should at least be some way to do it with scripting or something.
Wubbas too.
The sarcasm is a mite offensive to me.

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09-23-2006 at 02:49 AM
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Banjooie
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icon Re: Double-Eye (-1)  
I'm terribly sorry that the sarcasm was a mite offensive to you. We will try harder to offend you in the future.
09-23-2006 at 05:17 AM
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Tahnan
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icon Re: Double-Eye (+1)  
Perhaps "Wait for Slayer at..."/"Wait while Slayer at..." in the scripting? (Though then do we need fine-grained distinctions like "wait for roach/tarbaby/mudbaby/spider at...."? Answer: no, not really. That way madness lies; and anyway, the slayer's a pretty special case of monster/NPC.)
09-23-2006 at 09:51 AM
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