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Caravel Forum : DROD Boards : Holds : Don't Kill the Messenger (Get the King's message.)
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8.2/10 (20 votes)
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Author Name:LarryMurk
Submitted By:larrymurk
Hold Name:Don't Kill the Messenger
Theme:Get the King's message.
Author's Difficulty:
Number of Levels:3
Number of Rooms:13
Number of Monsters:98
Version:DROD: Journey to Rooted Hold
High Scores:View High Scores
Hold Karma:2 (+2 / -0)
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File: Dont Kill the Messenger.hold (7.7 KB)
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icon Don't Kill the Messenger  
Will Beethro get the King's message or will he just have to kill the messenger?

Thanks to testers:
Stefan
wallu
11-15-2006 at 03:01 PM
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Doom
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icon Re: Don't Kill the Messenger (+1)  
There's a very significant trivial solution in L2:2N. See my demo for details. I'm not actually exactly sure what you're supposed to do there...

So far usual consistently good work from Larry. Looking forward to the last level.

Edit:
Aaaand... Mastered!

[Last edited by Doom at 11-15-2006 05:47 PM]
11-15-2006 at 04:51 PM
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larrymurk
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icon Re: Don't Kill the Messenger (0)  
Oops. This unintended solution could be corrected quite easily. I'm not sure what the process is these days for editting a room. If someone can explain what I'd need to do I'd appreciate it.

Actually, Doom's solution is nice too so no big deal.

[Last edited by larrymurk at 11-15-2006 05:58 PM]
11-15-2006 at 05:23 PM
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jbluestein
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icon Re: Don't Kill the Messenger (0)  
larrymurk wrote:
Oops. This unintended solution could be corrected quite easily. I'm not sure what the process is these days for editting a room. If someone can explain what I'd need to do I'd appreciate it.

Actually, Doom's solution is nice too so no big deal.

Wow...I found the unintended solution and it took a few downloads of demos to find someone who had done it the intended way.

Well, the intended way is much more elegant, I'll say that. It also makes the messenger's commentary make more sense.

On to Level Three!


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11-16-2006 at 07:57 PM
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jbluestein
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icon Re: Don't Kill the Messenger (+1)  
A very nice, short and sweet hold from larrymurk, using some absolutely fiendish tricks.

I have not been able to beat the secret room yet, and out of the nine required rooms in the hold I was only able to solve six of them without hints. (Two of these I would likely NEVER have solved on my own, as I was had a wrong assumption about one type of monster movement and something I hadn't ever really noticed before about another type of monster movement.)

But I definitely had a nice glow of pride when I managed to solve one of the rooms on my own.

This hold gets a 9 from me, with 9 brains of difficulty.

Josh

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11-17-2006 at 08:35 PM
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Jeff_Ray...
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icon Re: Don't Kill the Messenger (0)  
Off topic: 4000th post!

On-topic: It's a very challenging hold. I'm up to 1N in messenger 1.

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11-18-2006 at 12:49 AM
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Stephen4Louise
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icon Re: Don't Kill the Messenger (+1)  
This is a perfect example of how a hard hold should be made. It is of above average difficulty, but that is balanced by the shortness of the hold. If it had been longer I probably wouldn't have bothered.

I've even learnt a few new tricks playing this and Ssslitherin.

The last two rooms in level 3 are my favourites.

Now there's just the matter of a secret room to contend with.

Keep up the good work Larry.

Steve.
11-18-2006 at 07:22 PM
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Briareos
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icon Re: Don't Kill the Messenger (+1)  
Great hold, albeit a bit short... :P (thus a rating of 9 with 7 ½ brains)

And I guess what we do learn from it is that triple redundancy just doesn't cut it, at least not in the Eighth... ;)

np: Underworld - Jumbo (Everything, Everything (Live))

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11-19-2006 at 02:59 PM
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Blondbeard
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icon Re: Don't Kill the Messenger (+1)  
Alright! I have played the hold, and it contains some very good rooms, but it also contains some rooms I didn't like. Scripted rooms where you don't know exactly how the room works, and then we have the evil one (Messenger 3 Entrance).
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Overall I would say that most rooms deserved an overall raiting of 8, and some a raiting of 9 (Messenger 3 1N was absolutely brilliant!), but as a whole I find the hold good, but not great. Thus a 7 for overall raiting.
11-23-2006 at 06:52 PM
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Briareos
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icon Re: Don't Kill the Messenger (+1)  
Blondbeard wrote:
Scripted rooms where you don't know exactly how the room works
Ummm... the only scripts used in the whole hold were for speech - the monsters were all moving as usual, i.e. their movement wasn't scripted...

np: T.Raumschmiere - Radikal Meditation (Random Noize Sessions Vol. 1)

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[Last edited by Briareos at 11-23-2006 07:48 PM]
11-23-2006 at 07:03 PM
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Blondbeard
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icon Re: Don't Kill the Messenger (0)  
:blush :(

Then the guards/serpent logic is above my understanding. Well... I'm sorry.
11-23-2006 at 07:27 PM
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Chaco
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icon Re: Don't Kill the Messenger (0)  
It's about the same logic as in Tar Ballroom and The Dancers - serpent bodies count as obstacles to brained monsters.

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11-23-2006 at 07:36 PM
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Kwakstur
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icon Re: Don't Kill the Messenger (+1)  
Yet another larrymurk hold that I'll never beat. How do you make stuff like this? Even in the very first room of this hold, I see the ideas of a true genius.

I see a green door in the editor and I think "put this at the room's exit." Apparently, I'm not as open-minded with this game as you are. :look

Keep up the good work. I won't be able to vote, though. :nugget

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11-27-2006 at 10:26 PM
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