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Caravel Forum : DROD Boards : Architecture : The Tardustrial Park
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Jeff_Ray...
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File: Tardustrial Park.hold (13.2 KB)
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icon The Tardustrial Park (0)  
So, here it is, yet another short hold that should make its way to the Holds Board.

This time, I've implemented story elements and a scripted Help Square (Removed them because I don't want them anymore)
Plans:
-2 Levels
-Some story
-Release to Holds Boards

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[Last edited by Jeff_Ray... at 04-01-2007 03:15 PM]
03-17-2007 at 04:07 PM
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tokyokid
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File: Easy or Hard.demo (880 bytes)
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icon Re: The Tardustrial Park (0)  
Cool!

1N: standard mud and tar cutting room.

1E: is really easy. You don't have to go through and strike all the orbs just to get to the mother. You can go right in from the south and kill it! Observe my demo:

And how do you get out of the room? In the demo, I see no way to get out. The tarbaby is killable, too.

To the editor!

3N: Okay, but pretty easy.

2N1E: I'm pretty sure this is impossible. When you go in to kill the first mud mom, the arrows prevent you from opening the second gate, which eventually leads to the second mud mother.

Please playtest your holds before you post them. Please. And about the SmS thing, even if you earn an 8 on a hold, it doesn't automatically give you access to making a SmS. The Caravel Team personally decides which hold-maker is worthy.

Take my hold, Ravenous, for an example. It earned an 8.4 out of 10 votes, which means I am eligible for making SmS, but I knew I wasn't ready to make one, and they'd probably rejuect my request.

So, Jeff. From what I see here, is not a SmS in the making. Keep striving, though. :)
03-17-2007 at 04:27 PM
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Jeff_Ray...
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icon Re: The Tardustrial Park (0)  
I guess you meant 2N1W instead of 1E.

New version!

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[Last edited by Jeff_Ray... at 03-17-2007 04:57 PM]
03-17-2007 at 04:51 PM
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tokyokid
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icon Re: The Tardustrial Park (0)  
New version's rooms are now solvable.
03-17-2007 at 05:23 PM
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Jeff_Ray...
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icon Re: The Tardustrial Park (0)  
Alright, I'm waiting for more comments.

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03-17-2007 at 05:47 PM
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Stefan
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icon Re: The Tardustrial Park (0)  
Ok, played it through. Here's my comments:

Level entrance description: I'm assuming that there should be something else than "Entrance 1" here.

2N1W: I solved it by first removing all the accessible tarstuff, so the hint didn't really apply to me. Also, the script seems a bit wrong, because
A) the mud baby can be killed, and
B) the mud baby tries to move to (37,13) when it should try to move to (37,12). The result of this is that it will never disappear.
C) "May you believe it or no, ..." would be better as "Believe it or not, ..."

I also don't see the point of the orb at (10,3). You don't have to hit it in order to exit the room. Perhaps you should make the orb at (6,28) close both entrance doors and make the orb at (10,3) open the outer door.

3N: Checkpoint(s) needed.

2N1E: Checkpoint(s) needed. Also, the hint square isn't marked, so you don't know that it's there.

2N: A checkpoint by the stairs would be nice.

Nice hold so far. It could have been a bit longer.

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03-17-2007 at 11:53 PM
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Jeff_Ray...
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icon Re: The Tardustrial Park (0)  
Thanks for mentioning.

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03-17-2007 at 11:59 PM
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Someone Else
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icon Re: The Tardustrial Park (0)  
Stefan wrote:
I also don't see the point of the orb at (10,3). You don't have to hit it in order to exit the room. Perhaps you should make the orb at (6,28) close both entrance doors and make the orb at (10,3) open the outer door.

The only thing is, you would have to change the script in order to do this.
03-19-2007 at 08:21 AM
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Stefan
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Someone Else wrote:
The only thing is, you would have to change the script in order to do this.
Why? The mud baby would behave a bit silly (but it does that already (why does it at all strike the orb at (22,12), "trapping" itself?)), but the room would be possible and you'd be forced to hit the orb behind the green door.

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03-19-2007 at 09:06 AM
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MeckMeck GRE
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icon Re: The Tardustrial Park (0)  
1N : Easy starter room.
2N1W : Ok... good horde management room.
2N1E : I like the idea... a little easy anyway
3N : Challenging... I needed a few tries for this one.

Nice hold.
03-19-2007 at 04:18 PM
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Jeff_Ray...
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icon Re: The Tardustrial Park (0)  
Update! Level 2 with two new secrets added!

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03-24-2007 at 01:50 PM
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bomber50
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icon Re: The Tardustrial Park (0)  
FIXED.

[Last edited by bomber50 at 03-24-2007 02:21 PM]
03-24-2007 at 02:05 PM
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Jeff_Ray...
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icon Re: The Tardustrial Park (0)  
Thanks for telling
The version should be there now.

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03-24-2007 at 02:09 PM
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MeckMeck GRE
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icon Re: The Tardustrial Park (0)  
The stairs in level 1 are leading to the end of the hold instead to level 2.
03-24-2007 at 02:09 PM
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Jeff_Ray...
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These gobbin' stair bugs!

Update above.

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03-24-2007 at 02:21 PM
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bomber50
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icon Re: The Tardustrial Park (0)  
Here's a quick review of the first level.

Once North: Good starting room.

Twice North: Now, what's the point of those doors? In fact, I think you should just remove them. Someone might be unable to solve Twice North, Once West and they'll just stop.

Twice North, Once West: I've only been able to complete this room
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SECRET ROOM: ANNOYING, ANNOYING, ANNOYING.

Thrice North: Is this room possible?

Twice North, Once East: Really good room.


03-24-2007 at 02:28 PM
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Jeff_Ray...
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icon Re: The Tardustrial Park (0)  
2N: Maybe, but I wish the player to see the story first. There may be some other way to do it though...

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03-24-2007 at 02:34 PM
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tokyokid
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Some things on level 2: I generally liked this level better than the first.

Entrance: pretty simple.
1N: Can get a little hard. I like it though.
2N: There is no reason to strike the orb to the north. So you can avoid the tar baby hord altogether. And the goblin attack is easily defeated.
1E: Not much to say about this room.
1S: I like this one.
1W: O.K.
1S1W: Fine.
2W: Yeah, it's o.k.
Secret: A bit more challanging than 2W.

Pretty good level!


03-24-2007 at 02:35 PM
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bomber50
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You could always just remove the green door on the orb and make the NPC come in to the room immediately and tell the story.


LEVEL TWO REVIEW

Entrance: I drop the green door. I hit tar. It makes tar babies. I don't kill the tar babies and leave. I can't beat the room.

Once South: I don't know what you wanted to do here. Did you want to have to use the mimic and stab tar at the same time? Did you think that somehow you needed to do that?

There's an easy way. Just put the mimic in the tar alcove and wait.

Once West: Another good room.

Once North, Once West: Unintended solution? Kill the tar mother first?

[Last edited by bomber50 at 03-24-2007 02:47 PM]
03-24-2007 at 02:44 PM
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Jeff_Ray...
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icon Re: The Tardustrial Park (0)  
New Version! Level 2 is now finished. Comment, and track any bugs!

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03-25-2007 at 05:51 PM
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Jeff_Ray...
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icon Re: The Tardustrial Park (0)  
Err... dring dring? The hold hasn't got a comment in days. Please comment now.

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03-28-2007 at 10:15 AM
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NiroZ
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Jeff_Ray... wrote:
Err... dring dring? The hold hasn't got a comment in days. Please comment now.
Is this the final version?
Not that I've actually played it, I'm just wondering.
03-28-2007 at 10:49 AM
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Stefan
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I've now played all rooms but one.

The Tardustrial Park:
Secret room:
It's impossible to drop all trapdoors (the SW and SE orbs have trapdoors underneath them). I'm guessing this isn't intentional.
2N1W: The mud baby can be killed. Also, "Believe it or no, ..." should be "Believe it or not, ...".

Tardustrial Park Undergrounds:
1S:
The timer is quite long. It could be shortened by about three spawns.
2S: Nice room. A checkpoint would be nice, though.
1S1E: Checkpoint, please (for example in the upper corridor).
1E: Checkpoints required.
2E: A checkpoint on one of the trapdoors would be nice.
1N1E: Checkpoint(s) needed.
2N: Checkpoint by the stairs, please. A checkpoint somewhere else (in the central area) would be good as well.
1N1W: I probably did this in a slightly unintended way (I put the mimics at (16,20) and (20,20) and went straight ahead to kill the mother), because the timer felt a bit long.
2W: Checkpoints needed.
Secret room: I'm not even going to try to solve this room before some (more than a few) checkpoints are added.

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03-28-2007 at 04:13 PM
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Jeff_Ray...
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icon Re: The Tardustrial Park (0)  
Thanks. This hold is now sent to the Hold Admins.

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04-01-2007 at 03:18 PM
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