One of the cardinals rules of DROD room design is to not make rooms that rely on the order that monsters move.
So I just read the article.
And then I lol'd.
Edit: Anyway, what I do when I want to make a room is I drop a bunch of random elements into a room, and let 'em interact. Then, hopefully, I notice something.
For instance, 'Hey, these briar roots--they're not growing over these hot tiles!'
Then I think of what hot tiles do.
That is: They restrict sword turning. They kill monsters. They prevent you from standing in one place.
Hey, hot tiles /force you to move/ in general. Hey, while we're here, let's fork off an idea.
When you don't move, a hot tile kills you. What's something we DON'T want a hot tile to kill?
Halph.
So now we have a room where Halph needs to constantly move.
BUT WAIT!
It takes him a turn to hit the orb--which means if he hits an orb, he dies.
But--but but but, he changes direction every time you hit a door.
And suddenly, you have a room wherein you have to keep hitting doors as you go through a maze to keep Halph from burning to a crisp.
Not sure what happened to the briars, but there's other rooms for that.
[Last edited by Banjooie at 04-19-2007 11:25 PM]