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Caravel Forum : DROD Boards : Feature Requests : Tunnel-turn tokens
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Kwakstur
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icon Tunnel-turn tokens (+1)  
Even though I don't like - or even use - tokens, I might as well propose something, since they're here, anyways. This thing could make some very evil puzzles: Tokens that turn tunnels 90 degress clockwise or counterclockwise. Before you know it, all the tunnels lead somewhere else, and when it comes to rotations like 90 degrees, you may not be able to leave through tunnels the way you came.

This would not only make some evil puzzles, but would also explore the characteristics of Tunnels.
      ---\
_____/   |
  <  -B  >
~~~~~\   |
      ---/

Here, Beethro can't cross that path, because if he goes west while standing on a tunnel with an east opening, he'll warp. So he has to make that tunnel face north or south (or even west) so that he doesn't warp when we walks west across it.

So this not only makes odd puzzles with changing which tunnels connect where, but also which ones are forced to be entered.

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06-05-2007 at 12:51 AM
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zonhin
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icon Re: Tunnel-turn tokens (0)  
Good idea. Doesn't seem to hard to program, it has puhzle potenshul, and it's useful.

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06-05-2007 at 01:02 AM
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Tahnan
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icon Re: Tunnel-turn tokens (0)  
Oooh, what an excellent idea. I mean, I'm still a little undecided about arrow tokens, but I agree that this is a logical extension of them, with just as much utility.
06-05-2007 at 03:38 AM
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NiroZ
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icon Re: Tunnel-turn tokens (0)  
I don't know about you guys, but I'd find this idea painfully confusing. Force arrow rotation tokens are bad enough for me as it is.
06-05-2007 at 08:04 AM
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vittro
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icon Re: Tunnel-turn tokens (+1)  
I like this idea personally. Would also be easy to implement.

Next token : ROOM ROTATOR! ( Rotates the room by 90° )

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06-05-2007 at 12:42 PM
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Briareos
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icon Re: Tunnel-turn tokens (+1)  
vittro wrote:
Next token : ROOM ROTATOR! ( Rotates the room by 90° )
Yay. And a monster rotator!

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06-05-2007 at 01:22 PM
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zex20913
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icon Re: Tunnel-turn tokens (0)  
We need to have potatoes in the game, so we can have potato rotators.

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06-05-2007 at 03:43 PM
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Jatopian
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icon Re: Tunnel-turn tokens (0)  
The main problem would be coming up with decent tokens that're different from the arrow rotators.

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06-05-2007 at 03:45 PM
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Ravon
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icon Re: Tunnel-turn tokens (+1)  
zex20913 wrote:
We need to have potatoes in the game, so we can have potato ro-taters.

fixed.

[Last edited by Ravon at 06-05-2007 09:35 PM]
06-05-2007 at 09:35 PM
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Geiler Hengst
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icon Re: Tunnel-turn tokens (0)  
i like the idea, but i guess it would have been easier to integrate in the game if it had come included with the force arrow rotation, as two different rotators might be hard to hold apart.

But apart from that nice idea
06-05-2007 at 10:37 PM
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Tahnan
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File: new potato.jpg (56.8 KB)
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icon Re: Tunnel-turn tokens (+2)  
As a follow up on this post.

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[Last edited by Tahnan at 06-05-2007 10:52 PM]
06-05-2007 at 10:42 PM
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zonhin
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icon Re: Tunnel-turn tokens (0)  
Damn it Tahnan! I was going to post that!

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06-05-2007 at 11:30 PM
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bomber50
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icon Re: Tunnel-turn tokens (0)  
This tunnel token could also rotate arrows by 90 degrees.

That would make for some more puzzle potential.
06-06-2007 at 12:32 AM
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calamarain
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icon Re: Tunnel-turn tokens (0)  
Why, oh why did I start the potato idea going? :P

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06-06-2007 at 02:52 AM
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zonhin
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icon Re: Tunnel-turn tokens (0)  
Hey, I helped. Give me some credit.

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[Last edited by zonhin at 06-06-2007 02:58 AM]
06-06-2007 at 02:58 AM
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zex20913
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icon Re: Tunnel-turn tokens (0)  
Well potatoes do go well with ketchup and puppies...

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06-06-2007 at 02:58 AM
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zonhin
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icon Re: Tunnel-turn tokens (0)  
I agree, I had some in the bad evil restaurant.

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[Last edited by zonhin at 06-06-2007 03:02 AM]
06-06-2007 at 03:01 AM
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Someone Else
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icon Re: Tunnel-turn tokens (0)  
bomber50 wrote:
This tunnel token could also rotate arrows by 90 degrees.

That would make for some more puzzle potential.

No, actually this would make less. Since we already have force arrow rotators, and we can just use scripting (along with tunnel rotators) to make the effect you mentioned, tunnel rotators should just rotate tunnels.
06-06-2007 at 05:44 PM
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Sillyman
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icon Re: Tunnel-turn tokens (0)  
Yeah. I agree on making them separate. I don't think it would be a problem for the patch that introduces this to change the force arrow rotator token graphics as well. And it's not possible to rotate tunnels at all right now, so this should be implemented.

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06-07-2007 at 09:16 PM
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Chaco
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icon Re: Tunnel-turn tokens (0)  
It is possible to destroy tunnels with builders however, so with some clever placement it is possible to turn tunnels 180 degrees :)

However, what with builders not being able to build tunnels, and the aforementioned inability to turn things, that's about all you can do with the existing elements.

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06-07-2007 at 09:54 PM
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