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goldenferret
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icon An Architect's Tutorial (+1)  
A little hold I made to remind those architects (well, myself mostly) who have forgotten the step-by-step instructions to coming up with a room.

If you liked this little offering, please post your own.

Edit: Added Jacob's level. Loving it! You must go!

And if it's not a whole lot to ask, I'd like to be able to include your holds in mine, as sort of a compilation (credit will be given where credit is due).

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[Last edited by goldenferret at 09-02-2007 12:29 AM : new version]
08-26-2007 at 10:01 PM
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vittro
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I'm playing through it right now. Just a notice : it's not rattleserpents, but rattlesnakes.

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08-26-2007 at 10:20 PM
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goldenferret
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Whoops... typo.
(Seep/seeps...aumtlich/aumtlichi...whatever.)

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08-26-2007 at 10:24 PM
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Chaco
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vittro wrote:
I'm playing through it right now. Just a notice : it's not rattleserpents, but rattlesnakes.

No, officially they are, in fact, called rattleserpents by Architects, but "rattlesnakes" is a derogatory term usually used by Smitemasters.

In other words, since this is a tutorial for Architects it's probably a good idea to use "rattleserpents".

Anyway, this is an interesting idea and I think I'll look it over.

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08-26-2007 at 10:40 PM
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vittro
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icon Re: An Architect's Tutorial (0)  
Here's my little tutorial.

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08-26-2007 at 10:46 PM
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Chaco
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goldenferret - This is a pretty nice start. You've stepped through many of the processes of architecture.

The one process you haven't mentioned is playtesting, however - you need to be sure that you think the room is fun, and you also need to make sure that if you do the wrong thing that the room doesn't work. I've caught several unintended solutions by deliberately doing the wrong thing as well as I can.

Anyway, the room itself is constructed nicely, but is actually really difficult - you can't let the rattlesnakes trap themselves in the first area or block any of the switches, and those force arrows are pretty nasty.

Overall, pretty nice, but I think there's room for improvement for everyone else. I'm going to go play vittro's through and see what he did.

EDIT:

Right, I can't, since vittro insists on using 3.1. One of the downsides of rushing to upgrade so soon, I guess.

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[Last edited by Chaco at 08-26-2007 10:54 PM]
08-26-2007 at 10:51 PM
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goldenferret
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Yes, and I plan on adding more levels just to illustrate the process better. After a bit of playtesting myself, I have realized that it was indeed incredibly hard, so I changed it a little.

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08-26-2007 at 11:02 PM
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vittro
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Ahh I forgot... I made it with the 3.1 build -.-

Well you'll test when 3.1 comes out.

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08-26-2007 at 11:03 PM
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goldenferret
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Excellent. :D
I plan on adding to the hold by making another level: this one about building themed rooms, maybe later try to come up with something for levels or plot. Until then, keep clicking that bar!

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08-26-2007 at 11:34 PM
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Chaco
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I forgot something - whenever you have a room with scripting that isn't immediately obvious (such as that rattlesnake-stab-detector) you should add a scroll or message somewhere explaining what's going on, so the player doesn't have to mess up the room once to figure out what's happening.

Anyway, I'm currently in the process of making my own tutorial for this series.

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[Last edited by Chaco at 08-26-2007 11:37 PM]
08-26-2007 at 11:37 PM
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goldenferret
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Excellent! I hope you aren't using 3.1.0... :?
Nonetheless, I am having the narrator guy explain any and all scripting. Plus, as you can see from my second level, you can have plot behind the person so it's more obvious what they do (e.g. a Mud Coordinator in training, operating an orb so that people who cut the mud won't clear the whole room, thus letting it regrow.

I hope that people are enjoying my tutorial. :thumbsup

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[Last edited by goldenferret at 08-27-2007 07:38 PM]
08-27-2007 at 12:58 AM
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Monkey
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goldenferret wrote:
Excellent! I hope you aren't using 3.1.0... :?
Nonetheless, I am having the narrator guy explain any and all scripting. Plus, as you can see from my second level, you can have plot behind the person so it's more obvious what they do (e.g. a Tar Technician in training, operating an orb so that people who cut the tar won't clear the whole room, thus letting it regrow.

I hope that people are enjoying my tutorial. :thumbsup
Fixed.

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[Last edited by Monkey at 08-27-2007 01:14 AM]
08-27-2007 at 01:13 AM
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Chaco
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File: How Chaco Made A Room.hold (7.5 KB)
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icon Re: An Architect's Tutorial (+1)  
Here's my tutorial. The room herein is completely new; I didn't pull it from my repository of unused rooms. Plus, I think it's a pretty nice room and a nice illustration of how I usually go about making deadly rooms of death.

Go ahead and use this in your compilation of tutoring.

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[Last edited by Chaco at 08-27-2007 01:19 AM]
08-27-2007 at 01:19 AM
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Jatopian
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08-27-2007 at 01:36 AM
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goldenferret
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Whoa. Retro.
(I was actually inspired by another thing on the site, though I can't place who did it.)

And yes, it was mud. And coordinator. (I wonder what the ones who handle gel are called? Gel keepers?)

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08-27-2007 at 07:37 PM
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Jeff_Ray...
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They don't handle gel, because it's actually forbidden to use story-based.

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08-27-2007 at 07:52 PM
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Chaco
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Just because it's forbidden in the Empire doesn't mean there aren't people who use Gel, and it doesn't mean those people don't call themselves something. It just means there's no official Imperial position that handles Gel.

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08-28-2007 at 12:33 AM
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Jeff_Ray...
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Well, I think it's gel guardian.

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08-28-2007 at 12:39 AM
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Jatopian
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I for one demand the term "Gel Jockey". After all, a forbidden substance needs handlers with more roguish appellation.

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08-28-2007 at 02:00 AM
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Chaco
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Theming Levels and Adjusting Difficulty: Twice North is impossible - there's a floorspace underneath one of the rocks in the northwest chamber, so the bridge will never drop. Not a big deal, though, since it's only the first draft of the room and something like that is a good example of a small mistake that gets fixed in later drafts.

Quince North Once West is also impossible whether you actually try to do the room or skip it, since the tunnel at the north shaft points north and thus blocks your exit.

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[Last edited by Chaco at 08-29-2007 02:54 PM]
08-29-2007 at 02:48 PM
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goldenferret
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Nice catch! Thanks, Chaco.
(Your tutorial was THE BOMB. :hooray)

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08-29-2007 at 07:28 PM
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Jacob
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Right, I've started a tutorial based on the room I posted in the other thread.

I like the idea of this hold. However, I can't say I'm enamoured by enforced solutions using arbitrarily scripted characters (I don't want the player to do X, therefore the scripting will close off a door if they do X).


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08-29-2007 at 10:28 PM
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goldenferret
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Thanks a bunch... Maybe I'll add some without those. :fun

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08-29-2007 at 11:04 PM
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Jacob
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File: Jacobs Tutorial.hold (5.2 KB)
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Haha, I'm writing about unintended solutions and how I fixed them for my new room room and what do I find, but an unintended solution in the final version of the room.
OK, fixed now, hopefully.

Edit: Here's the finished product. I made each iteration into a playable room in its own right. Let me know what you think.
Am I your best friend forever now?

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[Last edited by Jacob at 08-30-2007 09:27 PM]
08-30-2007 at 08:54 PM
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Chaco
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Rrrg, darn you, that unintended solution was how I solved the room in the first place :)

Very interesting tutorial. It shows a nice progression without any other stuff getting in the way, and the walkways, as you mentioned earlier, are very indicative of your style. It's a nice contribution.

I'll have to let goldenferret see whether he wants to be your friend forever though.

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[Last edited by Chaco at 08-30-2007 09:49 PM]
08-30-2007 at 09:48 PM
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goldenferret
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I'll be your best friend (read mod point) O:- ... Especially since you made the labrynthitis quatrology.
I'll beat 'em all eventually, I will... :angry

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08-30-2007 at 11:21 PM
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Chaco
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Here's a 3.0.0 version of Vittro's tutorial. I converted the 3.1 version using Stefan's new 3.1 to 3.0.0 converter and it worked perfectly. I imported it and it worked properly. :)

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[Last edited by Chaco at 08-31-2007 01:49 AM]
08-31-2007 at 01:48 AM
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Attaching a demo for Jacob's Tutorial: 1E (finished product). I believe that it is an unintended solution.

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[EDIT: By the way, I could never figure out how to use the queen or wubba in the intended fashion...]

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[Last edited by jbluestein at 08-31-2007 12:23 PM]
08-31-2007 at 12:21 PM
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Jacob
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Boohooo. OK, how bout I make the entrance to the chamber a trapdoor? I'll make the change early on in the sequence so that they don't all have unintended solutions.

Goldenferret, please wait for me to correct the room.

Also, do you mean to say "stricture" in your first tutorial, or "structure". Stricture, as in "a narrowing", does kind of make sense, but I expect you mean structure.

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[Last edited by Jacob at 08-31-2007 12:28 PM]
08-31-2007 at 12:25 PM
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Here's mine.

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08-31-2007 at 03:44 PM
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