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Caravel Forum : DROD Boards : Architecture : Hold Design Tips
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MeckMeck GRE
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icon Re: Hold Design Tips (0)  
b0rsuk wrote:
I have a question. How much should .hold file be to keep it reasonable for download ? You see, my hold in progresss has 4 playable rooms and 70kb ! Of course this is due to image floor abuse. What do you think would be reasonable upper limit ?

Of course I will optimise the images, I know a few GIMP tricks.

Well, everybody will have another opinion about that. I think :

Green area : < 250kb
Yellow area : 0,25 MB to 1,5 MB
Orange area : 1,5 MB to 4 MB
Red area > 4 MB
04-16-2005 at 04:34 PM
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b0rsuk
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How about making this thread sticky ? (and changing the name to Hold design questions and answers");

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04-20-2005 at 01:27 PM
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Wiz
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wow ! i don't know why,i was rolling onth e floor out of laugh reading Takvorian rules...man you got a really wonderful gift for sarcasm :) and well ,the point is i feel exactly the same sometimes (often) when plyaing some holds...especially for brains ,that are,if you remember, >>> rare <<< monsters,only in depths...can't a room be challenging without a brain? i just see too many of them...as for hords of monsters well,it's challenging the 5 first times...on the sixth i lose some nerves...as for non-reachable spawners,and hord+brains,it's just too much of them ^^ the steps (an example) is supposed to be a nightmare i guess so it's ok for brains to be there ; rooms are a hell of difficulty sometimes,but do-able and challenging ; though,if you look at it,lots of spawners,brains,hords (i'd like to add a word 10)Never dare not to put less than 10 snakes in narrow spaces,especially when there are brains ) but some rooms are entertaining so well,call them a break (it's just an example of hold 'cause i don't play many many holds since i enjoy a lot new elements of JtRH).But as a conclusion i assume that holds would be much more fun if the difficulty was gradually reaching hell puzzles ,in the depths of the hold (remember King dungan had a nine levels hold originally)
06-03-2005 at 02:17 AM
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Timo006
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icon Re: Hold Design Tips (0)  
Another tip: A hold isn't really fun if you have to use the same tactic over and over again, so
don't make 3 or more rooms who look the same and give variety
to room-solving tactics
.

So don't make any sorts of levels like KDD Level 6!! :D

P.S.:Be original!! ;)

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[Last edited by Timo006 at 07-31-2006 08:54 PM]
07-26-2006 at 11:43 AM
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Tim
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Timo006 wrote:
Another tip: A hold isn't really fun if you have to use the same tactic over and over again, so
don't make 3 or more rooms who look the same and/or need the same tactics.
Have you played A Collection of Constant Room Templates yet? :D

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07-26-2006 at 12:09 PM
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Chaco
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icon Re: Hold Design Tips (0)  
Besides, this takes away the job of wondering what to do - if the doing process is fun, it makes it a fun room. :)

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07-26-2006 at 02:29 PM
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Timo006
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Chaco wrote:
Besides, this takes away the job of wondering what to do - if the doing process is fun, it makes it a fun room. :)

Could be, but only in a good style, I like more the Deep Spaces for the repretive rooms, but I HATE Ice Style for repretive rooms:angry . Again, don't put too much repretive rooms in your hold and if you
dare to do THAT ;),think about the right style.

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[Last edited by Timo006 at 08-04-2006 05:03 PM]
08-04-2006 at 05:03 PM
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NiroZ
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icon Re: Hold Design Tips (0)  
Why on earth is the first post in this thread been modded down?
(and does it really need to be stickied?)
03-24-2007 at 11:51 AM
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tokyokid
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Hmm... interesting mod down.
And I think this thread still needs to be stickied. I have read it through a couple of times, and it has helped me a bit on some of my holds. I think it would be kind to new architects, too.
03-24-2007 at 03:03 PM
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silver
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icon Re: Hold Design Tips (0)  
Yes, this thread deserves to be stickied and modded up. The advice is all good, all relevant. It's one of the elder threads by and elder forum member but still valuable today. I fixed the mod points.


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[Last edited by silver at 03-24-2007 03:41 PM]
03-24-2007 at 03:41 PM
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