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Caravel Forum : DROD Boards : Architecture : Rust7 - Chapter One: The Magi's Anomaly (A New JtRH Hold)
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Rust7
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icon Rust7 - Chapter One: The Magi's Anomaly (0)  
Heya all! When somebody want to test my whole hold, please tell it to me, in this topic!! - I uploaded it, so anyone who have enough time test it please, and post a reply about my hold! ( I'll be here for helps too )

Thanks! :)

[Last edited by Rust7 at 12-20-2007 09:47 PM]
12-20-2007 at 09:44 PM
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Someone Else
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icon Re: Rust7 - Chapter One: The Magi's Anomaly (+2)  
First, grammar:
Click here to view the secret text


The Vault:
3N: Good, easy puzzle.
2N 1E: Not bad, but if you make the passageways 1 space wide, it gets harder.
1N 2W: Most people don't like easy horde rooms. I happen to be one of them. Try to stay away from this type of room, if at all possible.
2W: Same thing here.

Good level. I like the architecture, but there are a lot of secret rooms. I don't know about anyone else, but I don't like it when people make a twisty path in front. It's just annoying.

The Defense System:
1E: Try to remember to make most characters invincible.
2N 1E: I can kill 4 guards before they turn into monsters. You should fix this. Also, I can kill the front guard before he speaks. This is a problem, so use the wait for player command.
4N 1E, 4N, 5N, 5N 1E, 3N 2E, 2N 2E: If you want to make guard fights harder, use a more wide open space. In all of these rooms, I just stood in one spot to kill all of the guards.

If you tweak the difficulty in some of these rooms, I can imagine this being a much better level.

The sewers:
3E: You caught me on this one. Good trick.
1S 3E: I like this room. It's fun to play.
1S 2E: This is a great room. It has a much harder puzzle.
1N 9E: Normally, architects don't force players to find secret wall. However, it fits in well with your story, and I wouldn't ask you to remove it.

This level is much better than your previous levels. Good job.

Palace Cellars:
4N 1E: Missing a red door.
4N: Extremely annoying, but if you had less wide spaces on the left, it would be much nicer, not to mention harder.

That's all for now. More later.
12-21-2007 at 12:50 AM
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Rust7
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icon Re: Rust7 - Chapter One: The Magi's Anomaly (+1)  
Thx Guys! I'am fixing :cool
12-21-2007 at 08:55 AM
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Rust7
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File: Rust7 - Chapter One The Magis Anomaly.hold (95 KB)
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icon Re: Rust7 - Chapter One: The Magi's Anomaly (0)  
Here is the new version of the hold:

Including +2 bonus map: The Well System, The Sand Palace -> This levels only can be playable when you're the master of this hold.

Also includes a lot of changes in many maps.

:cool

[Last edited by Rust7 at 12-23-2007 09:32 AM]
12-23-2007 at 09:31 AM
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Rust7
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icon Re: Rust7 - Chapter One: The Magi's Anomaly (0)  
Anything else?

[Last edited by Rust7 at 12-24-2007 03:28 PM]
12-24-2007 at 03:25 PM
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Rust7
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icon Re: Rust7 - Chapter One: The Magi's Anomaly (0)  
Okay guys, i think i release my last version of the hold, and upload it for the master testers. I think its a normal hold, you can post replys, but it didn't change the hole -> because i uploaded it ! -> So, you can write about the hold is good or bad, or whatever you want, but please dont write anything about " Please change Room 2E 6W -> delete the 6th roach " example.

Thanks for all!
:|
12-24-2007 at 03:27 PM
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Jeff_Ray...
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icon Re: Rust7 - Chapter One: The Magi's Anomaly (0)  
Rust7 wrote:
[...] but please dont write anything about " Please change Room 2E 6W -> delete the 6th roach " example.
:|

And why not? A tester's job is to help you make your hold better, find all bugs and unintended solutions. They will inevitably tell you how you could fix the bug, things you should do to make your hold better or less dull.

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12-24-2007 at 04:43 PM
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Rust7
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icon Re: Rust7 - Chapter One: The Magi's Anomaly (0)  
You can wrote anything you want Jeff, just an old friend reply for me -> " that words " -> for Xmas funning :lol :lol :lol

Sorry, but as i sad, say ideas and helps to me!! :cool :thumbsup
12-24-2007 at 06:54 PM
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bdwing
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icon Re: Rust7 - Chapter One: The Magi's Anomaly (+1)  
In Level 4 Palace Cellars: Quarce North Twice East:
it is impossible to drop all the trapdoors as there is no place to move to when all but the last trapdoor have been dropped.

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12-25-2007 at 03:42 PM
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Rust7
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File: Rust7 - Chapter One The Magis Anomaly.hold (96 KB)
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icon Re: Rust7 - Chapter One: The Magi's Anomaly (0)  
Fixed, Thx! :cool

[Last edited by Rust7 at 12-25-2007 11:16 PM]
12-25-2007 at 11:16 PM
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bdwing
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icon Re: Rust7 - Chapter One: The Magi's Anomaly (+1)  
Is Level 9 - The Dungeons: Once North, Once East possible? A rock golem blocks the exit from the tunnel every time I play the room.

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12-26-2007 at 09:11 AM
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Rust7
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icon Re: Rust7 - Chapter One: The Magi's Anomaly (0)  
Fixed, first time its rly not possible :? :cool But now its good! Thx! :fun
12-26-2007 at 11:01 AM
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Rust7
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icon Re: Rust7 - Chapter One: The Magi's Anomaly (0)  
Ok, this is beta version 0.5 now -> Check it -> click to download but in this link ( under my avatar, etc. ) :glasses
12-26-2007 at 11:14 AM
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bdwing
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icon Re: Rust7 - Chapter One: The Magi's Anomaly (0)  
It seems to be impossible to leave the room in Level 10: 2S1W.

The force arrows keep Beethro from leaving to the east and Beethro can't leave to the west for some unknown reason.

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12-26-2007 at 04:28 PM
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Rust7
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icon Re: Rust7 - Chapter One: The Magi's Anomaly (0)  
Because there are no more rooms, it just for the boy can leave... O:-
12-26-2007 at 04:38 PM
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Rust7
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File: Rust7 - Chapter One The Magis Anomaly.hold (97.7 KB)
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icon Re: Rust7 - Chapter One: The Magi's Anomaly (0)  
New Version :? :glasses
12-27-2007 at 11:52 PM
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Rust7
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icon Re: Rust7 - Chapter One: The Magi's Anomaly (0)  
Newest, Newest Version... :| :| :thumbsdown
12-27-2007 at 11:56 PM
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Rust7
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icon Re: Rust7 - Chapter One: The Magi's Anomaly (0)  
Thanks all helping nuntar!!! :fun :fun :fun :fun :fun

:cool I fixed everything what you sad, so now when you have again time for it :glasses test the latest version... :thumbsup

Also thanks all who help to make this hold better, and better! :glasses :glasses

And now -> Here is the hold's version -> v1.0 !!! :blush :w00t
12-28-2007 at 11:11 AM
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Rust7
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icon Re: Rust7 - Chapter One: The Magi's Anomaly (0)  
So download the hold FROM THIS REPLY -> and enjoy it :smile

I fixed " who can edit it " -> and the " ending screen "

So we can call this now v1.1 :blush :w00t

[Last edited by Rust7 at 12-28-2007 11:16 AM]
12-28-2007 at 11:15 AM
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Tim
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icon Re: Rust7 - Chapter One: The Magi's Anomaly (0)  
I guess I'm stuck in Level 2 3N2E. Anyone has a demo for it?

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12-28-2007 at 11:55 AM
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CuriousShyRabbit
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icon Re: Rust7 - Chapter One: The Magi's Anomaly (+1)  
Here you go, Tim.
12-28-2007 at 12:06 PM
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CuriousShyRabbit
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icon Re: Rust7 - Chapter One: The Magi's Anomaly (0)  
Nuntar wrote:
Level 11 is a nice way to finish the hold :D
Supposedly, there are 14 levels in this hold. Are you able to access the other three?
12-28-2007 at 12:10 PM
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CuriousShyRabbit
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Rust7, you really should playtest your rooms after you change them. Looking at the changes made since I played last:

Level 5 1N4E. If you enter from the secret path (like I did), you can't go back the way you came, now you can't conquer the room, and now you can't exit another way.

Level 6 5N1E. This room is now impossible. Golems are in unreachable positions.

Level 6 7N3E and 7N2E. These rooms are now impossible. Not enough room to maneuver around wraithwing horde at entrance.

Level 6 5N, 8N1W, 7N1W, 8N3E, 7N are okay.

Level 7 2S3W. This room is now impossible. The large obstacle blocks the bomb explosion from reaching square (33,1).

Level 7 1S3W, 1S1W are okay.

Changes on Levels 9 and 10 are fine.

Level 11 3S. If you conquer the room, then go to 3S1E and return, you are stuck. (Stopping now. Please playtest before you upload the next version.)
12-28-2007 at 03:21 PM
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Rust7
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File: Rust7 - Chapter One The Magis Anomaly.hold (98.2 KB)
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icon Re: Rust7 - Chapter One: The Magi's Anomaly (0)  
Here is the new ( Tested, Fixed ) - version, v0.12 :-O

:smile Don't forget to check the 3 secret levels :fun
12-28-2007 at 03:48 PM
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BoyBlue
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In Level 11 - 2 South and 3 South, after the slayer character leaves the room, he's gone for good. If you then exit and reenter the room, he won't be there to open doors for you, and you may be stranded.
12-28-2007 at 11:44 PM
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CuriousShyRabbit
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Changes made in Levels 5, 6 & 7 are okay.

The backtracking problems in Level 11, pointed out by BoyBlue, are still there. In 3S and 4S, if you exit to the north, you cannot return and continue south, because the slayer doesn't come back and open the doors for you.

In order to master the hold and visit the secret levels, I need to find one more secret room on Level 8. So far, I have found:
Click here to view the secret text
Please double check that the 5th secret on this level is not behind the master wall.

Finally, the text in this hold desperately needs proofreading. There are numerous problems with spelling, grammar, and especially word choice. Tahnan & brigade have generously offered to help people with this kind of problem. Could you please volunteer your hold for his first proofreading exercise, by posting an anyone edit copy here.
12-29-2007 at 06:10 AM
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Rust7
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icon Re: Rust7 - Chapter One: The Magi's Anomaly (0)  
The secret is in Sence North , Twice East - and there is no secret behind the master walls :)

Otherwise, i'll dont fix that in LvL 11, because i wanted that, to you cant go back to the another rooms! O:-
12-29-2007 at 10:38 AM
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Rust7
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icon Re: Rust7 - Chapter One: The Magi's Anomaly (0)  
Here it is ( Arrow fixed version :glasses )

:smile
12-29-2007 at 03:54 PM
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CuriousShyRabbit
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Rust7 wrote:
The secret is in Sence North , Twice East - and there is no secret behind the master walls :)
It's good that this room is not behind the master wall, however, it is still inaccessible from the other required rooms on Level 8.
12-30-2007 at 04:52 AM
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Rust7
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Why?? I tested it, and i can leave from Level 8 , to -> Level 9 :glasses :-O :-O :-O I dunno what is your problem :?
12-30-2007 at 09:06 AM
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