Long post alert!
A sequel to The Sunken Pyramid? Sweet.
Warp Room: Interesting, having the third floor blocked off. Strange thing to block off...
Underground Path: Spelling and grammar on the opening screen needs some touching up. I'd suggest the following for the second paragraph:
-So. The empire has found an artifact, which is a source of limitless power. But, they haven't yet learned how to use it. I must make sure it stays that way. Or else... Who knows what might happen? I may even lose my job. Besides, my delver's instinct tells me that I don't need to worry about monsters for a while. It's just a simple matter of getting from here to there... wherever 'there' is. And of course, I still have that goblin to catch.
Entrance: A pleasant orb puzzle to start off with. Took a few moments' thought to figure it out. Nice warm-up. Might want to put a comma after 'Damzit' in the goblin's comment. Also, lose the apostrophe in 'its' on the scroll.
1E: Took a moment to figure this one out, as well... A bit of poking at the orbs, then noticing that there was a second way out of the room, solved it for me. Certainly took a little thinking outside the box there.
2E: Stared at it for a few moments, traced lines with my finger, and figured it out. A pretty neat puzzle, though. Took some thought about how to clear all the trapdoors. Also, I like how there's two different puzzles (and therefore two solutions) in order to progress through the hold. That was a nice touch, and not something I think I've ever seen done with trapdoors before.
3E: Guard's second line has 'you're' misspelled.
1N2E: No puzzle. Hmm. Is there going to be one here later?
1N1E: That was a pleasant challenge.
Took a lot more thought than anything else I'd met so far, and certainly made for a welcome change from the two orb puzzles and the trapdoor puzzle.
1N3E: I had heard this one referred to as the 'Capital Is of Death' before meeting it, and see why, upon entering the room. Those... are a lot of Capital Is. The use of pressure plates and stalwarts to prevent breaking of the maze's rules is inspired, to say the least. It took several tries and a lot of thought to reach the pressure plate... and the return trip was actually harder, until I decided to go ahead and use the path that blocked me from getting to the scroll. Kudos on this one... but is it actually possible to reach the scroll?
2N3E: OK, this one took a few goes to get it right. Figuring out the right path was an interesting exercise, but I managed in less time than the Capital Is of Death took. Good puzzle, and a fun use for a Fegundo.
3E revisited: I thought this was what I saw over there... Elegant way of dealing with the need to make the player go around.
1S3E: I do hope there's going to be a puzzle here, because this is... anticlimactic for a secret room.
4E: A lot of inelegance in this puzzle; it's possible to get stranded without being able to move back to other platforms if you move things right... and it's actually required if you want to use what is the most efficient solution to the puzzle in any other setting I've done Rush Hour in. Not entirely sure how to avoid that... Maybe a border of floor tiles around the outside that can be stepped on but that don't allow access to the eye? I don't see it being possible anywhere *but* the edges to get stuck, and the eye is far enough out to the side that flooring around the outside would make this a lot less fiddley to solve. A good attempt, though, and only that getting-stranded issue is really a problem.
1S4E: Some typoes in the text here. Citizen's first line should say 'stairway' instead of 'sairway'. Also, in Beethro's response to the question of recruit-ness, a comma probably ought to go after the 'Yes'.
Training Grounds: If I was writing this little floor blurb, I'd probably put 'That went well... Maybe *too* well.', but that's a matter of taste, I think.
Entrance: Writing's all good, spelling/grammar-wise here. It doesn't *look* possible to get into the oremite-infested corridors in 1S as far as I can tell, so the scripting is solid there. I do hope I'll be getting in there later, though.
1S1E: Oh, this *can't* be right. Please tell me this will be filled in with something more substantial...
1S2E: Oh, *this* one is nasty. It took a lot of poking before I could work out exactly why I kept getting into no-solution points... It suddenly got a lot more interesting once I saw what I was doing wrong.
2E: Yay, placeholder text.
1N1E: Uh, yeah. This one's a little broken. Solvable with a 1x1 platform isn't good. I'm not sure how you can fix that one, though. At least this doesn't have the issue of getting stranded that I found in the Rush Hour puzzle.
1E: This... is painful. I can't for the life of me figure out how I'm supposed to get to either pressure plate, just yet... Though I did at least manage to figure out how to get some of the aumtliches stuck facing diagonally, which got me a start. As I don't use the editor to test rooms (If a player can't do that when it's officially released, I see no reason I should do it when testing), I *will* need to solve this if I want to go on in the hold. So, um... a hint, perhaps?
That's all for tonight; I'll continue on this when I play more later, after sleep and work and other real-life responsibilities (and after I work out how to solve 1E, with or without hints).
____________________________
Caravel Official Holds Progress:
Click here to view the secret text
×KDD 2.0: Mastered!
JtRH: Mastered!
The Choice: Mastered!
Perfection: Mastered!
Halph has a Bad Day: Mastered!
Beethro & the Secret Society: Mastered!
Beethro's Teacher: Mastered!
Smitemastery 101: Mastered!
Master Locks: Mastered!
Master Locks Expert: Mastered!
TCB: Mastered!
DDDoD: Mastered!
Tendry's Tale: Homeland
Complex Complex: Stuck on the first puzzle
floor.
Suit Pursuit: Mastered!
Finding the First Truth: Mastered!
Gunthro and the Epic Blunder: Mastered!
Flood Warning: Mastered!
The Second Sky: Perfected!
[Last edited by Hikari at 08-02-2008 11:15 AM]