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Caravel Forum : DROD Boards : Feature Requests : Stairs Destination
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zzyzx
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icon Stairs Destination (0)  
I am a newbie on the site, so I am not sure if this has been posted before. But, would it be possible to modify the exit destination of a flight of stairs? I might have missed something in the editor, but it looks like the stairs always dump Beethro in the center of the "Starting" screen for a level. It would be cool if we could place Beethro on a certain point in a room within a level. In that way, we could move Beethro throughout multiple levels instead of waiting until each one was complete.

Has someone discussed this before?
02-04-2004 at 12:45 AM
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Oneiromancer
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icon Re: Stairs Destination (0)  
I'm not sure what you mean...you can already change the location at which Beethro starts in the Entrance room by using the Beethro symbol in the editor.

As for moving between multiple levels before any of them are completed, without resetting that level, I believe that in another thread this was discussed as being implemented in the next version. I think it was in some thread I started involving teleporting between rooms, and it kind of devolved into comparing it to the original Legend of Zelda...and then Mike saved the day by saying it was in or something like that.

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02-04-2004 at 12:51 AM
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DiMono
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icon Re: Stairs Destination (0)  
To expand on what Oneiromancer said, a little more explicitly:

In the monsters panel of the room editor, is a Beethro. Beethro can be turned when you place him, and placed in any room on the level. This is where Beethro starts the level, so any stairs that lead to this level will begin there. If you place Beethro in a room other than the current start of the level, you'll be prompted to confirm that you want to change this room to the new entrance.

In this way, you can change where Beethro enters the level.

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02-04-2004 at 01:45 AM
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zzyzx
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icon Re: Stairs Destination (0)  
Ok, that answers my question. So, you can only have one destination into a level from a stairwell. You cannot have the following scenario:

level 1 stairwell up into level 2 room #1
level 3 stairwell down into level 2 room #2

Currently all stairwells that lead into a level always put Beethro in the same room in the same place (as chosen in the editor).
02-05-2004 at 01:18 AM
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joker5
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icon Re: Stairs Destination (0)  
No, not yet. Although that would be quite awesome...

~joker5

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02-05-2004 at 02:04 AM
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DiMono
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icon Re: Stairs Destination (0)  
Given the current room builder, I can't think of a good way to enable multiple entry-points to a level. I can think of a few interesting ideas using multiple entry-points, but I just can't see a way to make it work.

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02-05-2004 at 02:45 AM
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zex20913
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icon Re: Stairs Destination (0)  
What you can do is copy the entire level into another level, so it looks the same as the second level, but it's actually the fourth.

If you want to change the entry room, you'd have to do it room by room instead of doing the whole level at once.

While I agree that this process is tedious, I would not rank this request highly because it is possible to be done.

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02-05-2004 at 04:40 AM
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zzyzx
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icon Re: Stairs Destination (0)  
If you copied the entire level, and set a different entry point location (on 4 for instance), wouldn't you lose all the visible progress that was done in that level because it was never done on the latter? And if you wanted to give the appearance that you are in the same level (2 in this case, but on 4), and have the player see conquered rooms, you would have to keep things rather linear. Doesn't this defeat the purpose of being able to bounce around different levels in the first place? I suppose there might be a way to make it non-linear, but it would require many levels for all room completion possibilities.
02-05-2004 at 05:42 AM
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Mattcrampy
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icon Re: Stairs Destination (0)  
Okay, just imagine I'm Mike here.

It's in for 1.7.

Matt

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02-06-2004 at 02:07 AM
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masonjason
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icon Re: Stairs Destination (0)  
Seriously? Cool!
Let me propose a related item: doors that only open once you have completed certain levels. For example, there could be a door on level 1 that only opens once you have completed levels 3, 5 and 6. This would allow for much more non-linear hold structures.

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02-07-2004 at 07:51 PM
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joker5
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icon Re: Stairs Destination (0)  
That would be tricky to code...

Anyway, the only way that that would work is if the game kept track of what levels were completed, and we all know it doesn't do that.

Yet.

~joker5

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02-07-2004 at 09:57 PM
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masonjason
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Yep. I think it's rather silly taking the stairs from level 4 back to level 1 and finding that all the monsters are back.

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02-13-2004 at 08:08 PM
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DiMono
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Unless I'm mistaken, 1.7 keeps track of what rooms you've cleared so that if you revisit a level the cleared rooms will remain cleared.

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02-13-2004 at 08:49 PM
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Mattcrampy
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icon Re: Stairs Destination (0)  
I think it's safe to say that's true.

In fact, some early level designs make use of... cough, cough, forget I said anything.

Matt

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02-15-2004 at 01:41 PM
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Nillo
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icon Re: Stairs Destination (0)  
Cool! If you combine that with doors that open when you've cleared some other levels, you could make a nice "World Map" level, where new locations would open up as you make progress in the game.

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02-16-2004 at 12:50 PM
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joker5
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icon Re: Stairs Destination (0)  
I forsee The_Red_Hawk using his Deep Hold map to create "mini-holds" in the style of the stuff marked... possibly someone recreating "mario" *coughsimscough*, and for some strange reason the words "Jill of the jungle" pop into my head.

~joker5

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02-16-2004 at 06:22 PM
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The_Red_Hawk
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icon Re: Stairs Destination (0)  
joker5 wrote:
I forsee The_Red_Hawk using his Deep Hold map to create "mini-holds" in the style of the stuff marked...

I don't understand you.

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02-16-2004 at 06:57 PM
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joker5
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I mean I forsee you using the "map" level from Deep Hold as the basis of a hold, with each little scroll accompanied by stairs to little levels; each containing mini-puzzles in the styles of the holds.

~joker5

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02-16-2004 at 07:58 PM
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The_Red_Hawk
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icon Re: Stairs Destination (0)  
That's a great idea.... :)

I might actually do that.

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Snapping, turning, rising, swirling,
Screeching, flipping, gliding, sliding,
The red hawk's dance of death.

.....the king of the skies.....
02-16-2004 at 11:12 PM
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joker5
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icon Re: Stairs Destination (0)  
Glad to help.

~joker5

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"Two words: Beam Waffle!" -me
02-17-2004 at 02:03 AM
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DiMono
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icon Re: Stairs Destination (0)  
I've been planning a hold around this since before I even started working on Reubus' Palace. I remember asking in another thread if room state would be saved for future visits to the same level, and later commented that "one of my levels just got a lot more tedious."

For the record, such a level does not exist in Reubus' Palace, nor will one ever :)

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02-17-2004 at 03:55 AM
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The_Red_Hawk
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icon Re: Stairs Destination (0)  
A good way to do it is with a tar lock, with some of the code at the end of each level. I believe the prototype ACDOD demonstrated it.

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Slashing, whirling, diving, twirling,
Snapping, turning, rising, swirling,
Screeching, flipping, gliding, sliding,
The red hawk's dance of death.

.....the king of the skies.....
02-17-2004 at 05:31 PM
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