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Caravel Forum : DROD Boards : Architecture : Christmas Tower (No offence to people who don't celebrate Christmas. Please help me test the secret rooms.)
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lopsidation
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File: Christmas Tower.hold (22.8 KB)
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I'm working on a new hold, Christmas Tower, which currently has three puzzle levels. As you can probably see from the title, it's a Christmas-themed hold. Please don't get mad or anything if you don't celebrate Christmas, I don't want to spark some kind of argument over whose holiday is better or anything.

I hope this this hold is a lot easier than Murder in the Basement, I don't want anyone getting frustrated at all. The secret rooms are still pretty hard though, so don't think you're getting off easy!

Things to do:
-I hope there aren't any more mistakes.

I'm going to try to get this in to the HA's by Friday so it's out by Christmas.

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[Last edited by lopsidation at 12-19-2008 09:11 PM]
12-08-2008 at 07:25 PM
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There's no attachment.
12-08-2008 at 07:30 PM
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lopsidation
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Augh, post/edit collision, how on earth do I remove the custom music so I can actually attach this?

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12-08-2008 at 07:34 PM
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mxvladi
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lopsidation wrote:
Augh, post/edit collision, how on earth do I remove the custom music so I can actually attach this?

There's no quick way yet(I've requested a quick way somewhere), so you'll have to do it through the hard way.

Place an NPC(or click an old one)

Select command Set Music.

Select custom music.

There appears a window where you can delete your custom imported music. Delete it and press esc.

[Last edited by mxvladi at 12-08-2008 07:36 PM]
12-08-2008 at 07:36 PM
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lopsidation
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Thanks a bunch mxvaldi! It should work now.

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12-08-2008 at 07:44 PM
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mxvladi
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Second level seems to be impossible because 1N is behind blue door and required... -_- unless I'm mising something. If I'm really mising something, then... what am I mising?

Anyway, comments in general and on the first level:

General: Sweet hold. Nice little diversion+hold-art+quite challenging. Good job. Some rooms have too few checkpoints though.

Level one:

entrance: Well, it was easy to escape, wasn't it? ;)

1N: here the diversion starts. This is quite easy room but really enjoyable. Highly reccomend to put at least one checkpoint.

1E: Even better! :thumbsup I love quite simple trapdoor puzzles, and I love goblin manipulation. Okay, trapdoor area could actually have some checkpoints.

1W: A fun seep diversion. Took me a while, but it's still enjoyable. And quite hard. :look

1S: Oh, and guard manipulation is quite hard! But it's also enjoyable(other rooms are more enojyable though).

Second level:

Entrance: again, a fun diversion. Trivial, but enjoyable.


That's all what I've solved so far.

Awesome hold, by the way.

[Last edited by mxvladi at 12-09-2008 09:41 PM]
12-08-2008 at 08:13 PM
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lopsidation
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mxvaldi, thanks for the comments. You were right about the second level blue door, I'll fix that in the next update. I'll also add more checkpoints.
1W: If the seep puzzle is too hard I'll swap it for one of the easier rooms later on.
1S: How about if I made the rattlesnake a little shorter and put a little less tar, would it be more fun and less tedious?

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12-09-2008 at 08:49 PM
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mxvladi
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lopsidation wrote:
1W: If the seep puzzle is too hard I'll swap it for one of the easier rooms later on.

I don't think it's too hard. It's quite hard. Just as I love.

1S: How about if I made the rattlesnake a little shorter and put a little less tar, would it be more fun and less tedious?

I found this room not really tedious. Tar blob isn't too big, it has exactly okayish size(and I also found quite fun to cut tar babies using the guard :look ). The rattlesnake could be shortened on one-two tiles though.
12-09-2008 at 09:20 PM
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mxvladi
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Comments on what I've solved in level 2:

1E: Neat room. Quite hard. I especially loved loved that cutting momma at 18,4 part. And this has enoough checkpoints in it. Great job.

1W: OMG. Exellent idea with those... mutant snowflakes? :) This wasn't hard but, as other rooms, had a neat puzzle idea. I'd add some more checkpoints though. One or two near orb at 20,25, for example.

Haven't tried 1S yet. EDIT: Tried, see lower comments.

Well, I've tried 1S.

It's not as fun as the other rooms, and even quite tedious. But nice anyway. I'd put a vision token there though, so player can click any pressure plate anytime and see which door is toggles.

Now it's time to try level 3(in editor).

[Last edited by mxvladi at 12-09-2008 09:47 PM]
12-09-2008 at 09:35 PM
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mxvladi
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Since third level is undone entrance is terribly easy. But 1S is... AMAZING. I see that you've played "Simple Sword Tricks" level in Advanced Concepts. Exellent. Enjoyed this as much as solving the whole Simple Sword Tricks level in Advenced Concepts. Maybe even more. I can't escape this room though, but this is probably because third level is unfinished. Ah, yeah, and putting a checkpoint under the conquer token would make this room even better. :)

[Last edited by mxvladi at 12-09-2008 09:59 PM]
12-09-2008 at 09:57 PM
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lopsidation
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Thanks once again for the comments!

Level 2, 1S: This is the one with the mud mothers and the mimic/bomb chamber, right? You can solve this room (or at least get through the yellow doors) in a couple of spawns, but if it's too hard I'll take out the mimic chamber, add a vision token, and move each set of pressure plates one square up.

Oh, and the "mutant snowflakes" are called skitters. (I'll add some scripting to the relevant room in L2 explaining what they are.) I'm probably going to use them a bunch in level 3.

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12-10-2008 at 01:01 AM
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mxvladi
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lopsidation wrote:
Level 2, 1S: This is the one with the mud mothers and the mimic/bomb chamber, right?

yep

You can solve this room (or at least get through the yellow doors) in a couple of spawns, but if it's too hard I'll take out the mimic chamber, add a vision token, and move each set of pressure plates one square up.

Well, a vision token would be really nice. Removing a mimic.. well... maybe nice, too, but not necessary. And moving pressure plates one square up isn't needed at all.

[Last edited by mxvladi at 12-10-2008 04:43 PM : grammar]
12-10-2008 at 04:05 PM
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lopsidation
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Okay, I'll put a vision token in. How about I remove all the mud mothers from L2: 1S except for one that will be behind all the yellow doors? That way it's less tedious after the main puzzle is solved.

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12-10-2008 at 10:03 PM
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mxvladi
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lopsidation wrote:
Okay, I'll put a vision token in. How about I remove all the mud mothers from L2: 1S except for one that will be behind all the yellow doors? That way it's less tedious after the main puzzle is solved.

Good idea. :thumbsup
12-11-2008 at 09:16 PM
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lopsidation
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Um, by the way, do you have any comments for the secret rooms?(I'm almost done with some new level 3 puzzle rooms so version 2 should be here by tommorow at the latest.)

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12-11-2008 at 10:42 PM
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mxvladi
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lopsidation wrote:
Um, by the way, do you have any comments for the secret rooms?

They're too hard for me. :~(

I hope someone who's better player than me can comment on secret rooms. Anyway, I'd like to note that first level north-western secret room(I can't kill adder but killed both goblin and mud baby, so I'll probably solve it soon) need a checkpoint somewhere above those monster-"cages", at least one. :look
12-12-2008 at 06:32 PM
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lopsidation
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Aaaand updated! Changes made and some rooms added on level 3.
The secret rooms are that hard? Oh well, here's a hint for the adder:
Click here to view the secret text


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12-12-2008 at 10:35 PM
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mxvladi
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lopsidation wrote:
Click here to view the secret text

Yeah, I got that I need to do this of course, but... when the adder is three squares long, it eats the eggs queen spawns and becomes very long again... :~(


Anyway, I'm checking new version right now. :)
12-13-2008 at 12:26 PM
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mxvladi
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Third level:

1S: didn't change.

1N: Cool platform manipulation room. Loved it. Not hard, but enjoyable and quite puzzly. :thumbsup
12-13-2008 at 01:08 PM
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lopsidation
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File: CT First Level 1N1W.demo (875 bytes)
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L3 1S didn't change? There should be a green door to the north now that allows you to exit.
As for the adder, that's why you have to handle it first- If you rush over there at the very beginning, you should be able to kill it before the queen can spawn. Here's a demo.

EDIT: Oh, and I know you can't get to L3 1W in game right now, you'll be able to go there when I add more rooms.

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"Happiness is like a cat. If you pay no attention to it and go about your business, you'll find it rubbing against your legs and jumping into your lap."

[Last edited by lopsidation at 12-13-2008 02:50 PM]
12-13-2008 at 02:49 PM
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mxvladi
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lopsidation wrote:
L3 1S didn't change? There should be a green door to the north now that allows you to exit.

Oh, sorry, I meant that the puzzle didn't change.

And thanks for the demo of that secret room. :thumbsup
12-13-2008 at 02:52 PM
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lopsidation
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Aaaand updated!
I hope the level 3 exit room isn't too hard... if it is, I'll make an easier version and put the hard one in as a secret room.

EDIT: Oh yeah, and I need someone to help test the secret rooms. mxvladi, as far as I can remember L2: 1N 1W and L2: 1N 1E are some of the easier secret rooms.

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"Happiness is like a cat. If you pay no attention to it and go about your business, you'll find it rubbing against your legs and jumping into your lap."

[Last edited by lopsidation at 12-15-2008 01:42 AM : Help test secret rooms please!]
12-15-2008 at 01:38 AM
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mxvladi
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Level 2 1S: has a power token instead of vision one. :( If you don't know how does vision token lookk like, I can help.

Level 3 1E: This is cool room! :thumbsup I ended up shorting that looong serpent by
Click here to view the secret text
Is that intended?(I think that is, but I musk make sure about it)

Now about secret rooms. I haven't tried them yet, but it seems that there's a little unintended thing in second level 1N 1E. I can lure out one of the lower eyes by stepping on 14,16.

[Last edited by mxvladi at 12-15-2008 04:56 PM]
12-15-2008 at 12:29 PM
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lopsidation
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L2 1S: Ooooops. Soory. Wow, I can't believe I put a power token instead of a vision one.

L3 1E: Yep, that is most definitely the intended solution. Good job!

L2 1N 1E: Ooooops again. Thanks.

EDIT: Updated hold with these changes, and edited the ending a bit.

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"Happiness is like a cat. If you pay no attention to it and go about your business, you'll find it rubbing against your legs and jumping into your lap."

[Last edited by lopsidation at 12-15-2008 09:00 PM]
12-15-2008 at 08:52 PM
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Jacob
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What I've seen so far has been great.
Embarassingly I can't get the orb section of Lvl 1 1S.
Could you post a demo or an order for the orbs?

1E: Seems to me to be an unintended solution - draw the goblin out of the trapdoor segment, kill the snakes, kill the goblin, then clear the trapdoors.

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[Last edited by Jacob at 12-16-2008 02:30 AM]
12-16-2008 at 02:26 AM
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Tim
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If you want comments for the secret rooms then that's the only comment you get from me (I'm just lazy).

L1 1S1W is inaccessible.
L1 1N1E is very tedious. I just don't like rooms that takes ages to complete, but that's just me.
L1 1S1E, I don't really understand your notes. What do you mean by movement order change?
L1 1N1W is okay. :)

L2 1S1E is inaccessible.
L2 1N1W has about the same solution as the normal room. Why?

L3 1W is uncompletable.

Haven't played most of the other rooms yet, but that's because of L1 1S.

Edit: I usually just test holds that are mostly finished. This one is not near finishing, some of the rooms are even inaccessible. You might want to test your hold first before posting for comments.

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[Last edited by Tim at 12-16-2008 02:40 AM]
12-16-2008 at 02:38 AM
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Jacob wrote:
What I've seen so far has been great.
Embarassingly I can't get the orb section of Lvl 1 1S.
Could you post a demo or an order for the orbs?

I thought this was quite a cool orb puzzle.

Click here to view the secret text


[Last edited by TripleM at 12-16-2008 04:10 AM]
12-16-2008 at 03:44 AM
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Jacob
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Ahhh...the sticking point was that I didn't realise top middle was hittable.
Thanks.

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12-16-2008 at 02:57 PM
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lopsidation
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L1 1S1W is inaccessible.
Oops, that door on the left should have started as open.
L1 1N1E is very tedious. I just don't like rooms that takes ages to complete, but that's just me.
Making it less tedios right now.
L1 1S1E, I don't really understand your notes. What do you mean by movement order change?
Suppose you have:
Player -- Clone #1 -- Clone #2
And you switch to the middle one:
Clone #1 -- Player -- CLone #2
Then to the right one:
Clone #1 -- Clone #2 -- Player
Then back to the left one:
Player -- Clone #2 -- Clone #1
The movement order of the other two clones switch. I wasn't sure if this is a bug or not, which is why it's unrequired.
L2 1S1E is inaccessible.
Ooooops again.
L2 1N1W has about the same solution as the normal room. Why?
Normal room: Freeze a skitter to the south of the intersection, use it to put the roach on the pressure plate. Secret room: Stand on the orthogonal tile facing south, use Flexible preferences to get a skitter stuck on the arrow. Oh dear, is there an unintended solution?
L3 1W is uncompletable.
Which section is impossible? EDIT: Never mind, an orb association dissapeared when I copy/pasted. Oops yet again.

Wow, I didn't realize I had messed up that much with the secrets. New version with all those changes should come out soon. Thanks, Tim!

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"Happiness is like a cat. If you pay no attention to it and go about your business, you'll find it rubbing against your legs and jumping into your lap."

[Last edited by lopsidation at 12-16-2008 11:55 PM]
12-16-2008 at 11:29 PM
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Aaaaaaaaand updated!

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"Happiness is like a cat. If you pay no attention to it and go about your business, you'll find it rubbing against your legs and jumping into your lap."
12-16-2008 at 11:55 PM
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