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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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Someone Else
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Level 1:
1E:
You can just get the goblin out ahead of time, and then beat the trapdoor maze. Maybe add a pressure plate on the in arrow, and a yellow door just past the goblin, so that it can't get out before you go in.
1S 1E:
This doesn't exploit that at all (I can't really even see the quirk). I don't get what you're saying.
12-17-2008 at 04:40 AM
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Jacob
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Level 1: 1E. Both Someone Else and I have pointed out the same problem - you should probably correct this, otherwise there's not much of a puzzle.
1S1E: I can understand the quirk and understand why people don't get what you're talking about.
You're assuming both clones are hitting the orbs at the same time. In that case, it is necessary to play about with their movement order. However, there's no reason why they should be doing that - you can move them on and off the pressure plates and swing their swords from side to side, so movement order is irrelevant. You could use bombs/arrows/other elements to enforce your solution.

The opening closing black door mechanic in level 2 is very clever - I've never thought of that before, and never seen it used. But by designing the room in that way it's very clear what you have to do. If I were using that mechanic in a puzzle I'd make it less obvious. E.g. by spreading out the bits of gel (maybe starting the room with tar/mud and forcing the player to deduce that they need to switch to gel). I'd probably put in some red herrings too, cos as it stands it is just too obvious what you need to do. It's more a demonstration than a puzzle.

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12-17-2008 at 07:09 PM
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lopsidation
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1E, 1S1E: Okay, thanks. I'll fix both of those.
Opening/closing black doors: The entrance room to level 2 isn't supposed to be much of a puzzle by itself, it's supposed to be a red herring for L2: 1N. Or was your comment about L2: 1N?

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12-17-2008 at 08:47 PM
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Tim
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Let's see,

L1 1S1W is unfinishable. (and I'm not sure if I want to try that room again.)
L2 Entrance I (personally) don't think adding a new puzzle in the room is making the hold better. Besides, the original puzzle in the room became much easier with a thrid clone.
L2 1W (the normal one) I understand your problem now, but since I never used the roach in this room anyway I didn't notice the difference.
L2 1N1W is easy (but very random, but that's not a problem).

I haven't tried the southern rooms on L2, since I don't like efficiency rooms, and I want to finish all the room in L1 before I continue. (There are no stairs back to L1, so I don't want to continue unless I've finished all of them.) I might have finished 1S1E, but I can't remember anymore.

L3 1W is easy now (I don't mind at all though).
L3 1N is fine (the arrow token is not used at all, right?)

I'd also suggest you to put checkpoints in rooms that still don't have any of them, and near level exit stairs.

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12-17-2008 at 11:45 PM
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lopsidation
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Updated! All of Tim's comments = fixed, also I played through the entire hold again to make absolutely sure everything was possible.
L2 Entrance I (personally) don't think adding a new puzzle in the room is making the hold better. Besides, the original puzzle in the room became much easier with a thrid clone.
Removed third clone. Other puzzle is more of an introduction to skitters.
L3 1N is fine (the arrow token is not used at all, right?)
Unintended solution, fixed.

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12-18-2008 at 02:08 AM
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Tim
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Tim wrote:
L2 1N1W is easy (but very random, but that's not a problem).
I'm not checking it yet (it's past bedtime here.) but I wanted to say that I meant 1N1E, the one with the adders.

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12-18-2008 at 02:22 AM
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lopsidation
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Oh. How is it random? As far as I can tell the same thing happens every time I play it...

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12-18-2008 at 02:27 AM
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Jacob
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lopsidation wrote:
1E, 1S1E: Okay, thanks. I'll fix both of those.

As far as I can tell, the issues with these rooms are resolved. Nice rooms.

Opening/closing black doors: The entrance room to level 2 isn't supposed to be much of a puzzle by itself, it's supposed to be a red herring for L2: 1N. Or was your comment about L2: 1N?

Both. Either. Can't really see why entrance is a red herring for 1N. I used essentially the same solution. (Except you have to separate out the eyes). My point still stands, but that's just personal preference.

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12-18-2008 at 11:53 PM
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Tim
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lopsidation wrote:
Oh. How is it random? As far as I can tell the same thing happens every time I play it...
It's probably nothing, I guess I just wasn't concentrated enough.

I'm not planning to give any comments for now.

You might want to ask someone else for comments or - if you think it's ready - submit it.

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[Last edited by Tim at 12-19-2008 11:49 PM]
12-19-2008 at 04:32 AM
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mxvladi
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Some minor things:

Outside the tower: the level shouldn't show "Exit level" message.

The End: Probably shouldn't be so empty. Some more walls and other stuff would be nice. Also, it also shouldn't show "Exit level" message.
12-19-2008 at 01:46 PM
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lopsidation
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icon Re: Christmas Tower (+1)  
Followed mxvladi's comments, fixed an unintended solution in L3 1W, tested the whole thing, and *gasp* I'm about to send it off to the HA's. Wish me luck!

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[Last edited by lopsidation at 12-19-2008 09:12 PM : tested, not tasted]
12-19-2008 at 09:12 PM
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mxvladi
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lopsidation wrote:
Wish me luck!

Good luck. Hoping to see this thing on the "Holds" board soon. :look
12-19-2008 at 09:18 PM
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