The path to Tueno level has multiple issues with scripting.
1. Now that you've changed Arceano into a critical hero using the "
death-ocorr"
and "
death-occori"
characters, you have a whole bunch of useless scripts left lying around. You don't need the "
stalwart"
variable, and in most rooms you can have Arceano be a real stalwart rather than a character who turns into a monster.
2. You have "
borrowed"
Chaco's
Fireballs script for the "
Contime"
monsters in 2S4W. That's fine, because he did say people could use it, but Chaco prefers that you credit him as the author of that script.
3. When you add a new variable to your hold, you should let your testers know which room they need to start replaying from.
Recently, you added:
End on room exit
Set var House = 1
to The path to Tueno: The Entrance, and
Wait until var House = 1
to The path to Tueno 1S1W. A tester who restores to changed rooms in the middle of the level will have a savegame where the "
set var House = 1"
command never executed, and will thus never be able to get into the House, and will not be able to exit the level. A tester who restarts and plays the level again from the beginning will not have this problem. You need to let people know, so they don't waste their valuable time trying to figure out why your hold suddenly seems broken.
Other comments on The path to Tueno level:
Click here to view the secret text
×Level entrance text: Arceano's name should be capitalized.
After the dreaded "
stalwart loop"
in Gigantic Jewel Lost, I was somewhat apprehensive about cooperating with a stalwart here. I ended up really liking the main puzzle rooms, which featured a nice variety of easy and medium puzzles.
The Entrance - It's cool that this room starts in the same place where Out from the beneath started.
1S - This is a nice simple introduction to cooperating with a stalwart. The "
You must protect Arceano..."
speech repeats every time I reenter the room.
1S1E - The tar mothers add a teeny bit of a timer element, as it's best to kill them before the first spawn. It would be nice if there were another checkpoint closer to the SE corner of the room.
2S1E - A little messy, but okay. I'm not sure who would actually let the tar grow that much, but mxvladi is correct: that and the green door lead to a backtracking problem.
2S2E - This room is very easy. I didn't let Arceano out until the roaches were dead.
1S2E - However, it was quite a bit trickier to protect Arceano in this room.
2S3E - Arceano's behavior is easy to control here, which really helps the player strategize.
3S2E - Just the right number of goblins in this room.
3S3E - Like mxvladi said, this room has an unintended solution. After the first group of roaches is dead, my demo is totally different from yours. I kill the second and third groups with Beethro, leaving Arceano behind. Interesting idea, though.
1S4W - I don't think it was a good idea to make this room required; it's very much off the beaten path. The player will come back later, anyway, when looking for secrets.
The scripted door opening and closing is confusing in this room.
The fegundo characters reappear every time the player reenters the room. This is because the "
end"
command in their scripts can never execute. You've made them required targets, and placed "
end"
after "
wait for clean room"
. A character's script does not execute when that character is dead.
speech: "
wrath"
Did you really mean "
ballade"
and not "
blade"
? A ballade is a poem or a piece of music.
2S4W - It wasn't very much fun killing the hordes of custom monsters and roaches. There were just too many of them. This room might work better as something you just look at rather than something you have to kill. Then you could focus your experiment on just making them move in cool patterns. What happens if you have fewer custom monsters but add in a few obstacles?
scroll: "
challenges"
"
experiment"
1S5W - Where have I seen this message before?
My summer vacation ended, and now I have a full time job to attend to. So less time to comment on holds than before. I haven't had time to fully replay the Out from beneath level, but it looks like I'll have to repeat many of my old comments. You are most very welcome to recheck the level yourself and save me some time.