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Caravel Forum : DROD Boards : Architecture : Mazes: The new hold (A new hold with a 'different' approach)
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agaricus5
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gamer_extreme_101 wrote:
The part going down makes it impossible to remove all the trapdoors without getting stuck. Please, as mentioned above me, make this hold anyone edit.
It is anyone edit, thankfully.

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07-10-2004 at 07:42 PM
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gamer_extreme_101
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D'oh!
Maybe I should fully wake up before I post on the forums...:pokey

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07-10-2004 at 08:06 PM
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gamer_extreme_101
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Okay, now that I've woken up, I did find one problem. You put a lot of scrolls on the first square when you come in, when you can't read scrolls till the second turn. This gets nasty when you put them on a trapdoor, as they become unreadable.

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07-10-2004 at 08:25 PM
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HSE
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The warp room is
Click here to view the secret text

I've quickly playtested it, and it does seem that I missed some things out. I still haven't finished it - there may be a red door missing there, too many monsters here (BLAHHHHHHHH - Beethro)... I'll iron it all out eventually, I promise.
07-10-2004 at 11:08 PM
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gamer_extreme_101
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Umm...are you sure the level entitled "Mazes" is the first level? I had "Catacombs" as my first, which would explain mine and Brickman's problem of finding the room, because it is very obvious in the "Mazes" level as to where the warp room is.

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07-10-2004 at 11:53 PM
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HSE
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Oh yeah, that's why. Thanks for telling me what happened.
07-11-2004 at 07:30 PM
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Scott
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The Palace 2N is impossible. You need to be able to take a step backwards onto the force arrow which you can't do.
07-12-2004 at 02:30 AM
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HSE
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D'oh. I'll get down to that as soon as my connection is back up (if you don't understand what I'm talking about, it means I'll rectify the problem in a few hours.). So, how were the other rooms and levels? Were they alright or do they need adjusting?
07-12-2004 at 07:11 PM
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gamer_extreme_101
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I'd like to make a suggestion if I may:

[twocents]
I'm finding most of your mazes a bit "dry" just because they don't incorperate the DROD elements enough. Yes, the trapdoor one in "Catacombs" TE is good, but that was the most challenging one I found. Plus, just adding monster rooms to leave a break doesn't fit in to the theme enough.

However, what I'd like to suggest is to add mazes that incorperate strategy and action. Some good ones off-hand include :
Beethro's First Job - Level 1, 2E
- Level 2, 2S 1E
King Dugan's Dungeon- Level 3, 2N 1E
- Level 13 (Full Level Maze)
Nightmare Dungeon - Level 3, 1N 1E
Smith Basement - The Vault

All of these rooms/levels have good examples of creative mazes. All I'm saying is that I think a lot of people would enjoy this hold more if it was more DRODish.[/twocents]

Remember - these are only suggestions.

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07-12-2004 at 07:29 PM
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HSE
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Suggestions noted. Thanks Much!
*is awaiting mod points to spend on gamer*
07-12-2004 at 10:49 PM
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agaricus5
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gamer_extreme_101 wrote:
I'd like to make a suggestion if I may:

[twocents]
I'm finding most of your mazes a bit "dry" just because they don't incorperate the DROD elements enough. Yes, the trapdoor one in "Catacombs" TE is good, but that was the most challenging one I found. Plus, just adding monster rooms to leave a break doesn't fit in to the theme enough.

However, what I'd like to suggest is to add mazes that incorperate strategy and action. Some good ones off-hand include :
Beethro's First Job - Level 1, 2E
- Level 2, 2S 1E
King Dugan's Dungeon- Level 3, 2N 1E
- Level 13 (Full Level Maze)
Nightmare Dungeon - Level 3, 1N 1E
Smith Basement - The Vault

All of these rooms/levels have good examples of creative mazes. All I'm saying is that I think a lot of people would enjoy this hold more if it was more DRODish.[/twocents]

Remember - these are only suggestions.
I think this is incorporation of several themes in one.

If you want to create mazes with other purposes than the original idea of just finding your way around it, you should try incorporating other themes into the rooms, as gamer_extreme_101 said. Many rooms like this often involve manipulation of monsters, in which case the monster is the one who must be guided around a maze to the exit point.

Roaches in a maze can be found in Dugan's L3 2N 1E, as already noted.
Other ideas you can try are manipulating a goblin round a maze (Timed version in Bavato's Dungeon L4, 1W), a Wraithwing (Bavato's Dungeon L4 1S or Deep Hold L21 2E? - I don't know), a serpent (Claythro Tower L4 1N), or even a roach queen (Although it's hard to do it without invisibility).

Moving mimics around trapdoor mazes can also prove interesting, although tricky to make, especially if you yourself are on a trapdoor maze - (I Ching Contest Hold, L3 Entrance) and, also tar itself can prove tricky to cut through in maze-like passages (Dugan's Dungeon L17 1N 2W, L24 1S 2W and 1S 1W).

Also suggested above, mazes can be spread over many rooms, (Dugan's Dungeon L13, Bavato's Dungeon L12) and can use force arrows to great advantage either as the dominant form of square (Contest Hold 1N 1E) or in directional one-way passages.

As for some of your other rooms, not involving mazes, some like L3 1N 2E are a bit like plain hack and slash since the brain can be killed before the other monsters. Another example would be L5 1N 1E, where you could make a more challenging version with some queens behind arrows, and you must use roaches spawned from them to kill the serpent before attacking the queens, for example.

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07-12-2004 at 11:51 PM
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gamer_extreme_101
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King Dugan's Dungeon: Level 19, 2E is another good idea for a maze. I remember taking forever on it.

Edit: Yes, I origionally said it was a queen. I hate being wrong. Especially since it happens so often... :(

[Edited by gamer_extreme_101 on 07-13-2004 at 12:39 AM GMT]

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07-13-2004 at 12:16 AM
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Scott
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Except for it being a roach and not a queen.
07-13-2004 at 01:26 AM
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