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Garlonuss
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File: NeverForth.hold (52 KB)
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icon Neverforth (0)  
I've been working on this one off and on for a while. In my opinion, some rooms seem to lack inspiration, but I'm fairly confident it's glitch free. The story aspect is a little weak beyond the opening text, though.

If anyone has some suggestions for some of the rooms, though, I'd be glad for the input.


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[Last edited by Garlonuss at 01-08-2010 07:07 AM]
12-12-2009 at 04:40 AM
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Someone Else
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I am loving this. So far, I don't have any complaints (other than I hate gel and it took me a long time to clear it)
12-12-2009 at 07:18 PM
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deftriver
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I'm really enjoying it, I'm stuck in Par Quay Parkway, 1W has be completely stumped. But I look forward to figuring it out!
12-14-2009 at 01:02 AM
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Garlonuss
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icon Re: Neverforth (0)  
I've made a couple minor minor changes and posted an updated hold.

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12-15-2009 at 02:46 AM
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deftriver
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I really do enjoy it, but I'm completely confused on Par Quay 1W, even if I were able to solve the room I don't see a way to exit.
12-16-2009 at 03:03 AM
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Garlonuss
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Ah, yes. That one is actually quite simple once you figure out that the whole thing is built on one large bridge.

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12-16-2009 at 11:20 PM
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deftriver
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LOL! I can't believe I didn't even try that!

Now if only that worked for Dune O'Harm 2W.

I really like it, looking forward to more.
12-17-2009 at 09:46 PM
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Juanita
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icon Re: Neverforth (0)  
I'm stumped. Karvin Alley, 2East. Is it possible to go thru the tunnels twice? A nudge in the right direction would be appreciated.
12-18-2009 at 09:19 PM
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deftriver
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icon Re: Neverforth (0)  
Look at what the orbs do, you have to go into the mud room twice.
12-18-2009 at 10:09 PM
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Karvin Alley: 1E
Really? Finding a broken wall in the dark? Not very nice at all. If you could make it slightly more obvious that people should look there...

Also, could I have some help with 2S 2E?
12-22-2009 at 06:35 PM
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Garlonuss
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icon Re: Neverforth (+2)  
I thought about that problem with the secret walls, but it's hard to do something about that other than raise the overall lighting itself. And that changes the ambiance completely. But I copied up a new version where I place a light on the wall next to places of interest. Maybe not the best solution, but it works. If you have any other ideas, let me know.

So far as a hint for the room you're talking about, the order you kill the monsters in is:
1 - snake
2 - left most goblin
3 - eyeball
4 - bottom-left goblin
5 - 3 golems
6 - bottom goblin
7 - goblin in top right section

There may be some unintended solutions as well, but that order is definitely a valid solution. There are times you may have to backtrack to get a certain monster to go where you need it.

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[Last edited by Garlonuss at 12-23-2009 03:54 AM]
12-23-2009 at 03:34 AM
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Someone Else
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icon Re: Neverforth (0)  
I can't return from the secret room if I've already beaten 2S 2E.
12-23-2009 at 05:07 AM
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Garlonuss
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icon Re: Neverforth (0)  
Actually, you can. That's what the platform is for.

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12-23-2009 at 05:22 PM
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Someone Else
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icon Re: Neverforth (0)  
Okay, thanks. I didn't see that.

In Par Quay Parkway 1N 1E, is it intended that the player cut the platform into a one square by one square platform?

[Last edited by Someone Else at 12-23-2009 06:00 PM]
12-23-2009 at 05:38 PM
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Garlonuss
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If you want to cut the platform, just keep in mind that you still need to kill the serpent. You can do that easy enough without cutting the platform. But after that's done, you can do whatever you want with the platform. Mainly I intended for people to try to get out to the serpent to kill it before they were blocked, then do the rest however they want. The large number of seep is intended to distract people from that. Of course, you can do the whole thing without cutting the platform at all.

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[Last edited by Garlonuss at 12-23-2009 10:24 PM]
12-23-2009 at 10:20 PM
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icon Re: Neverforth (+1)  
Cutting the platform makes it easier to kill the serpent. As long as you leave one Wraithwing alive, you can kill all the seep first.
12-23-2009 at 10:29 PM
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Chaco
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icon Re: Neverforth (+2)  
I haven't gotten very far in this hold yet, but I have one main comment to make.

Crestin Place: Thrice West is essentially a two-part room. The first part consists of killing golems and seep and is really long and boring, if you already know how to handle large amounts of seep.

The second part, with outrunning the briar, is tricky, and is what I am working on. This task seems difficult enough that you could have cut out the entire first part's monsters, leaving the walls in the SW part and the empty space in the NE part, and left this part in, and it would have been a perfectly OK and challenging room.

Furthermore, this means that if I leave this room and decide to tackle some other problems, then try to solve the briar part later, I have to do the golem and seep part *again*.

Please consider redesigning Crestin Place: 3W to make it less tedious or more succinct. A checkpoint at (2, 12) would also be greatly appreciated in that room.

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12-24-2009 at 10:09 PM
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deftriver
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icon Re: Neverforth (0)  
Dune O'Harm 2W, no idea how to do this one...
12-30-2009 at 03:36 AM
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Garlonuss
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The pressure plates on the bottom land masses open or close the doors in the middle area. You need to step on the pressure plates to free the monsters, then make your way out to the main land mass before some of the monsters trap themselves by walking into arrows. You end up relying on their brain-directed path finding.

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12-30-2009 at 07:13 PM
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deftriver
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Garlonuss wrote:
The pressure plates on the bottom land masses open or close the doors in the middle area. You need to step on the pressure plates to free the monsters, then make your way out to the main land mass before some of the monsters trap themselves by walking into arrows. You end up relying on their brain-directed path finding.

I guess I wasn't specific enough. I get what things do and the idea, but there's like only one that I can hit without getting things stuck. Is it order? timing? I don't know.
12-31-2009 at 04:42 AM
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Garlonuss
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Basically, once you hit one of the pressure plates, you get to the main land as fast as possible. And it's set up so that you can't hit more than one pressure plate at a time. Also, there are eyes that you will have to be sure to activate while their path to the main land is open, so sometimes you have to walk around the sides of the main pit before going back to hit the next pressure plate.

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12-31-2009 at 05:13 PM
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deftriver
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icon Re: Neverforth (0)  
But I can never get there in time without something getting stuck.
12-31-2009 at 10:37 PM
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Garlonuss
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They're tightly timed. Once you hit the left most plate, you have eleven moves. On the twelfth, you'd better be on the mainland. You can make it but you have no moves to spare. The second and third from the left allow three moves. The fourth move has to take you back to the mainland. It's basically a beeline each time.

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[Last edited by Garlonuss at 12-31-2009 11:34 PM]
12-31-2009 at 11:24 PM
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deftriver
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File: N Dune O Harm 2W gets stuck.demo (1.4 KB)
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icon Re: Neverforth (0)  
Here's a demo, I hit the first one and I make a bee line but can't get there in time.
01-01-2010 at 12:31 AM
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BoyBlue
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File: N Dune O Harm 2W Victory.demo (2.1 KB)
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icon Re: Neverforth (0)  
deftriver wrote:
Here's a demo
I'm not sure what you think is wrong with your demo.

Here's a solution, though it's probably not exactly what was intended, and I may be making it harder than it is. This is a really complicated room.
01-01-2010 at 03:33 AM
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deftriver
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BoyBlue wrote:
I'm not sure what you think is wrong with your demo.

Do you not see the roach that gets stuck at 21,20?

Thanks for the demo, but a roach gets stuck at 20,12 in yours.

[Last edited by deftriver at 01-01-2010 05:08 PM]
01-01-2010 at 05:07 PM
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deftriver wrote:
Do you not see the roach that gets stuck at 21,20?
I don't see that.

What version of DROD are you using? I recall an old bug that might cause such a problem, but I think it was only in a beta version.
01-01-2010 at 09:34 PM
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BoyBlue
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icon Re: Neverforth (+1)  
Some comments:

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01-01-2010 at 09:41 PM
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deftriver
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BoyBlue wrote:
What version of DROD are you using? I recall an old bug that might cause such a problem, but I think it was only in a beta version.

That fixed it!
01-01-2010 at 10:57 PM
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Garlonuss
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icon Re: Neverforth (+1)  
Crestin Place Entrance - Why does the sign spell Krestin with a K?
That was a holdover from an earlier version where I spelled it differently. I've fixed it.

Crestin Place 2W - I never opened the trio of yellow doors. It's easier to go back through the open space just north of the northernmost force arrow.
Fixed it.

Crestin Place 1N - I put the 1x1 raft at (20,7), then lured some roaches into the red door room to hold down the pressure plate. I never used the serpent, etc.
I'm having trouble seeing how you got it there. Of course, if you meant (20,3) that makes sense and I've fixed it.

Karvin Alley 2S3E - I assume the serpents could be killed using the wraithwing, but I used a mirror.
Fixed it.

Karvin Alley 2S2E - A complicated room. I never used the arrangement of 4 arrows and two doors on the east side.
You're not supposed to use it. If you didn't, you avoided a gotcha that only comes up once at a specific time.

Par Quay 1E and 1N1E - I don't understand the purpose of the timer in 1E or the force arrows at 1N1E's entrance. Maybe you're trying to make sure the player doesn't have to play through 1E multiple times, but that can still happen because it's possible to leave 1N1E without clearing it.
Yes it is possible to leave 1N1E without clearing it. But you have to make a conscious decision to do that and I don't care enough to stop people from doing that to themselves.

And the timer on 1E is because the moment the snake is gone, if there are any eyes left, they are too far from the exit for you to kill them and make it there before the briars spread to cover the exit. Unless you have one of the eyes follow you out toward the briars so they won't cover the exit for you. You want to kill the eyes and head for the exit before the snake dies, but if you don't make it, you need to remember to keep an eye or goblin alive and following you until you're close enough to the exit. It's not a hard and fast timer, but it is something to keep in mind in your strategy. Especially if you have optimization in mind.


Dune entrance text - 'intelligent' spelled wrong.
Oops. Fixed it.

Dune 1S1W, 2W, 2S - Candidates for a checkpoint, IMHO.
On 1S1W, I actually made the conscious decision not to put them there. But if you think the others could use them, I've placed a checkpoint in each one. I

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[Last edited by Garlonuss at 01-02-2010 08:38 AM]
01-02-2010 at 08:36 AM
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