My comments :
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-Try to stick with one floor style per level. Changing it up makes it slow and confusing
-Add checkpoints. Lots of people make stupid mistakes and then get mad at having to do it over again.
These are all the notes I made during you're hold.
LEVEL 1
1E - Add a brain. It will make it harder and more interesting.
2E - I passed that room not using the potion. Either make it mandatory that you have to take it, or scrap it altogether.
2N, 2E - Long and boring, no offense.
2N, 1E - Have you played level 15 of Dugan's yet? Level 15 is full of these things, except (no offense) they were interesting and challenging. Most of yours are time consuming and pointless.
1N, 2E - Too easy. If it's the mini snake one(I don't remember for sure), you don't need to hide behind the trapdoor to kill it. You can just lead it in there.
LEVEL 2
3N - Make the brain the last creature killed. Right now, the brain does nothing.
1N, 4E - Good job! Very entertaining!
2N, 3E - Very creative. Frustrating, but creative.
2N, 2E - Too easy. Add more tar or something.
1N, 2E - DON'T DO SLASHFESTS!! Killing 423 monsters is pointless.
2N, 1E - Again, too easy, and reminisant of some of your other rooms.
I would suggest passing Dugan's Dungeon if you haven't already, then playing some of the user holds to get an idea of some creative rooms. You have what it takes, but a bit of reasearch will go a long way. Don't think I'm being hard on you or anything. If you look at a thread in the architecture board called "
Before Dugan's Dungeon"
, you'll see my first hold's critism. It isn't pretty, but it helps make a hold more challenging and more funner.
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--That guy with a million different aliases since he doesn't like this name anymore.