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Caravel Forum : DROD Boards : Architecture : super dungeon deluxe 5 pack part 1 (1/5 of the 5 holds)
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matthewpd
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File: Super Dungeon Deluxe 4level pack 1.hold (27.2 KB)
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icon super dungeon deluxe 5 pack part 1 (+1)  
here it is all done if you think this is good i will beta test it. ;)

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[Last edited by matthewpd at 06-24-2011 04:52 PM]
06-22-2011 at 05:04 PM
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da rogu3
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icon Re: super dungeon deluxe 5 pack part 1 (+1)  
Hey, I see you found the Architecture board :). May I offer a few friendly suggestions?

First of all, I don't think it's a sensible idea to make 5 separate holds, why not combine them all into 1 hold instead. Secondly, I think you're being a bit ambitious - better to have a small hold with 2-3 levels, rather than a large 5-20 level hold. Thirdly, I presume that 'i will beta test it' means that you will use a beta board for testing the hold? I don't think that's a good idea, you will probably get more feedback here.

As for the hold, it's not bad, actually (was it made in AE? It looks that way). Pretty easy, best suited towards beginners. From what I've played so far there haven't been any backtracking issues. However, there is one glaring issue - checkpoints. There isn't a single checkpoint anywhere at all. You need them. Try to have at least one in every room with monsters in, and one in 1W before the stairs.

Oh - and a request. I think you should make the hold anyone-edit. Due to the size and low difficulty of the hold, I don't see much of a reason to set it to Only You. Up to you obviously.

That's all I've got to say for now. I've played up to level 2, I might have the patience to play more if you make the changes necessary.
06-22-2011 at 05:29 PM
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matthewpd
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icon Re: super dungeon deluxe 5 pack part 1 (+1)  
Fixed (again)

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[Last edited by matthewpd at 06-22-2011 07:00 PM]
06-22-2011 at 06:31 PM
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west.logan
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icon Re: super dungeon deluxe 5 pack part 1 (+1)  
Matthew, I think Rogue was trying to say that you should add checkpoints in most of the rooms, not just the one. For example, I had to restart 1N2W completely over (admittedly due to my own not-paying-attention). It would have been nice to have had a checkpoint in the center, for example.

2N2W and 3N2W, I don't really see the point in their being connected but that's fine.

I think for a beginner's hold, this is pretty good. It does remind me of AE and I did find a bit of fun going from room to room, killing roaches. I liked the exit room too. Well-done!

I only played through the first floor but I really like the room layouts so far. It feels like you're exploring places. The bulging snake belly that shows up on the map in Level IV looks especially funny to me, as does the monster head on Level III.

Rogue is right though, this is pretty extensive for a "first" hold. Are you really planning on making four other parts?

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06-22-2011 at 07:05 PM
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matthewpd
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icon Re: super dungeon deluxe 5 pack part 1 (0)  
west.logan wrote:
Matthew, I think Rogue was trying to say that you should add checkpoints in most of the rooms, not just the one. For example, I had to restart 1N2W completely over (admittedly due to my own not-paying-attention). It would have been nice to have had a checkpoint in the center, for example.

2N2W and 3N2W, I don't really see the point in their being connected but that's fine.

I think for a beginner's hold, this is pretty good. It does remind me of AE and I did find a bit of fun going from room to room, killing roaches. I liked the exit room too. Well-done!

I only played through the first floor but I really like the room layouts so far. It feels like you're exploring places. The bulging snake belly that shows up on the map in Level IV looks especially funny to me, as does the monster head on Level III.

Rogue is right though, this is pretty extensive for a "first" hold. Are you really planning on making four other parts?
Yes im going to do it! each level 4 is gonna be palace (except final hold gonna be sanctum). what monster head? :?

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[Last edited by matthewpd at 06-29-2011 09:35 PM]
06-22-2011 at 07:39 PM
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west.logan
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icon Re: super dungeon deluxe 5 pack part 1 (+1)  
Okay, but don't burn yourself out. Take it slow and complete one hold at a time is my advice.

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06-22-2011 at 07:42 PM
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Elfstone
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icon Re: super dungeon deluxe 5 pack part 1 (+1)  
I have just worked through to L3 and as daRogue3 says this is straightforward but enjoyable. I agree that the lack of 'save squares' in the right places is a problem throughout.

A bigger problem is that I can't exit L3. Having played all 28 (!) rooms I am supposed to go through 1N to get to the blue door, but there is no way through that room S-N, so I can't progress. :(

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06-23-2011 at 08:22 PM
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da rogu3
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icon Re: super dungeon deluxe 5 pack part 1 (0)  
Elfstone wrote:
I have just worked through to L3 and as daRogue3 says this is straightforward but enjoyable.
It's da rogu3. (just saying because you spell it differently each time you mention me :P)
A bigger problem is that I can't exit L3. Having played all 28 (!) rooms I am supposed to go through 1N to get to the blue door, but there is no way through that room S-N, so I can't progress. :(
That's a shame. Matthew, one of the most important rules of architecture is to fully test each version of a hold from start to finish, before uploading. I don't think I want to comment on any more of this hold after the knowledge that you yourself haven't played through it.
06-23-2011 at 08:35 PM
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Elfstone
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da rogu3 wrote:
It's da rogu3. (just saying because you spell it differently each time you mention me :P)

Oh my dear I am sorry - spelling/typing not my strong points these days :~(

(so you're not a rogue then? :whistle )
wanders off humming "An wasna he a roguey, a roguey a roguey; wasna he a roguey the piper . . .

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06-23-2011 at 08:45 PM
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matthewpd
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icon Re: super dungeon deluxe 5 pack part 1 (+1)  
Elf and rouge I belive that i fixed the door to lv3 exit room.
:gathering :w00t

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06-23-2011 at 09:22 PM
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da rogu3
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icon Re: super dungeon deluxe 5 pack part 1 (0)  
matthewpd wrote:
Elf and rouge I belive that i fixed the door to lv3 exit room.
Indeed, it works now. Thanks.
06-23-2011 at 09:28 PM
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matthewpd
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icon Re: super dungeon deluxe 5 pack part 1 (+1)  
your welcome and i added extra checkpoints so you won't have anymore problems. :thumbsup

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06-23-2011 at 09:47 PM
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Neather2
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icon Re: super dungeon deluxe 5 pack part 1 (+1)  
Actually I liked this first hold. Though hack and slash rooms are not my favourite, I had a nice time while playing. Some of the rooms have also an interesting layout and I saw a little analogy with Dugan's Dungeon. I don't consider that a negative point, most of the architects here and there reproduce some ideas from the first DROD in their opening works. Thumbs up and keep the work alive! :)

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Conspiracy, my new hold, has just been released.
06-28-2011 at 06:25 AM
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matthewpd
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icon Re: super dungeon deluxe 5 pack part 1 (+1)  
More replies plz. and i fixed post 5 for chaco

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07-07-2011 at 01:00 AM
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Chaco
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icon Re: super dungeon deluxe 5 pack part 1 (+1)  
If you have a new version of the hold file, then you should update the hold using the Hold Administrator submission interface at the top of this topic (not by editing your first post).

Right now the version the Hold Administrators have access to for promotion is the same one you submitted earlier, so you have to update the hold in order for us to see the changes and promote your updated hold to the Holds board.

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07-07-2011 at 04:37 PM
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Chaco
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File: SDD4p1 Floor 3 III 1N problem with green door.demo (1.6 KB)
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icon Re: super dungeon deluxe 5 pack part 1 (+1)  
Here's an example of the kind of problem I was talking about in post #5.

In a room such as Floor 3: Once North, it's possible to get stuck behind a green door when re-entering the room without clearing it.

This kind of problem exists in almost all of the rest of the rooms in the level too.

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07-07-2011 at 05:55 PM
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matthewpd
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icon Re: super dungeon deluxe 5 pack part 1 (0)  
@chaco i think you missed a tar baby to kill
my solution is to kill the tar mother without making a tar baby
then get blocked by green door.
Also in my solution i don't get blocked by the Green door.
just solve the puzzle without getting blocked.
like getting blocked, like this :frusty.


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[Last edited by matthewpd at 07-07-2011 06:15 PM]
07-07-2011 at 06:14 PM
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Chaco
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icon Re: super dungeon deluxe 5 pack part 1 (+1)  
I intentionally made the tar baby. You'll notice I killed the tar mother first, dropped the green door, then made a tar baby. When I left the room, the room became unconquered again (since there was a tar baby in it).

When I came back from the north, the room was unconquered, and the green door was raised. This made it impossible to clear the room, impossible to reach the level exit, and impossible to clear the hold.

Although it's easy to avoid doing what my demo does in this hold, I'd still like you to install force arrows or other bypasses for the green door in that room and many of the others in this level, so that it is possible to clear the rooms from any entrance and impossible to get stuck in this way.

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[Last edited by Chaco at 07-07-2011 06:20 PM]
07-07-2011 at 06:19 PM
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matthewpd
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icon Re: super dungeon deluxe 5 pack part 1 (0)  
this will be rated higher than the 1st hold I promoted

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07-20-2011 at 09:23 PM
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west.logan
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icon Re: super dungeon deluxe 5 pack part 1 (0)  
I'm sure it will be. It's a nice hold and I'll play through it completely once it's released.

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07-20-2011 at 09:26 PM
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