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Yur-Val
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File: The Two Passes.hold (215 KB)
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icon The Two Passes (+1)  
My TCB architecture with interesting puzzles.

I almost completed this architecture!


[Last edited by Yur-Val at 11-06-2011 08:32 AM]
09-09-2011 at 12:41 PM
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Blondbeard
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icon Re: The Two Passes (+1)  
Interesting first room. Will not play ahead without checkpoints. Anyone edit version would be helpfull too.
09-09-2011 at 02:08 PM
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Yur-Val
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Blondbeard, Thank you for your comment about checkpoints.
I added the checkpoints.
09-09-2011 at 04:13 PM
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Blondbeard
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Good :) I played on some anyway, and apart from the lack of checkpoints I like what I'm seeing.
09-09-2011 at 04:41 PM
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Blondbeard
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Uhhm... There are no checkpoints -_- Just in one room, and hardly in a useful spot.
09-09-2011 at 05:54 PM
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Jacob
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icon Re: The Two Passes (+1)  
Liking what I've played so far! Some points:
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09-09-2011 at 07:10 PM
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brian_s
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A big problem: I got to 11N1W in The Two Passes and headed back to 1N only to find myself unable to exit 6N to the south. A green door in 7N at (24,30) looks like that will fix that problem.

Specific room comments:
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09-10-2011 at 01:38 AM
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Blondbeard
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10 N really needs checkpoints. And I don't know if the scripting in the mud-room works like you want it to. Can post a demo, if you'd want me to.

Also: Can I ask what tou have against anyone edit for testing? We are not going to abuse your hold. And the mudmother room doesn't really need a black door. It's kind of trivial to clear mud once the mother is gone (even with the scripting, if you want you could have one 2*2 blob you have to clear, but not all the mud IMO).

[Last edited by Blondbeard at 09-10-2011 06:42 AM]
09-10-2011 at 06:35 AM
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Yur-Val
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Jacob and Brian_S, thanks for your comments about bugs. Now to the second passage way is open.

[Last edited by Yur-Val at 10-12-2011 06:27 AM]
09-10-2011 at 01:08 PM
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Yur-Val
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Blondbeard wrote:
Also: Can I ask what tou have against anyone edit for testing? We are not going to abuse your hold

Sure. You, Jacob and BrainS can be testing my architecture.

[Last edited by Yur-Val at 09-10-2011 01:15 PM]
09-10-2011 at 01:15 PM
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Yur-Val
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File: TTP The Two Passes 8N Victory.demo (1.8 KB)
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icon Re: The Two Passes (+1)  
And to Blondbeard...

Blondbeard wrote:
And I don't know if the scripting in the mud-room works like you want it to. Can post a demo, if you'd want me to.

...Sure, I can make a demo with mud-room for you.

[Last edited by Yur-Val at 09-10-2011 01:47 PM]
09-10-2011 at 01:44 PM
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Blondbeard
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The wubba in 1N returns when you exit the room were it disapears.
09-10-2011 at 01:47 PM
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Blondbeard
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Yur-Val wrote:
And to Blondbeard...

Blondbeard wrote:
And I don't know if the scripting in the mud-room works like you want it to. Can post a demo, if you'd want me to.

...Sure, I can make a demo with mud-room for you.

No. I meant I could post my demo. It seems as if the mudbabies only moves twice some of the time...
09-10-2011 at 01:49 PM
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Yur-Val
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icon Re: The Two Passes (+1)  
About wubba: This is definitely a bug too. Now I removed this bug.

[Last edited by Yur-Val at 09-10-2011 03:50 PM]
09-10-2011 at 03:13 PM
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Blondbeard
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What is your issue with checkpoints? The hold is good, with some inovative rooms. The checkpoint issue just repetadly makes me want to quit. A room like 2N1E needs checkpoints. 8N would also profit from a visible checkpoint.

Also: Do you know how to make the hold anyone edit. It seems from your answer that you meant to do it, but you haven't.

In most cases: The more checkpoints (to a certain limit) the more apreciated your hold will be.
09-10-2011 at 04:12 PM
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Jacob
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YurVal, I think you should listen to what Blondbeard is saying.

Having fewer checkpoints does not make a hold more of a challenge - it just makes it more frustrating.

Please put some more in. I certainly am not in a rush to attempt 5N (guiding mimic through tar) until there are some checkpoints.

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09-10-2011 at 05:13 PM
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Yur-Val
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I'm again changed the architecture. I think that I have considered your advice.
09-10-2011 at 05:43 PM
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Yur-Val
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Jacob wrote:
Having fewer checkpoints does not make a hold more of a challenge - it just makes it more frustrating.

This is the perfect rule for the creator of holds. I often forgot about it, making an interesting puzzle.

[Last edited by Yur-Val at 09-10-2011 06:00 PM]
09-10-2011 at 05:59 PM
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Blondbeard
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First bad room: The lots of serpents and a rattlesnake room. Very tedious IMO.

Edit: 3N1E (although I think you understod that).

[Last edited by Blondbeard at 09-10-2011 10:28 PM]
09-10-2011 at 07:30 PM
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Blondbeard
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File: Possible.PNG (1.4 MB)
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icon Re: The Two Passes (+1)  
Is this room possible? I don't see how to progres from here.
Click here to view the secret text

Also: Checkpoints... For the three rooms leading up to this one there are no checkpoints whatsoever.

[Last edited by Blondbeard at 09-10-2011 08:58 PM]
09-10-2011 at 08:56 PM
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brian_s
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icon Re: The Two Passes (+1)  
More room comments:
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09-10-2011 at 10:04 PM
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Yur-Val
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Brian_S, excellent comments, I've changed, what counted necessary.

[Last edited by Yur-Val at 10-12-2011 06:28 AM]
09-11-2011 at 08:04 AM
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Yur-Val
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File: TTP The Two Passes 7N1E Victory.demo (1.2 KB)
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icon Re: The Two Passes (+1)  
7N1E - demo for BrainS.

[Last edited by Yur-Val at 09-11-2011 08:19 AM]
09-11-2011 at 08:18 AM
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Blondbeard
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Listen... Would you like me to put out some checkpoints? I'm fairly sure I can put out a reasonable amount of checkpoints in the rooms, and you seem to have a hard time doing that (unless you want people to think less of your hold, and rate it lower). In particular I think 8N1E needs more checkpoints, more conviniently placed. And I don't know why the checkpoint in 6N1E is were it is.
09-11-2011 at 10:25 AM
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Yur-Val
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Blondbeard wrote:
Listen... Would you like me to put out some checkpoints?

Of course, but I've added checkpoints in rooms: 8N1E and 6N1E.
09-11-2011 at 01:01 PM
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Blondbeard
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File: Davids The Two Passes.hold (37.6 KB)
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icon Re: The Two Passes (+1)  
Here you go. A bit better checkpoints, I think (haven't added checkpoints to the rooms in later levels yet). Also I have a bug to report. The second cutscene teleports Beethro to a wall. Also: Why have that cutscene? Why not just have a stair up there? I know you will lose the sneaky "don't kill the roach" in the unrequired room, but that is just likely to make people angry anyway.
09-11-2011 at 03:17 PM
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Yur-Val
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Blondbead, thanks for the tips. I changed that thought it necessary. (Almost all of what I saw new)
09-11-2011 at 04:31 PM
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Yur-Val
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And about the teleport (kill-wubba). I think it is quite pretty. Also I added a message about the roach in room 1N1E.

[Last edited by Yur-Val at 09-11-2011 04:49 PM]
09-11-2011 at 04:47 PM
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brian_s
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I went through the Two Passes level a few times. It looks good but I spotted a few bugs.
In the new 3N1E I killed the rattlers before dropping the red gates and cleared the room, I think that is unintended.
And after reaching the end of the second pass I got teleported to 1N1E into solid wall at (30,23) unable to move other than hitting the orb.
09-12-2011 at 01:27 AM
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brian_s
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More comments on my latest playthrough:
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[Last edited by brian_s at 09-12-2011 07:11 PM : Fix spelling and formatting]
09-12-2011 at 07:10 PM
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