Sim, my comments on your comments:
Sim wrote:
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×L3 1S 1E - This room isn't meant to be solvable, right? I just left it and the blue door opened. -- correct
L4 Entrance - I liked this one because the slack on efficiency made it fun rather than frustrating. A checkpoint in the middle would be nice though, and the player has enough room in the middle to decide whether to use it or not. -- done
L4 1W - This one was enjoyable too. I'd suggest removing the eyes from all of the tar except the big top blob for aesthetic purposes as I believe the rest isn't needed, unless you are counting on the eyes for reducing the number of babies released. A checkpoint in the middle would also be nice. -- Yeah, I guess the other Tar Mothers really aren't required, are they... I originally didn't have a Mother up top, and the mimic potion was another orb to open a door blocking the bottom. Fixed for the next version
L4 1S 1W - I re-entered from the east and cleared the mother without any babies spawning. I don't know if this was intended or not though. -- nope, the green door has been reinstated
L5 1N - I don't know what the cracked wall is for, I didn't use it. A checkpoint somewhere along the way would be nice though. -- cracked wall was a relic from the first version of the room, and it's gone now. Checkpoint added
L5 1N 1E - I really loved the bit around the force arrows. Again though, a checkpoint would ease things a bit. -- done
L5 1E - A strange room, reminds me of the Tron level in KDD. Unless it were necessary, I'd delete the right-hand snake to make it line up with the entrance. -- serves me right for designing rooms at 1 in the morning... I thought there was an extra one on either side, not just the right. Dropped that snake
L6 1E - I'm hopeless at mimic rooms with a very confined player space, but this one wasn't too bad, perhaps because the player is always in one of the corners of the path, if you see what I mean. -- Yeah, there's a really easy way to do this room, and a really hard way. It's all about planning ahead
As for Level 6 Entrance, no you're not missing anything, that's just the goblin behaving as he's supposed to instead of how I'd like him to. The room's been modified for the newer version, which has been attached to the top of the thread. I also made the exit of level 6 a little more interesting. Thanks for all your feedback!
And the lesson I've learned is to remember checkpoints the first time around.
Edit: Turns out dropping the other Tar Mothers makes that room impossible... well, I can't do it anyway, and I'm pretty good at tar rooms. So, they're back in, and another version of the hold is up.
[Edited by DiMono at
Local Time:09-25-2004 at 06:41 PM]
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Deploy the... I think it's a yellow button... it's usually flashing... it makes the engines go... WHOOSH!