Here is a list of basic things that should probably be addressed with the hold linked in the post above as it currently is. I've tried to put the architect's name next to each item so that you can quickly glance down to see if one of your rooms is listed here. This is by no means exhaustive, just unintended solutions, lack of checkpoints, and other stuff like that. Just because I suspect a solution is unintended does not mean it is or that it needs to be fixed, I'm just trying to be as exhaustive as possible in pointing things out in order to get the ball rolling. If a room is not listed, that means that none of the demos show an unintended solution (though there still may be one) and that nothing else seemed off.
General:
Nuntar:
Level 3 text is missing.
End of hold text is the generic one.
Chaotic Order:
Chaotic Order:3E:
Skell: No checkpoints.
Chaotic Order 1S2E:
Skell: Unintended (according to the scrolls anyway) - The adder can be shortened and the room can still be solved. This could be fixed by placing south facing force arrows on the bottom yellow door of each airlock. Also, some warning that shallow water traversal is off might be a good idea.
Chaotic Order 1E:
Chaco: Not sure how open you want this to be. All three recorded demos have a different solution, but none of them violate the conditions on the scrolls (although it does seem possible to have the soldier kill a gel baby using one of those solutions). If your intent was for the room to be open then just ignore me.
Chaotic Order 1S:
KieranMillar: Again, not sure how open you want this to be. All three recorded demos differ from the solution described in your scrolls. None of them violate the conditions of the room and none are trivial, so you could always leave it open.
Chaotic Order 2N1E:
LarryMurk: Needs Checkpoints. Unintended solution, the adder can be killed immediately. Not sure what to do about this.
Haphazzard Choice:
Haphazzard Choice:2N:
D,Craven_One: Needs checkpoints. The language on the second scroll, mild though it may be, may still be inappropriate for a game that strives to avoid any sort of profanity (at least that's my understanding).
Haphazzard Choice:1W:
D,Craven_One: Looks like the unintended solution allowing you to regain your weapon has been fixed. However, Jeff Ray's LP solution still works (I tried it out just to be sure). I'm assuming this is unintended since it violates the last condition on the scrolls (and makes the tunnel completely unnecessary). See his LP for details
https://www.youtube.com/watch?v=gN4_TphLt4o
Also, additional checkpoints would kindly be welcomed.
Haphazzard Choice:1E: I believe the disarm token takes care of the unintended solution but I am rotten at spotting these things and input from others would be appreciated.
Haphazzard Choice: 1N1E:
Red_XIII: Many Unintended solutions exist here. You can strike the orbs at (5,20) and (30,27) at practically the same time, making the rattle serpent unnecessary for any sort of brain pathmap blocking (which one of the scrolls implies is a room condition). It is possible to kill the serpent with the fegundo before it even leaves the little alcove so the orb in the pool at (22,25) does not even need to be hit. I have not successfully implemented what I think the intended solution is, so I can't really offer much in terms of suggestions.
Accidental Design:
Accidental Design: 1N1W:
Lucky_Luc Unintended - The room can be solved with the red doors down violating the conditions on the scroll.
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