Bent--
Tunnels in Choice Annex 1S are unnecessary to the intended solution. They're a red herring, and the room isn't really supposed to be too hard in general. The western buttons are useful in that closing a yellow door that briar is on destroys that briar; I don't know whether it's possible to get a solution that only uses the western ones but I don't consider it a problem that they aren't strictly necessary, either.
Blocks disappearing under swords is a generally unsolvable issue for as long as DROD's scripting language lacks a "
detect weapons"
command. It's doing it in this case because it sees a one-use button under it and changes appearance to the appearance that pushes down buttons, then sees a disabled button (which is not counted as a button apparently) and changes appearance back. The "
changing appearance back"
commands necessarily include a "
disappear"
and "
appear"
command, and attempting to appear on top of a weapon makes the script delay until there isn't something in the way of appearing. I may be able to code some kind of workaround but it seems rare enough to not be worth the trouble here.
As a workaround for this specific room I'll just make it a multi-use plate instead.
Momentum Attic 2E: I wasn't aware that saying "
show from title screen"
actually made the demo pack in with the hold until very recently. I'll remove that. Let me know if you see anything else like that.
I don't consider the "
no-block"
solution a big deal because it's very obviously a lot more trouble than just putting the block on the button. Besides, I don't see any sensible way to compel the player to use the block there for this one.
MA 1N1W: 1W is actually a lot
more jagged than this room. But if it really will look better maybe I could just replace some of that with more deep water and/or big rocks.
Insoluble--
EH 2N1W: That's intended, yes, and necessary for the challenge.
GF 1S2E: At least one other person came up with this solution, I think, and I love it. For some reason your demo made DROD crash a couple of times with the error...
Assertion error in line 1151 of .\Main.cpp: "!"Unexpected MID value.""
...But then it worked fine after that, and it doesn't look like anything the least bit error-causing is happening. WEIRD.
TB 1W: I'll add another checkpoint in the middle of the room.
TB 2N: There aren't any tokens on pressure plates, but I know what you mean. You've actually found an unintended solution (ALL rattlesnakes in this room are supposed to die to the bombs), which I think I'll have fixed now...
TB 1N: Basically, there's a difference between the
push and the
teleportation. The rules for
pushing are essentially the same as those for a mirror, but
after pushing it can teleport past things like arrows and pits. There's a reminder of this fact in Floating Antechamber 1N1E but if it's not clear enough from this level I can add something to clarify.
TB 1S: I've been trying to do that everywhere (in general, not just in this hold), but it just won't fit in the tight space here without altering the puzzle in a way I don't like. Anyway, the player has no choice but to step on these arrows and then can clearly see what weapon they've been given afterward.
New version uploaded with the changes mentioned above
____________________________
109th Skywatcher
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[Last edited by Xindaris at 08-15-2016 07:55 PM]