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blorx1
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File: Variations 3 Someone Else v4.zip (10.2 KB)
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Here's a variation on Someone Else's room. The demo file I submitted also includes some bonus content where I break the original room and disoriented's variation because the bomb based plate thingy is very fragile. I made sure to abuse that in my actual room rather than let my room be breakable.

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08-06-2016 at 04:00 AM
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blorx1
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File: Variations 5 disoriented v3.zip (6.7 KB)
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And finally a variation on disoriented's room. It's not terribly interesting since I already made two of these today and I wasn't sure what to do without resorting to horrific soldier abuses.

It's pretty simple I guess.

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08-06-2016 at 04:31 AM
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disoriented
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Waiting on DimWiddy, Insoluble, Someone Else.



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[Last edited by disoriented at 08-06-2016 06:27 AM]
08-06-2016 at 06:26 AM
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disoriented
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File: Variations 10 JD v6.zip (14.1 KB)
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Here's the latest version of jamesdenem's room with blorx's addition.

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08-06-2016 at 06:46 AM
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Insoluble
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File: Variations 5 disoriented.zip (7.8 KB)
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Okay, here's an addition to disoriented's room. The tarstuff part and serpent part are pretty much independent of each other, but I was happy to be able to include all three serpent varieties to echo the use of all three tarstuff varieties. I also included a demo of an alternate solution to blorx1's variation because it seemed fun. Not sure if it's interesting enough to be a challenge or anything though. Lastly, I think Chaco's variation is slightly broken, or at the very least, my solution requires a whole lot less worrying about resource management. It could easily be prevented by judicious use of hot tiles around the soldier though.

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08-08-2016 at 08:17 AM
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disoriented
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Insoluble, I like that solution to Chaco's variation! And your variation too!

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[Last edited by disoriented at 08-09-2016 09:43 PM]
08-09-2016 at 09:41 PM
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Someone Else
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File: Variations 8 Insoluble.zip (6 KB)
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Sorry it took me so long to do this! I'll try and do the others that it's my turn for...
08-11-2016 at 04:19 AM
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Someone Else
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File: Variations 9 DimWiddy.zip (8.9 KB)
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And here's one for DimWiddy's room.
08-11-2016 at 04:53 AM
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disoriented
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File: Variations 9 DimWiddy v5.zip (10.2 KB)
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Here is "Variations 9 DimWiddy" with Chaco's room. I am next.

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08-11-2016 at 07:32 AM
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disoriented
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File: Variations 8 Insoluble.zip (8.9 KB)
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Someone Else accidentally left out Xindaris' room from his version of "Versions 8 Insoluble", so here is an updated version of that hold.

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[Last edited by disoriented at 08-11-2016 07:44 AM]
08-11-2016 at 07:42 AM
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disoriented
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This should reflect where we are now:



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[Last edited by disoriented at 08-11-2016 08:01 AM]
08-11-2016 at 08:01 AM
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Chaco
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Although I think I posted a variation for Insoluble's room much earlier in the thread, I wasn't very happy with it on second glance. So I just made a new room from scratch today, which is probably a bit better.

I installed the new room in 2E, but haven't touched the other rooms.

(The force arrows to point out which room edges lead to actual rooms are a bit incomplete in each of the existing rooms as they are now. Maybe we can come up with a better way to indicate that later, once the level is complete.)

EDIT: After taking a look at Insoluble's unintended solution to my variation of disoriented's room (Lazy Soldiers 1N1E), I'd be fine with changing it so a large part of the left half of the room (the rectangle (4,7) to (11,23)) would be hot tiles, to prevent walling in the soldier like that.

EDIT AGAIN: Removed by request of disoriented.

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[Last edited by Chaco at 08-12-2016 02:48 AM]
08-11-2016 at 04:53 PM
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DimWiddy
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File: Variations 5 disoriented v5.zip (4.5 KB)
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Finally managed to squeak out a room. Hopefully I managed to get the player correct this time... :blush

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[Last edited by DimWiddy at 08-12-2016 02:19 AM]
08-12-2016 at 02:17 AM
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disoriented
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File: Variations 8 Insoluble v6.zip (13.2 KB)
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Latest version of Variations 8 Insoluble with Chaco's room. I am next.

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[Last edited by disoriented at 08-12-2016 02:48 AM]
08-12-2016 at 02:48 AM
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disoriented
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Status with updated directions:



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[Last edited by disoriented at 08-12-2016 03:03 AM]
08-12-2016 at 03:03 AM
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DimWiddy
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File: Variations 4 Chaco v6.zip (4.9 KB)
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Two in a night!

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08-12-2016 at 05:42 AM
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disoriented
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File: Variations 8 Insoluble v7.zip (9.2 KB)
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My version of Insoluble's room.
Nuntar is next.

EDIT: Nuntar is on hold, so blorx1 can go.

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[Last edited by disoriented at 08-14-2016 10:10 PM]
08-13-2016 at 02:12 AM
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jamesdenem
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File: Variations 5 disoriented.zip (8.1 KB)
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Here is my variation on disoriented's room.

Hope it is enjoyable.

While playing around, I found a strange set up where the guard does not move, even though there is a monster.
After breaking the edge of the tar, moving to kill the tar baby on the right does not cause the guard to move, even though the other tar baby is still alive.
You can see it in my demo. Note that the move I make is the only move that causes this. No other movement order seems to do it.
Probably some tricky pathmapping I'm not aware of...

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[Last edited by jamesdenem at 08-13-2016 06:32 PM]
08-13-2016 at 06:28 PM
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disoriented
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jamesdenem wrote:
After breaking the edge of the tar, moving to kill the tar baby on the right does not cause the guard to move, even though the other tar baby is still alive.


I suspect it's because after turn 31, there is still no pathmap from the guard to the left tar baby. At this point, the guard can only see the right tar baby. Since you kill that one on the next turn, it's only after turn 32 that the guard would move toward the left tar baby (if it were still alive after your next move).

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[Last edited by disoriented at 08-14-2016 03:20 AM]
08-14-2016 at 03:18 AM
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disoriented
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File: Variations 9 DimWiddy v6.zip (10.5 KB)
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My version of DimWiddy's room is attached.

Nuntar is on hold, so blorx1 can go next.



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[Last edited by disoriented at 08-14-2016 03:24 AM]
08-14-2016 at 03:21 AM
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jamesdenem
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File: Variations 4 Chaco.zip (6.8 KB)
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Here is my variation for Chaco's room that should be relatively easy to do.

I decided to see how far you might be able to go with careful brain pathmapping, and came up with this room.


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08-14-2016 at 07:15 PM
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Xindaris
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File: Variations 4 Chaco.zip (7.9 KB)
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My addition to Chaco's is added. I decided to try putting goblins in the box since none of the other variations had done so, and messed around with how they could be interesting until I came up with this. I'm proud of how it more or less uses an important element of the original that's copied in several of the other ones as a red herring.

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[Last edited by Xindaris at 08-14-2016 08:22 PM]
08-14-2016 at 08:22 PM
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Chaco
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quote:
disoriented wrote:
My version of Insoluble's room.



Unfortunately, for this room (Variations on evil! (eyes): Twice South), you can just place the first decoy so as to stick the evil eye on row 25 (so, just to the west of that yellow door), wake up the eye, then place a decoy on (16, 26) and kill the eye there.

This could easily be prevented by putting a trapdoor (or similar placement blocker) on the eye's starting location.

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08-14-2016 at 09:27 PM
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Xindaris
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File: Variations 5 disoriented.zip (9.2 KB)
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And now I've added to disoriented's as well.

Here, instead of the soldier never detecting anything, the goal is to make him detect tar babies in a sequence that keeps him turning his sword but never stepping off until the end. I initially thought there would be a way to keep him from stepping off the entire time, but it's just not possible thanks to how many babies spawn in how far apart places, at least not without adding something like a mimic, decoy, or another timeclone that would completely break the earlier puzzle...

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08-14-2016 at 10:08 PM
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disoriented
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quote:
Chaco wrote:
quote:
disoriented wrote:
My version of Insoluble's room.



Unfortunately, for this room (Variations on evil! (eyes): Twice South), you can just place the first decoy so as to stick the evil eye on row 25 (so, just to the west of that yellow door), wake up the eye, then place a decoy on (16, 26) and kill the eye there.

This could easily be prevented by putting a trapdoor (or similar placement blocker) on the eye's starting location.


Thanks, I've updated the above attachment with your suggestion.

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08-14-2016 at 10:10 PM
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disoriented
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If your name is DimWiddy, Someone Else, Insoluble, or blorx1, it's your turn:



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[Last edited by disoriented at 08-14-2016 10:26 PM]
08-14-2016 at 10:24 PM
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jamesdenem
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quote:
disoriented wrote:
quote:
jamesdenem wrote:
After breaking the edge of the tar, moving to kill the tar baby on the right does not cause the guard to move, even though the other tar baby is still alive.


I suspect it's because after turn 31, there is still no pathmap from the guard to the left tar baby. At this point, the guard can only see the right tar baby. Since you kill that one on the next turn, it's only after turn 32 that the guard would move toward the left tar baby (if it were still alive after your next move).


I think it is something else entirely, because if you play with it and try to do the same thing on the vertical side, the guard moves right away, even though it looks like there is the same pathmap setup.

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08-15-2016 at 03:27 PM
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blorx1
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File: Variations 9 DimWiddy v7.zip (12.1 KB)
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Here's a variation on DimWiddy's room. It's kind of stupid.

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08-15-2016 at 06:25 PM
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blorx1
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Here's a simple variation on Insoluble's room that changes disoriented's version. It's not too different but it's kinda neat. Also included is a one decoy demo for disoriented's room.

Edit I screwed up: see the below post for a fix.

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[Last edited by blorx1 at 08-16-2016 05:07 AM]
08-15-2016 at 07:23 PM
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blorx1
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File: Variations 8 Insoluble v8.zip (9.1 KB)
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Apparently I forgot that seeding beacons need to be on if I want the room to work, so I fixed that.

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08-16-2016 at 05:07 AM
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