I decided to go in and start making some of our missing demos. I spotted one or two other issues along the way.
Here's an issue not previously discussed:
Several levels are missing entrance texts. Namely:
-The hub level, "
Entering a Level"
, has no entrance text (well, it has "
Entrance 1"
, which is just the default, so I consider that "
nothing written"
). I'll write one for it, if there are no objections to that.
-"
Dropping a Red Door"
has no entrance text. This was Nuntar's original, so perhaps he can supply one?
-"
blorxery"
has no entrance text. This was blorx1's original...honestly, the level's sparse nature might fit with its entrance text being "
Entrance 1"
, but I feel like that trick only works if you do it exactly once in the entire hold, and uh...
-"
exterminating evil eyes"
has an entrance text that is just "
Entrance"
, no number. This original was by Insoluble, who I think is not available for comment; the lack of a number suggests that it was intentionally left as "
Entrance"
. So..one of these two needs to change, is my feeling.
-"
Sea Serpents"
also has no entrance text. The original was by dimwiddy, who is completely gone, so maybe I'll just write one.
Additionally, "
blorxery"
has no walls around its rooms. I should probably just fix that.
Also also, I added a variation of my own to "
Bomb Safety"
, now in 1S1E. I also added a demo for it, of course.
Now then, as for demo production...
Click here to view the secret text
×Entering a Level:
I tested The Entrance by copy-pasting it elsewhere, so still no demo. But it is a a fairly easy puzzle; you just go to each of the 4 corners and do the most obvious thing for the most part. If I wanted to make it "harder", I'd look for some way to force the player to use a potion in a different corner from where it is, but personally I don't want it to be harder.
Dropping a Red Door:
2N1E: Solved. It's sort of obvious what to do, but the execution takes a bit to work out.
3N1E: I don't think I'm smart enough for this; there doesn't seem to be any way to reach (for example) the west orb and open a diagonal path for the skipper and not have that path lead it straight into the force arrow trap. Chaco, please help.
3N: Tricky but managable. The last step is the hardest.
3N1W: Even worse version of 2N1E...oh no. But I found an "opening" that makes it a lot more managable, and probably would've worked there too. It wasn't so bad after that, aside from one point where I got myself stuck for a while.
The one thing I want to call out in that secret is that I was unable to figure out one of
Chaco's rooms, and would appreciate someone else looking into it and/or Chaco just directly producing the demo, if you're reading this.
Find attached to this post a zip file with the current state of the hold, plus the current set of completed demos. Feel free to try out any rooms without demos yet and produce some for me to add to this set. If you make just one demo, then export that one and attach it to a post; if you make several, feel free to just export the entire-hold demo set. This will result in some duplicate demos when I import all that, but that's not really a problem.
____________________________
109th Skywatcher
Here are some links to Things!
Click here to view the secret text
[Last edited by Xindaris at 08-09-2024 03:29 AM]