All right then. I'm gonna need to post this in that case...
Note for HA's (kinda long):
Click here to view the secret text
×Tarstuff Breakdown:
The rooms with tarstuff are the first and second floor rooms at 1S2W, 2S1E, and 2F 1S2E. The 1F ones are both designed to be entered and solved from either direction. The 2F's 1S2W has two single-mother-eye tiles as its only stable tarstuff and some scripting just in case the player somehow managed to screw up the room anyway that teleports a player attempting to leave the room to the north with monsters still in the room back to the south end of the room. 2F 1S2E requires the player to kill tarstuff in order to reach monsters that must be killed in order to clear the room, and in turn requires the player to clear the room in order to exit it. 2F 2S1E is addressed below.
Bridge Notice:
This hold has some special scripting that creates the possibility of a brand new kind of backtracking issue! Any room on 2F where it is possible to leave the room in a state where the bridge hasn't been dropped and can't be dropped is a severe backtracking issue and must be fixed. I think I got all of them, though. Here's a more detailed breakdown:
Rooms where the bridge can be dropped only after the room is cleared (should be super safe):
Entrance, 2E, 2S1W
Rooms where the bridge MUST be dropped during the solution (so any US that doesn't drop the bridge is a problem!):
1S2E, 2S2E, 2S, 2S2W, 1S2W, 1W, 2W
All of these rooms are designed to lock up either on player entry or as soon as the bridges are dropped (via trapdoor gates), and only open up after being fully conquered. None of these rooms have tarstuff except 1S2E, which is covered above.
Rooms where dropping the bridge and then leaving the room without clearing it in between renders it unclearable (so if the player can drop the bridge and then escape without clearing, that's bad):
1E, 2S1E
With both of these rooms, it's possible to drop the bridge during solving and also to drop it after solving. The player just needs to not ever be able to leave the room after dropping the bridge AND before clearing it.
1E locks the player in when they enter, and the only way out is a green door. There's no tarstuff here, so there's no way to exit the green door and not clear the room.
2S1E requires the player to kill all tarstuff to access a conquer token, but it had an annoying edge case where the player could drop the bridge, kill the tarstuff, and then decide not to conquer the room for some reason. So I added a script that teleports the player away from the room borders in that specific situation until he decides to actually conquer the room.
Basement:
All rooms in the basement, as well as the room leading to the basement (1F 1S), are trivial and I'll be sure to mark them nonscoreable as soon as I can.
Notes on Demos:
For rooms that require more than one pass through (i.e., all of the first floor and most anything with persistent orbs/pressure plates), the demo pack I'm uploading includes demos showing how to go through the rooms for each pass, named "[Usual demo naming stuff] (First Pass)" (replacing First with Second, Third, etc. where applicable). In general the Victory demos are the final pass of the rooms, except for 2F 2S1E, which has a Second Pass demo (no parentheses around "Second Pass") showing how to drop the bridges after clearing the room. When persistent stuff is involved, the passes I recorded aren't always the only order in which to do things, but they represent a valid order that will solve the room in question.
If I'm not mistaken, the only challenge in the hold without a demo specifically showing how it's done is the one in 2F 2S, but included is one of Insoluble's demos which shows how to keep 5 golem piles around. Simply adjusting the actions from that demo to add moving that extra pile onto the button before going to drop the bridge would be enough to clear the challenge in that room.
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109th Skywatcher
Here are some links to Things!
Click here to view the secret text
[Last edited by Xindaris at 04-24-2016 10:42 PM]