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Caravel Forum : DROD Boards : Architecture : Collection (Various puzzles ranging in theme and difficulty.)
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navithmastero
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Hi all!

Although it has been a rather long time since I last posted on here, I've still been playing DROD from time to time and have built a few puzzles. This hold is a (story free) collection of puzzles that I've built, some more recent than others. A couple of you might recognise a few of the rooms as they were included in a hold I put on architecture a while back, but most are new. The rooms range in theme and difficulty ranging from maybe 4.5 brain rooms to 7.5 brain rooms.

I'd appreciate your opinion on the puzzles I've put together.

Thanks!

[Last edited by navithmastero at 03-11-2017 06:14 PM]
02-25-2017 at 11:40 PM
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uncopy2002
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Beautiful hold art and aesthetics in general! One thing that really worths mentioning is the lighting that changes by pressure plates. The interlocking areas are also pretty neat.

Gradually playing through the hold as I comment on and notable things:

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Edit: 1S6W has a backtracking problem - you can't get back once you exit from either east or west exit.

Edit: more comments

[Last edited by uncopy2002 at 03-01-2017 03:13 AM]
02-26-2017 at 07:24 AM
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Insoluble
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Looks good so far. The hub level has some nice minimap art, though you might want to consider making navigation a bit easier (using tunnels at the room edges to hop from one edge to the next for instance.)

I'm playing through a level at a time. Just finished the time clone level. General thoughts: I liked the level on the whole. There are a lot of room breaks that you may want to fix and a couple of things that make rooms unsolvable that you'll definitely want to fix. On the whole there was nothing too tricky. I tend to prefer the rooms that asked me to do something interesting rather than just pre-record blind fighting, but that's mostly personal preference. Quite a few rooms had force arrows over disarm tokens which can be very hard to read. It would be nice to split these up using an arrow-token-arrow arrangement, but in a few rooms it seems unavoidable. Demos are attached so you can see what I did.

3N: Is something supposed to open the yellow gate at (3,3)? Seems impossible to kill the queen up there otherwise.

3N1E: Unintended solution:, I did not use the time token at all. See demo.

3N2E: Is something supposed to disable the force arrow at (30,4)? I am unable to exit the room otherwise. Also, unintended solution: I did not use the time token at all. See demo.

2N1W: Not sure if I was supposed to use pushing tricks to exit from the south, but I just exited to the east since it seemed easiest.

2N: This was the only room I outright didn't care for. It was mostly a bunch of elaborate set up just to get to a bit of blind fighting at the end. Blind fight rooms tend to have a lot of guess and check, and I find them to be the least enjoyable kind of time clone room. But I guess that's a subjective thing and others may feel differently.

2N1E Unintended solution: I didn't use the last time token at all.

1N1W: I can't put my finger on why, but I feel like I broke this one too. I feel like I was supposed to maybe do something differently to kill the roach and serpent. You can check my demo at any rate to be sure.

1N1E: This one was nice and clean. I liked the minimalism of it. I suppose it could use a checkpoint on the time token just for good measure.

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02-27-2017 at 09:15 AM
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Insoluble
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Okay played through the Roach, Goblin, Serpent level and have some comments on that one. It felt to be in about the 5 brain level and seems very consistent in difficulty. I like how this level intertwines with the previous one. Demos are attached again.

General thoughts:

1E: This was a nice room to introduce the level. There were a few fun interactions, like using the goblin to block the roach.

2E: A classic using the spawn to block the queen room. It was a nice example of the genre though. Not sure what the queen at (24,22) was for.

2N2E: This was a fun goblin manipulation room. I'm glad I never had to fiddle with more than two at a time.

3E: I feel like I was supposed to kill the snake on the roach so i tried to do it in the alcove instead just to show that you didn't need the roach. Not really a break per se since it's probably harder than the intended way to do it.

1N3E: I'm almost certain my solution is unintended. I feel like I ignored half of the mechanisms in the room.

4E: And another really nice one. I like that a lot of these rooms ask me to use different monsters together in interesting ways while keeping the manipulation fairly straightforward.

Also, happy birthday :)

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[Last edited by Insoluble at 03-02-2017 05:45 AM]
03-02-2017 at 05:45 AM
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navithmastero
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Thanks for the comments both! (and the birthday message insoluble).

I've checked through the USs you found and (I hope) have fixed most of them, check the original post for an update of the hold. Uncopy, would you be able to attach a demo for 4S1W please?

Oh, and 3S, I can remember the intended solution but can't seem to do it, it's so broken though that I think I'll just replace the room.

And re: 2N, I'll see what a few other opinions are, and see if others think it should be replaced.

Thanks again!

[Last edited by navithmastero at 03-02-2017 09:56 PM]
03-02-2017 at 09:38 PM
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navithmastero
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Update!

Changed 4S2E and added a room at 4S3E as well as other minor changes throughout the hold.
03-11-2017 at 06:16 PM
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