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Caravel Forum : DROD Boards : Architecture : King Azb's Arena Development Thread (Haven't made a hold in a long time...)
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azb
Level: Master Delver
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icon King Azb's Arena Development Thread (+3)  
This hold is more oriented towards people who are better at their fighting skills than their puzzle-solving skills. I am developing this hold at a few levels at a time to ensure quality in every level and also reduce burnout from having "writer's block" when making too many levels at a time.

Many levels have the same layout in general, but have different arrangements of the monsters. Due to AI behavior of the arrangements, the rooms all have unique solutions despite how they look.

CHANGELOG:

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[Last edited by azb at 04-13-2017 10:49 PM : Added extra levels]
03-26-2017 at 08:17 PM
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Chaco
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icon Re: King Azb's Arena Development Thread (+2)  
Only just started playing this. This is an alright idea for a hold; we've seen monster arenas like this before but it's good to have variations on escaping from being surrounded since it's a common occurrence in horde rooms. A few comments:

* There's a typo in your announcer's first line: "It looks he's going in" should be "It looks like he's going in".

* These rooms could use some checkpoints, particularly in the middle and around the outer four corners, where you're generally safe but might still need to try a few different move sequences out to kill the remaining monsters more efficiently.

* Instead of a scripting timer that just goes off unceremoniously 60 turns after the player drops the trapdoor, you might consider using some other more visible mechanism, like a rattlesnake/adder on hot tiles, a lit fuse, or a briar path, all of which could be activated by a red door. This would let the player know at a glance how much time they have left.

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[Last edited by Chaco at 03-29-2017 09:52 PM]
03-29-2017 at 09:51 PM
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azb
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icon Re: King Azb's Arena Development Thread (0)  
* Typo: Fixed all announcements. Thanks for noticing the speech mistake!

* Checkpoints: Added.

* Scripting: This was the one point I chose not to change, because it will be a consistent theme in the arena. An obvious mechanism, though more evident to the player than scripts, is slightly detractive to the aesthetics of the arena (IE: a portion of the wall will have to be carved out for a bomb and orb/tar mother/roach queen etc.) and is less flexible to an exact number of turns than scripting (if the architect wanted to give the player 1000 moves or more, a traditional mechanism couldn't fit into a single room for that.)

Also, in addition the fixes, the second level has been uploaded.

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03-30-2017 at 09:51 PM
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azb
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icon Re: King Azb's Arena Development Thread (0)  
I wasn't sure if the community wanted more content to test before they started commenting, so I added the last three levels in Round One.

Round Two will not be posted until Round One is confirmed to have no unintended solutions because it has scripted enemies (Generators) and I want to make sure that the player cannot exploit anything about them to "cheapen" the fights.

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04-13-2017 at 10:54 PM
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Insoluble
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icon Re: King Azb's Arena Development Thread (0)  
I've posted a demo pack you can look though in case I did something unintended.

There haven't really been that many hack and slash holds in the past few years, so this is some interesting variety. Checking in the editor though it appears you have enough levels to make for a good 540 puzzle rooms. That may be a bit excessive for this kind of hold. If you have solid ideas for each of the 55 remaining levels don't let me get in your way, but otherwise it might be better to go for something more moderately sized.

Here are some comments on the levels and rooms themselves.

1.1 To the Pain This was a nice introduction to the general concept. I like how the level really demonstrates the difference between normal belining and direct only belining monsters in combat situations. It did get a bit repetitive feeling after a while though. It might be interesting to mix things up a bit by putting flexible belining monsters like constructs in a few of these rooms as well. The difficulty varied a bit, but more roaches vs. gel babies definitely made things more difficult. The central room definitely felt a bit like I had to brute force search for the one magic sequence of moves that would allow me to survive. But on the whole this was a good introduction.

1.2 Don't get Shot This was probably my favorite level. The twist on the time limit was interesting. I like that each room had two distinct parts to it offering two very different challenges. These rooms definitely felt more puzzle oriented even though they were combat rooms, but in a good way. I'm not sure if the water skipper nests are doing what they are supposed to in 2N and 2N1E. I just killed them up front, almost as if they weren't there. I also relied heavily on F3 for puzzle view in the evil eye rooms. It might be nice to put in a vision token in those rooms so that F3 isn't necessary.

1.3 The Hunt This was an interesting variation on the first level, but again, the rooms started to feel a bit similar to each other after a while. It would be nice to have a bit more variety. Maybe constructs (for the different movement style) or rock golems (for the additional obstacles they provide) would spice things up a bit.

1.4 Monster Trouble I really love the monster generators. They make these rooms a lot of fun. It would be nice if there were a way to have the rooms set up so that you didn't step on a conquer token almost immediately as this will make all the high scores trivial. Instead could you make it a skipper nest that needs to be killed since you have that set up in some later rooms?

1.5 Sibling Rivalry I like the idea here a lot. It's neat having a "neather" like character again. I also appreciate that the scripting was always pretty obvious and clearly telegraphed. I did not need the speed potion in 1N1E and suspect the room is a bit too easy with it there. I think 1N1W also may be possible without the speed potion but the 15 minutes I spent attempting it definitely convinced me that it's probably best to leave the potion in that one.

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05-23-2017 at 04:10 AM
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superluminal
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This is a neat hold! I'm a sucker for tournament-style combat, so this was a lot of fun, even if I didn't like every room.

1.1: Most of the rooms felt really similar. I agree with Insoluble that constraining the puzzles to just roaches and gel babies might be a bit limiting -- even if they end up in secret/bonus rooms, including other monsters like constructs, goblins, or head-only gentryii would mix things up a bit and maybe make things funner. Who knows?

1W and 1N felt like "magic sequence" rooms that rely too heavily on movement order. Again, a slightly bigger mix of enemies might alleviate this kind of frustration.

1.2: Super cool idea! ...at first. But then I found the right place to stand and the right sword orientation, and just held down the battle key until the doors open. I can't think of any really good way to make this bit of the rooms more interesting beyond the first ten moves, it's just something to consider.

2N and 2N 1E are both really easy. I don't understand the point of the waterskippers -- it's not like killing them is difficult, and the evil eyes' sight is blocked off anyway.

1.3: This level was a bit too dark. While the constraint was fun, I never got disqualified (except in 1N -- very nice room), so it could be a few turns tighter. Just like 1.1, the emphasis on only roaches and gel babies may have held back this level's potential. Including some constructs, goblins, or gentryii may provide more interesting rooms.

1.4: Fun horde rooms! I really like your use of the InFlamesRock style. Not much else to say.

1.5: Ah, everybody's favorite, the 'Neather 'Seather! While not as difficult as Twenty Fifth Level proper, this was still pretty well done.

In 1E, there's an extraneous wall at (20,22) that doesn't match the rest of the room. I used it in my solution as a way of keeping the wraithwings behind me. I don't know if that's the necessary to beat the room (in which case there could be another wall at (26,16) for symmetry), just wanted to point it out.

Overall: I like how this hold is turning out! Playing it was a lot of fun, and I'd like to see more. I don't know if I want to see dozens and dozens of levels -- and I don't know if you want to make dozens and dozens of levels -- but that's up to you. Good luck!

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05-23-2017 at 05:44 AM
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Caravel Forum : DROD Boards : Architecture : King Azb's Arena Development Thread (Haven't made a hold in a long time...)
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