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Caravel Forum : DROD Boards : Architecture : Cobined hazards (More testing needed, especially for the Gentryii level)
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Dying Flutchman
Level: Goblin
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File: Combined hazards.hold (24.3 KB)
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License: Public Domain
icon Cobined hazards (+1)  
I put together a new hold, basically two different levels, both focussing on combining two elements.
1) Time clones & time pressure (that is, use clones, but be quick or precise as well)
2) Gentryii & plates

Who'd like to test? I would be very greatful!

Don't hesitate to point out what's bad/wrong/no fun etc.

Changelog:
31 Oct - Many fixes, see response to Insoluble below.
2 Nov - Some more fixes
8 Nov - Even more fixes and minor improvements that needed more thought.

[Last edited by Dying Flutchman at 11-08-2017 08:20 AM]
10-29-2017 at 08:43 PM
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Dying Flutchman
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icon Re: Cobined hazards (0)  
Oh by the way:

There's probably a lot to tell about the hold, but prefer to keep my request short. Don't want to spoil/direct your first impressions. Don't feel offended, there will be plenty of discussion later, I guess.

BTW2:

Yes, attentive players may (already have?) notice a problem with one of the secret rooms, where you need a sword but actually don't have one. I fixed that. (Yes, playing through a level is NOT the same as playing from the editor :rolleyes ) Will upload a new version later, when feedback from you has hopefully arrived.

Tnx again
10-31-2017 at 06:59 AM
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Insoluble
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File: Combined hazards.demo (19.3 KB)
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License: Public Domain
icon Re: Cobined hazards (+1)  
Right, I started playing through this a bit. Some demos are attached. I mostly played through the rooms in the time clone level. I don't think I was doing them the way you intended them to be done, but that's not necessarily a bad thing. I get the feeling I'm not supposed to be able to clear the hub levels until reentering from their corresponding non hub levels, but both can be cleared from the hub.

Some thoughts on the time token level:

I'd found it really disorienting not having checkpoints on the time tokens. It's fairly standard practice at this point to put checkpoints on time tokens so that people can go back to the beginning of a timeline by hitting "R". That's such an entrenched habit that I found myself doing it anyway and accidentally going back to the room start instead. I'd say keep the checkpoints that you have, but add some under the time tokens. Looks like the other level has some rooms missing checkpoints completely and could probably use some. Otherwise it was a pretty neat level. Time clone puzzles are fun and these rooms were a lot of fun for the most part.

There were a lot of rooms in which I didn't need all the time tokens. That isn't necessarily bad, and many of these rooms were still fun.

The Entrance: has a fairly trivial solution using just one time token.

1W: Only needed 2 tokens, but not a bad room. I don't think this is trivial so much as just a short solution.

2W: I think I'm doing this the way you intended. I suspect you'll get some backlash on this one though, it's rather a lot of tasks to pre-program. I didn't bother trying to optimize my demo, but it feels like it's going to be a long room even when optimized. You could probably get the same idea across with just the first and last bit. It might also be feeling long to me because this was one of the rooms I accidentally pressed R in and got taken back to the room start.

1N2W: This was a neat room. I liked this one a lot. Haven't tried the secret variant yet.

1N1W: Has a trivial solution. The same thing probably works on the secret variant too.

1S2W: Looks like a mess of pressure plates. I skipped it on my play through but I'll try to go back to it.

1S1W: Can be done with two tokens, and to be honest it might very well be better that way. I'll say from first hand experience that when I tried to make a multi-push time clone room in the past it met with... mixed reviews. I personally wouldn't mind a fixed version of this room, but I suspect you'll get some backlash from others.
Click here to view the secret text


1S: Seems to work as intended. Nice room.

2S1W: Has a fairly trivial solution.

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10-31-2017 at 08:16 AM
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Dying Flutchman
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icon Re: Cobined hazards (0)  
Hi Insoluble,

Seems you have broken many a thing...

Will see what I can/will/should fix.

Tnx for your remarks apart from unintended solutions, will also look at those.

Will also put checkpoints in place.

Be back in about two weeks, I guess.
10-31-2017 at 09:10 AM
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Dying Flutchman
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icon Re: Cobined hazards (0)  
Note: New version of hold will be uploaded in the first post.

Comments/response secretized for better unclutteryness

Click here to view the secret text


Overall: a great big thanks for doing the lateral thinking for me on these rooms!

[Last edited by Dying Flutchman at 11-01-2017 08:31 AM]
10-31-2017 at 04:06 PM
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Dying Flutchman
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icon Re: Cobined hazards (0)  
Some additions/changes:

Time Clone level 2W: this room had a suboptimal effort-satisfaction ratio. Removed a couple of arrows to make it quite accessible. Also added green door to prevent unintendies to mess with the room.

Time Clone level 1S1W: fixed the level to force intended solution. I am prepared to face the wrath of the drod community, but don't expect too much of it. The required solution is way easier than those used in Insoluble's hold...
11-02-2017 at 08:21 AM
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Dying Flutchman
Level: Goblin
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icon Re: Cobined hazards (0)  
Dear all,

Are there any more players willing to test this hold?

I'm pretty confident with the T-clone level [I'm sure someone will break them when published anyways...], but really need some-one to try and break the Gentryii rooms :)

Remember: testers will be regarded with monumental attention in the hub!

Tnx!

[Last edited by Dying Flutchman at 11-08-2017 08:22 AM]
11-08-2017 at 08:22 AM
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Caravel Forum : DROD Boards : Architecture : Cobined hazards (More testing needed, especially for the Gentryii level)
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