I played through about half of this. I mostly enjoyed it so far. There are some great rooms mixed in here. But some rooms are very similar to some of the rooms that brought the original Blank Dungeon down from what it could have been. One of the most important aspects of beta testing is to help identify tedious rooms that may have been overlooked by the architect. As you yourself said:
azb wrote:
Also, the Architecture board has recently been ignored by some holds ... making tedious rooms overlookable because the select few do not find them tedious.
I want to reiterate that most of the rooms here were quite enjoyable, but I'd strongly recommend that you consider taking a close look at some of these and making them a bit more playable.
First Level This was a nice introduction to the hold. It did a great job paying respects to the original JtRH, and I liked little details like the alternate "
Architect's Seal"
.
1N3W was the standout room here. I like how it had different interesting sections and seemed very thoughtfully laid out.
Second Level I don't much care for rooms in which the player has to do otherwise mundane and routine tasks while the slayer harasses. So I just ended up killing the slayer in most of these rooms. This is actually very similar to the original JtRH in which the slayer can just about always be killed. I'll also say that the rooms were laid out so that getting the slayer kill was actually distinct and interesting in each of these rooms. I would strongly encourage you to leave this in as a possibility; it's more fun than having the slayer constantly pester you. If you absolutely must prevent killing the slayer, I would encourage you to do it by completely redesigning the rooms so that the slayer is actually used as a crucial element for solving the room (i.e. slayer is necessary to help kill some monsters). Please do not just plop some widget down that requires keeping him alive until the end, or worse, force the player to keep him alive via scripting.
Third Level There were some very nice and fun rooms on this level. There were also some less enjoyable rooms with large wubba hordes. Large swarms of wubbas aren't very popular in the current DROD community. I'm inclined to agree with Nuntar that rooms like
2E and
1W (and possibly
2N) are a bit much. Those rooms felt like mostly trial and error. On the other hand, I really enjoyed rooms like
1E,
1N, and especially
2W, where strategy could be employed to get the wubbas out of the way. I would encourage you to consider replacing the large wubba horde trial and error rooms with rooms with either fewer wuabbas or rooms in which clever strategy can be used to block the wubbas.
Forth Level This level was great! Easily my favorite in the hold so far. The slayer was totally unnecessary in most of these rooms though. I didn't even bother to kill him for the most part since he could usually just be easily stuck on force arrows. I'd recomend actually just removing the slayer from some of these rooms and maybe leaving him in the entrance and exit rooms for plot reasons.
1N was a real standout room here. The various tricks required for getting the queens were super fun. I also really enjoyed figuring out the patter to get the eyes in
1S1E. The only room that I would recommend making any changes to is
1S1W There are at least twice as many rock golems as you really need here and the room just gets tedious with the cleanup after a while. Otherwise this was a very nice level.
Fifth Level: The secret room is a nice touch. This level had a bit of a mix of straightforward shorter rooms to the east, interesting rooms to the north and south, and somewhat excessive horde rooms to the west. My favorites here were
1S and
2N.
2N in particular does a great job of actually using the slayer for something interesting. I would love to see more of the slayer rooms be like this.
1N2W felt very excessive though. First of all, there's absolutely no reason to have so many trapdoors when all the trapdoors are is an opening mechanism for the red door. It creates unnecessary mindless busy work for the player. One trapdoor (or four if you want to have different optional locations for the player to release the golems) would do the exact same thing. The number of golems here is also excessive. The idea behind the room is sound, but cleanup is long and tedious. I would encourage you to consider cutting down on the number of golems, but keeping the difficulty level by reducing the size of the room accordingly.
Sixth Level Mazes under tar were generally not well liked, but thankfully the latest DROD engine lets you play with transparent tar. If you are planning to release this under the 2.0 engine you can't include vision tokens unfortunately, but if you are releasing it in a newer engine it would be nice to include those. At any rate, transparent tar makes tar mazes somewhat valid again. It also makes some of these tar mazes somewhat trivial. The mazes in
2N were interesting though, as you need to consider how you cut the tar fairly carefully.
1N not so much.
The entrance has much more tar that it really needs to to get the idea across. Consider making each tar blob maybe 3 tiles thick instead of 9. I really enjoyed the double stab rooms
1W and especially
2W. In 1W, you could have probably gotten the same idea across with just one tar blob in each corner, but the room as it is is not too excessive and still fun. Most of the other rooms were fairly straightforward, but still enjoyable. I believe you may get a lot of negative feedback about
2E Large wraithwing hordes are another one of those things that is just fairly unpopular in the current DROD community (though this particular room was not too bad.)
Seventh Level There were quite a few long horde rooms in this level. There is definitely a place for rooms like this, but playing a lot of them sequentially can get exhausting.
2W,
the entrance,
1S, and
1E were fun and pretty forgiving.
1N was fun too, but the timer is actually a bit too long, it could be made more strict and still be fairly forgiving.
1W wasn't too difficult, but the fuse went on for a few more growth cycles than it really needed to. I was basically repeating the same pattern throughout. I would recommend halving the length of the fuse in that room. I didn't find
2E all that bad, but I suspect it won't be received all that well.
1N1W and especially
1N1E are just way too long. Again, it's not the room concept or difficulty, it's just that these rooms drag on towards the end. They would be much more enjoyable if they were about half the size with half the monsters.
____________________________
Links to neat forum tools that I always have trouble finding:
Click here to view the secret text