(This post is referring to version 23.)
General advice for finalizing the hold:
Don't rush the testing of the hold. The longer you wait, more people might test the hold, and find more problems before release.
If you change a room, make sure to test it well, and play the level again in the game. Don't assume that it is just a small change, and can't break anything. This is doubly true when you change or fix scripts. As always, it is not a good sign if you can't be bothered to play your room again.
Don't change rooms (usually) to prevent harder challenging solutions. Be liberal about adding scripted challenges. Challenges don't have to be hard in order to be good. Just because I didn't recommend a challenge doesn't mean I think they shouldn't be added. I didn't systematically check every possible challenge and evaluate if it is good. I only noted the challenges I noticed and often felt natural, and I think these challenges I recommended are all reasonable.
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L1:
2S1W - Maybe add a blue door so a player who finishes the level can return north without going around the loop again.
You may want to mark the entrance as unscorable. (All the other rooms are, as they have 1 move solutions.)
L2:
Entrance - It is possible to leave with a roach alive in order to get a high score. That is fine, and doesn't even need a scripted challenge, as the score is enough, but add a line of narrator speech when returning to the unsolved room with something like "Some people will do anything to get a high score."
L3:
Entrance - I think you can save a move by exiting with the room unsolved. (Just noting. No need for changes.)
1E - Remove a bit of wall between the two entrances so the player can leave without solving the room.
1E - Add a challenge to hit the orb only twice.
1W - Such a room often has a challenge not to rotate the sword after hitting the orb. You can also add it.
L4:
Add two challenges for the whole level. 1: Don't hit any orbs. 2: Don't use any tunnels. (Allow stepping on the tunnel in 2S. Either allow that in all rooms or state clearly that it is only permitted in 2S.) Announce the challenges on scrolls in the entrance after the green door. Test for completion in 2S after the green door. Make sure you deal with the secret room correctly.
1S1W - Don't repeat the opening speech when reentering unsolved room.
L6:
1S - Challenge: Don't return hide on the top row when fighting roaches.
1S1E - Challenge: Step on arrow on turn 2. (That is, don't push the NW queen.) Place the description scroll after the green door.
L7:
Entrance - Challenge: Don't let roaches get stuck on arrows.
L8:
Add a challenge for whole level: In all rooms with eyes and queens, kill all eyes before killing any queens. Description scroll should be in one of the earlier rooms without queens.
L9:
Entrance - Challenge: Keep your sword clean. (Don't stab roaches yourself.) Maybe also have a challenge for quick removel of slayer.
2N - Challenge: Kill the slayer. (All the other rooms have the beginner corner method. The challenge scroll can say that we already know you can do it in the other rooms.)
L11:
1N1E - Challenge: Open all doors before killing any queens. (And don't use tunnels, but you can ignore that for now.)
L12:
Entrance - Prevent Beethro from leaving to the south, and getting stuck two rooms later.
Entrance - You can either keep the slayer to the west and escape the wisp, or just pull the slayer to the east and hold him in place.
2S1E - Seems like a new room and harder than last time I solved it.
L13:
Entrance - You can keep Halph from leaving by dropping enough trapdoors, but he doesn't go even if only (15,10) is dropped.
L23:
2N2E - The slayer speaks before entering the room.
L24:
1N and 2N1E - The return path is useless, as you can't get through. Maybe have the (22,16) orb also open the door at (15,11).
L25:
Entrance - Backtracking problem, if you leave the room without clearing it. (I tried intentionally solving it that way, but did not succeed.) You can of course continue without solving the room at all.
1E - Challenge: Don't use potion. (I think that requires solving room before dropping the blue door.) This allows skipping the level.
1W - Challenge: Don't use potion.
1S - Challenge: Don't use potion.
1S1W - How does this room follow the theme of the level?
L26:
Entrance - Challenge: Don't use potions.
1W - Challenge: Don't use potion.
Entrance - Add some green doors to allow skipping the red doors after clearing the room.
L27:
1E - Challenge: Don't drop trapdoors
1N1E - Challenge: Ignore Halph
1N - Challenge: Ignore Halph and don't wake eyes?
L28:
Full level - Challenge: No potions except for the exit room 1S1E.
1W - Backtracking problem. If you leave west without clearing the room, you can't come back. (Extend green door to (4,16))
1S1E - you can get the potion with the slayer in range, and the speech doesn't make sense.
L29:
Full level - Challenge: Don't hit any orbs or drop any trapdoors.
L30:
1E - Challenge: Don't drop trapdoors.
1N1E - Challenge: Don't drop trapdoors. (I didn't manage to skip the potion.)
L32:
1E - I think secret rooms which skip levels have gone out of fashion. (Unless they are annoying levels like KDD L13. Even then there are secret rooms to force a full solve.)
1N1E - Challenge: Don't drop trapdoors.
L34:
1S - Modify the trap to keep the mimic quiet.
1S2E - It looks like you want to add another constraint to the SE cage. (Of course the room is very easy anyway.)
2E - Challenge: Don't drop any trapdoors. (Actually, the room seems broken, since there is no reason to place the mimic in the direction lock.)
L37:
1E - Backtracking: Tar.
1S1E - Add shortcut?
L39:
Entrance - Backtracking problem: Tar.
1S1W - Backtracking problem: Tar.
1S2W - Make the path to the secret room less twisty.
1S3W - Room is broken. Add a yellow door in the section with the eye.
L40:
Full level - Challenge: Only use the mimic in 1S1E.
L42:
Entrance - The timer doesn't work since you can leave to the south. (Both before and after clearing the room.)
1S1E - You can just blow up the bomb immediately.
L43:
1N - It is faster to leave from the entrance, though there is plenty of time to reach the exit.
L44:
1S1W - You can just ignore the tar in the main room. For that matter, clearing that tar doesn't even help at all. In the mud version (L56 1N1W) clearing helps, but there is no timer.
2S1W - Challenge: Don't use potion.
L47:
Entrance,1S,2S1W - Challenge: Don't blow up bombs.
L48:
Entrance - Backtracking problem: tar.
L49:
1S1W - Challenge: Don't take potion.
L51:
Entrance - Challenge: Kill goblins after dropping black door. (And also don't push goblins onto arrows and don't return to entrance passage until goblins are dead.)
1N1E - Backtracking problem: tar
L52:
1W - The timer doesn't prevent returning to the previous room after clearing.
L53:
1E,1N1E - Backtracking problem: mud
L55:
1S - Challenge: Don't step on yellow door.
L56:
2N - Backtracking problem: mud
2N1W - Challenge: Don't use potion.
L58:
1S - Challenge: No decoy should attract any monster.
L59:
1E - Challenge: Use only two decoys.
1N1E - Challenge: Wake all but one of the eyes before going north. (If you move the eye at (36,7) up one square, you can wake all.)
1N - Challenge: Don't use potion.
L60:
Entrance - Challenge: Ignore Halph. (Don't bump the yellow doors.)
1W - Challenge: Ignore Halph. Use only two decoys.
1W - Backtracking problem. Mud. (Removing the extra decoy doesn't solve this problem.)
Many rooms - Halph doesn't appear if you exit and reenter room.
1S1W - Backtracking problem. Mud. Though there is no blue door, so it just blocks the possibility to solve the room.
1S1W - Challenge: Have the green door down and the room red, and then leave the room cleared (and also ignore Halph.)
L61:
Entrance - Challenge: Don't turn sword.
1N - Backtracking problem: Tar.
L63:
1S,1E - Challenge: Don't take potion.
1S2W - Challenge: Don't take potion.
L65:
1E - You probably want to force the orb to be hit.
L66:
1N1W - Challenge: Hit only one orb.
1W - Challenge: Don't hit orbs.
L67:
1S - Can be solved by either only using the tunnels, only hitting the orb a few times, or going through a broken wall and without using tunnels or orbs.
1S1W - Is probably broken.
L68:
Entrance - Backtracking problem: tar and mud.
L69:
1S1W - Challenge: Don't take potion.
L70:
Entrance - Challenge: Don't turn sword.
L72:
1E,1S1E,1S - The lock doesn't prevent returning to the previous room.
1E,1S1E,1S - Challenge: Don't use potion. (and continue to next room)
L76:
1N1E - Backtracking problem: tar
L77:
1E,1N1E - Backtracking problem: tar
1N - Backtracking problem: mud
L79:
1N - Challenge: Don't take potion.
L82:
All rooms - You can blow up the bombs early, which is probably not intended. (You only need to blow up the bombs at all in 1S because of the trapdoor.)
1W - You can enter the room with the sword on a bomb, where Beethro must exit the room.
L83:
2S2W - You don't have to place the mimic in the maze. Even after placing it in the maze, you don't have to complete it. You can't open the door without blowing up the bombs, which makes the door and tunnels pointless.
L84:
Entrance - You can just wait until the bombs blow up.
1S - You can take your time and just pull Halph away from the bombs before they blow up. There is plenty of time to solve the room and escape back north. It is possible (and can at least be a challenge) to solve the room and escape to the south.
L87:
Entrance - The new layout allows skipping the first pass of 1N. You can add a western arrow at (20,1).
L88:
1W - Backtracking problem: You can get stuck by going into Halph's area and going east.
L93:
1S1W - Challenge: don't take potion.
2S2W - Challenge: don't take potion.
L94:
3S - Challenge: Don't drop trapdoor.
L95:
1S1W - Backtracking problem: tar.
2S2W - Challenge: Give the slayer an "honorable" death. (That is by sword.) At least provide a speech for this case. Something like "I still need to blow up these bombs."
L96:
1W - Backtracking problem: tar/mud
L98:
1W - Broken, since you can kill the NW roach with the decoy. Make (4,2) a north or south arrow, move the (5,2) arrow to (6,2) and extend the wall to (6,3).
L99:
2S - Backtracking problem: tar/mud
L100:
2E - Challenge: Don't take potion.
1S - Challenge: Don't open black door.
Dreamlands:
1S1W - Apply L4 challenges to this room.
1N1W - You can leave south after clearing, without opening yellow door. (It is possible to solve it without trapping the slayer early.)