Posting this mostly to start a public discussion about what, if anything, to do regarding a weird issue.
If a room has no monsters, conquer tokens, or active seeding beacons, it is marked as "
clear"
as soon as you enter it.
If you cut tarstuff and create babies, or monsters are produced through scripting, the room does not unclear, even on the first visit.
Most architects work around this limitation - even TSS does in the lemmings level.
However, there are a few rooms from before this became standard practice where this implementation creates an issue with scoring. If you create monsters on your first visit to a room, and leave without clearing them out, the room does not produce a victory demo.
If you then return to the room, it is still considered "
clear"
, and if you then defeat all the monsters, that doesn't produce a victory demo so you don't get a score, and it's not obvious why.
The main room I can think of which is impacted by this is Channel One Suite: The Catacombs 2S1W:
http://forum.caravelgames.com/showroom.php?roomid=12295
There are no monsters in the room to begin with. Instead, there are characters that produce golems on the south exit - and since Generate Entity didn't exist at the time the hold was made, eventually the golems run out. If you go in and decide to leave to change your starting sword position, though, you won't get a score. I think there might be another room or two where this happens, but they weren't as memorable.
Possible resolutions I can see:
-Leaving a room marked as "
clear"
for the first time produces a victory demo, even if there are monsters.
This would mean that, unless you were restricted from leaving the room, any room in such a questionable state would be one-movable and therefore would quickly become unscorable.
Potential other effects - I can think of one room that locks you in with force arrows and forces you to create tar babies. However, if I remember correctly, the room is set up so you need to kill the babies in order to exit safely.
If there are other rooms that do this, they would produce victory demos even if you left with the babies alive.
-If you enter a room marked as "
clear"
, it becomes marked as "
uncleared"
if monsters are produced before you leave.
This would allow the Channel One Suite room to be one-moved if someone found a way to leave to the south with golems still alive, which is probably possible. Not sure how this change might affect other rooms.
Green doors would probably still drop immediately, depending on how this was implemented. So the current architectural practices would still be useful to prevent that.
-Mark the problem rooms unscorable.
This could be done purely server-side. But it would mean people would lose scores. On the other hand, they also wouldn't be confused as to why the room didn't count, though they might wonder why it's unscorable.
-Change the problem rooms.
This is not independent of other options, although it would be pointless if we were marking them unscorable. The main reason to do this would be to preserve existing scores for the rooms.
-Just do nothing.
Obviously the easiest option, but it's confusing for score hunters.
I think my personal preference would be making the room change to unclear, and making changes if needed to preserve scores. But I don't feel too strongly about that.