Thanks for spotting that, NoahT. Naturally it never occurred to me that a player would go north after finishing the last room, but I guess someone might do that to get to the secret room.
UPDATE:
-3S now "
magically"
opens the way to the exit if you reenter it after clearing-then-leaving it.
-Removed the force arrow at (19, 11) from 1S1W (which should make the room a little less annoying).
-Most importantly, I have temporarily added the level "
1S1E"
, which contains THREE variants of that room to try and tweak its difficulty a bit. All three support more or less my intended solution to the room, but should be more generous about it--each in its own way. Please someone try those three out and let me know which one feels the best compared to the original, or if some combination of two or all three would be likely to be even better.
And, some more response to Red-XIII:
Click here to view the secret text
×As noted above, the update removes the requirement to kill "all" aumtliches on your way north in 1S1W. It seems to me that, when I was building the room, I embraced the consequence of the bombs not being able to blow all of them up through the force arrows and said "let's make the player kill all they can on the way northward!". But on reflection, I think I agree this is an unnecessary layer of annoyance. Optimizers will still probably want to kill everything possible on the way north to not have to backtrack, but who knows?
1S1E: As noted above. But also, the room was always intended to involve "snake timing". I'm not very good at that myself, and for that reason, something as extreme as a snake-clock really shouldn't be necessary in any room I build. Generally all I do is try to do the thing, then if it didn't work undo to where I started and wait a turn or two and try again, until it does work. Additionally, your solution proves unequivocally that it's not a magic sequence room, because your solution is quite different from mine.
1N1W: In the southwestern hallway with the orb in its south end, you want the slayer at the top with the gentryii below him, while beethro runs east out of said hallway to the pressure plate. Once you have that setup, it shouldn't be too hard to finish up, I think. The main point is that they block each other.
I disagree that manipulating the gentryii is really all that hard; for most of the room you can just hold it close and block it with your sword. It's the slayer who really needs meaningful manipulation, and I feel like giving the player a pushing weapon provides too much "power" and could lead to leaks.
____________________________
109th Skywatcher
Here are some links to Things!
Click here to view the secret text
[Last edited by Xindaris at 06-10-2024 07:13 PM]