3N - Yes, I liked this room a lot. Just to confirm...
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× you had to use the crumbly walls in the entry way to delay the mob, right?
3N1W- Originally, the crumbly wall wasn't there, which made for a pretty hard room, but I eventually decided that was pretty mean and added the wall. I think you used a different method than I again here, as my way still involved the same approach after hitting the orb, but a lot of thinking at the beginning.
In the end, I thought that if you are good at dealing with tar it can be solved very quickly after you realize how to best approach it, and if not, practice is always good
2N1W - Yes, that was the idea
1N1W - The point of the snakes was to allow you to use mimics, but to force them to start in awkward locations. Apparently it didn't work. I realized after I finished the hold that
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× you could use the trapdoors to take shelter from the goblins (I assume this is what you did) but I couldn't think of a good way to stop that and so it ended up an extremely simple room
1N1E - I didn't end up having to do much mindless slashing since
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× you can handle the initial roaches standing on the door and this can be done very quickly just by spinning around, and after that you get to the puzzle part of manipulating mimics while staying alive. Or did you do something differently?
2N1E -
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× The idea was you had to maneuver both snakes into those loops to protect yourself from the goblins. Since you had to make the trip down before releasing the top snake, this required you to incorporate the central island as a crossover, which ended up getting fairly complex. I realize that in the posted version you needed only maneuver 1 snake into position, and I have already changed the room to fix that. Did you find some way to circumvent even that, though?
3N1E - You're right, that is most definately trivial, as this is actually supposed to be one of the harder rooms on the level.
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× If I replaced the force arrows with trap doors, this would eliminate what I think you are talking about. Is this correct, or am I missing something?
One question: Is the brain path-map bug (for walking off gates and/or force arrows) going to be fixed in JtRH, and is this something which I should take into account? Because I think that well over 3/4 of Level 3 and at least 2 rooms in Level 4 will be either impossible or too easy without it, as I had designed as though this were the inteded behavior