Announcement: Why not try our official idea generator for inspiration when making puzzles?


Caravel Forum : DROD Boards : Architecture : King Meckmecks Dungeon (Finished.)
New Topic New Poll Post Reply
Poster Message
MeckMeck GRE
Level: Smitemaster
Rank Points: 594
Registered: 01-03-2005
IP: Logged
icon King Meckmecks Dungeon (+1)  
Attatched is a early test version of my new hold "King Meckmecks Dungeon". I tested only some of the rooms yet because my playpower is to low for some rooms. Please test it for bugs or trivial solution. A JtrH Version will come sooner or later. The JtrH elements however will start at level 6 or 7 I think

Thanks in advance

[Edited by MeckMeck GRE at Local Time:04-10-2005 at 06:21 PM]

[Edited by MeckMeck GRE at Local Time:04-27-2005 at 11:50 AM]

[Edited by MeckMeck GRE at Local Time:04-28-2005 at 03:43 PM]

[Edited by MeckMeck GRE at Local Time:05-08-2005 at 06:11 PM]
04-05-2005 at 06:26 PM
View Profile Send Private Message to User Show all user's posts This architect's holds Quote Reply
MeckMeck GRE
Level: Smitemaster
Rank Points: 594
Registered: 01-03-2005
IP: Logged
icon Re: King Meckmecks Dungeon (+1)  
Here is the JtrH version. However if you started yet playing the AE edition, continue till the sixt level were the AE ends. Then you can start the JtrH edition and use the teleport room to get to level 7. The only enchanged level with JtrH elements. All other levels were let as they were, expect level 0. (Grass floor, Trees, Better skripted Meckmeck).

Note : If I will become my copy of Drod, I think in a week or so, I will set Level 2 to Iceworks and Level 3 Deep Spaces.

Update 13.April :

--> Checkpoints in Lvl2 1S2E
--> Checkpoints in Lvl3 1S1W
--> Enchangements in Lvl7 1W

Please check those rooms again !

[Edited by MeckMeck GRE at Local Time:04-10-2005 at 06:28 PM]

[Edited by MeckMeck GRE at Local Time:04-11-2005 at 06:45 PM: Garden with trees and grass... ]

[Edited by MeckMeck GRE at Local Time:04-13-2005 at 05:57 PM: Update]

[Edited by MeckMeck GRE at Local Time:04-13-2005 at 06:07 PM]
04-10-2005 at 06:20 PM
View Profile Send Private Message to User Show all user's posts This architect's holds Quote Reply
SuperV
Level: Delver
Avatar
Rank Points: 34
Registered: 11-30-2004
IP: Logged
icon Re: King Meckmecks Dungeon (+1)  
VERY GOOD HOLD!!!!

____________________________
D.R.O.D. Progress :
KDD : Level 8 - 3 rooms remaining
JTRH : Level 8 - 3 rooms remaining

SuperV hint : BUY JTRH!
04-11-2005 at 07:24 PM
View Profile Send Private Message to User Send Email to User Show all user's posts Quote Reply
Tim
Level: Smitemaster
Avatar
Rank Points: 1979
Registered: 08-07-2004
IP: Logged
icon Re: King Meckmecks Dungeon (+1)  
Oh, this is a fun hold with some fun rooms. I like it that you can kill some eyes in some of the rooms. And I thought you like eyes so much that you don't want anyone kill them. ;)

Some of the rooms in the first levels does seem to be missing something though. You should definitely play the rooms L2 1S2E, and L3 1S1W. You will know what is missing there ;)

-- Tim

[Edited by Tim at Local Time:04-13-2005 at 04:44 PM]

____________________________
The best way to lose customers is to let little kids running loose on a forum with too many mod points.
04-13-2005 at 04:39 PM
View Profile Send Private Message to User Show all user's posts This architect's holds Quote Reply
MeckMeck GRE
Level: Smitemaster
Rank Points: 594
Registered: 01-03-2005
IP: Logged
icon Re: King Meckmecks Dungeon (+1)  
Update 1 !

Added 2 levels :

--> Holunas Outpost
--> Revelation

Improved :

--> Maproom in Level 0 (take a look)
--> Some text/story based enchangements
--> Level 3 : Grassfloor
--> Enchanged Rank scale

======================================

Update 2 ! (17.04.2005)

--> Fixed Stair bug in lvl 4 and lvl 6
--> Reduced difficulty of lvl 4
--> Lvl 4 1S1W is now possible
--> Lvl 6 1S1W : Minor design fix
--> Lvl 7 7W : Trees block cover now.


Whats still missing ? The special master rooms ! Some enchangements..... Try to find a music file compressor to implent music in the hold ; Makeing Level 4 easier, add some checkpoints in level 2


[Edited by MeckMeck GRE at Local Time:04-17-2005 at 12:52 PM]
04-16-2005 at 03:33 PM
View Profile Send Private Message to User Show all user's posts This architect's holds Quote Reply
MeckMeck GRE
Level: Smitemaster
Rank Points: 594
Registered: 01-03-2005
IP: Logged
icon Re: King Meckmecks Dungeon (+1)  
Alpha Version is out !

Now finally all rooms are done and all dialogs have sound. (Due to that fact the hold size is 1,8 MB which is Ok I think.)

Please could anybody do a Beta Test. I myself played most (ca. 85%) of the rooms but you might find trival solution. Please test all special challenges.

A big thanks (and maybe some rank points to anybody who assist me).

Please PM me if you would like to assist me.

[Edited by MeckMeck GRE at Local Time:04-24-2005 at 09:58 AM]
04-23-2005 at 06:53 PM
View Profile Send Private Message to User Show all user's posts This architect's holds Quote Reply
MeckMeck GRE
Level: Smitemaster
Rank Points: 594
Registered: 01-03-2005
IP: Logged
icon Re: King Meckmecks Dungeon Now Beta ! (+1)  
So. Finally King Meckmecks Dungeon reached the Beta state (after two months of work ; Project started at 28. Feb). Because this Hold has now all its secrets and bonus rooms it turned into "Only I and masters may edit". The improvements from the Alpha are however :

--> Fixed Stair bug in level 2 and level 3.
--> Improved story integrity : Your main enemy (Holuna) now always
is a negotiator.
--> Youll now start in the introduction part (I was so silly !) ;)
--> Warproom improved

Please post or PM me if you find bugs in stairs ; story ; trivial solutions ; unpossilbe rooms (especially in level 2 which is the only level I dont tested so far)
04-28-2005 at 03:41 PM
View Profile Send Private Message to User Show all user's posts This architect's holds Quote Reply
Jacob
Level: Smitemaster
Rank Points: 3752
Registered: 10-01-2004
IP: Logged
icon Re: King Meckmecks Dungeon (+1)  
I was playing this hold last night with a view to writing a critique. (I've never passed comment on anyone else's holds before, despite many people helping me out with mine, so I felt a bit bad and thought it was time to start!) However my version of drod broke while playing it, suggesting it might be buggy.
It's quite a fun hold and I like how you've included your own additional challenges throughout. Is there some way of scripting events when the player manages theses challenges, cos otherwise there is not much fun in adding an extra few imaginary greckles.
Some of the comments I can remember: you'll need to check some of your English and spelling, e.g. "hunt" rather than "hount", "funds" instead of "founds" etc. The speech does not match the subtitles. The contents of some of the sms messages don't make much sense also. Level 2 contains a room with an inaccessible tar mother (1 or 2 E) and I therefore was unable to complete the level. Level 3 has a room where there is a mimic potion in the middle of a checkerboard of trapdoors, which looks challenging to have to maneuvre the mimic while dropping those doors, however you can just move right into an open space, making the checkerboard irrelevant. Level 3 requires you to advance down 3 width tar, with mothers, on trapdoors, which seems impossible to me, but I may be missing something. The difficulty varies quite a lot within each level and some rooms on level 1 are harder than some on 3, and so on so you may wish to re-jig that. Overall, nothing too groundbreaking, but a pretty fun hold (so far)

____________________________
New to DROD? You may want to read this.
My Holds and Levels:
Click here to view the secret text

04-29-2005 at 03:20 PM
View Profile Send Private Message to User Send Email to User Show all user's posts High Scores This architect's holds Quote Reply
MeckMeck GRE
Level: Smitemaster
Rank Points: 594
Registered: 01-03-2005
IP: Logged
icon Re: King Meckmecks Dungeon (0)  
Jacob wrote:
I was playing this hold last night with a view to writing a critique. (I've never passed comment on anyone else's holds before, despite many people helping me out with mine, so I felt a bit bad and thought it was time to start!) However my version of drod broke while playing it, suggesting it might be buggy.
It's quite a fun hold and I like how you've included your own additional challenges throughout. Is there some way of scripting events when the player manages theses challenges, cos otherwise there is not much fun in adding an extra few imaginary greckles.
Some of the comments I can remember: you'll need to check some of your English and spelling, e.g. "hunt" rather than "hount", "funds" instead of "founds" etc. The speech does not match the subtitles. The contents of some of the sms messages don't make much sense also. Level 2 contains a room with an inaccessible tar mother (1 or 2 E) and I therefore was unable to complete the level. Level 3 has a room where there is a mimic potion in the middle of a checkerboard of trapdoors, which looks challenging to have to maneuvre the mimic while dropping those doors, however you can just move right into an open space, making the checkerboard irrelevant. Level 3 requires you to advance down 3 width tar, with mothers, on trapdoors, which seems impossible to me, but I may be missing something. The difficulty varies quite a lot within each level and some rooms on level 1 are harder than some on 3, and so on so you may wish to re-jig that. Overall, nothing too groundbreaking, but a pretty fun hold (so far)

A big thanks to you ! I improved those rooms and will attatch this update when the old is buggy (JtrH Crashs).

Beta 2 :

--> Room fixes !!! There are in lvl 2 (the tar) and lvl 3 (checkerboard cant be left // Trapdoortar room)
==> Secondary objectives are controlled by Scripts

Again anyone edit so you can controll my scripts.

For Beta testers : Please test these controll scripts and of course search for all bug but not spelling (I will controll it once before release myself)
04-29-2005 at 06:25 PM
View Profile Send Private Message to User Show all user's posts This architect's holds Quote Reply
MeckMeck GRE
Level: Smitemaster
Rank Points: 594
Registered: 01-03-2005
IP: Logged

File: King Meckmecks Dungeon.hold (1.8 MB)
Downloaded 68 times.
License: Other
From: Unspecified
icon Re: King Meckmecks Dungeon New Beta (Sorry for High Frequency) (0)  
A critical bug in the last version ("Killed all monsters" instead of "Room cleared") in almost every controll script is now fixed.


04-30-2005 at 06:08 PM
View Profile Send Private Message to User Show all user's posts This architect's holds Quote Reply
New Topic New Poll Post Reply
Caravel Forum : DROD Boards : Architecture : King Meckmecks Dungeon (Finished.)
Surf To:


Forum Rules:
Can I post a new topic? No
Can I reply? No
Can I read? Yes
HTML Enabled? No
UBBC Enabled? Yes
Words Filter Enable? No

Contact Us | CaravelGames.com

Powered by: tForum tForumHacks Edition b0.98.9
Originally created by Toan Huynh (Copyright © 2000)
Enhanced by the tForumHacks team and the Caravel team.