Alneyan wrote:
On level 2:
- The Entrance: The level is a bit trickier, though you can still get through those monsters even if you are slow (I beat the level in 1,500 moves, hardly optimal at all). You can avoid the mud babies by rushing to the north, barely making it in time, and start killing them next to the blue door; the same is true on the regular hold, but you didn't have to run away so away back then. It may be unintended, as your hints for that level went along the lines of "you must be somewhat efficient when killing that snake".
Hmm, actually, I'm glad there's a slightly easier way of dealing with the rush of mud babies, I was worried that part would be a bit unfair. And I'm not going to change anything in the original hold at this point.
- 1N 1W: The first part of the level is rather tricky, and the area between the two zones is nice (fencing in a very small area is always fun). I have found the second area to be very easy however, with all the guards rushing in to their deaths (the goblins were a lot harder, at least for me). The Slayer did not follow me to the second area, so this may explain that.
Yeah, I kind of like the dichotomy. Actually, there's a pretty easy way to kill the goblins in the second part in the original hold, and I had some trouble with the guards in the second part when I was testing it, so I think the difference is interesting enough.
- 3W: I liked that room, where the Slayer can dedicate all his craft to a noble pursuit: killing serpents. At least, I think the Slayer has to kill the eastern serpent, but I may have been making life harder for me instead.
Yes, the Slayer is meant to take the place of the Wraithwing. Sure, it's possible to kill the serpents with the roaches...or even if you drop the trapdoors and then exit to the South and come back, with the roach queens...although then you'll probably have to exit to the North and then walk all the way around again. But I don't mind having multiple solutions, as long as they're not completely trivial.
- 1S 3W: The trap doors were actually decent, and almost enjoyable; the monsters trailing you are the problem. I liked the non-trivial killing of the queen, and will try once more to get through that labyrinth, without running into those Wubbas.
Hehe, I've had someone else say that this trapdoor room is their favorite one ever. The Wubbas are of course the important difference from the original hold. The non-trivial killing of the queen is what I wanted in the original hold, but again, it's been so long that I won't be changing it.
- 1W: The roach puzzle was more interesting with those force squares.
Actually it's much easier--almost trivial--considering the hint I gave TScott about returning through 1S 2W. I haven't decided what (if anything) to do about this yet...I might try some more to see if it can be solved with ortho squares filling all of the SE chamber.
Edit: since I can't place ortho-squares on the mimic potions, yes, it is still solveable if I fill the other squares back up with ortho-squares.
- 2W: The Slayer did not interfere as much as I had feared (hoped?) here, but I guess a Slayer and four Goblins would be a tad bit too much.
That's a good point, and I've added a door (with an arrow) so that once you hit the orb, the Slayer can join the fun! It's likely that he still won't be fast enough to cause too many problems, and he might even help kill the goblins, but it's still fun.
And it helps make the scripting more interesting. I won't release an update until I get more comments, however.
Thanks for the comments!
Game on,
____________________________
"
He who is certain he knows the ending of things when he is only beginning them is either extremely wise or extremely foolish; no matter which is true, he is certainly an
unhappy man, for he has put a knife in the heart of wonder."
-- Tad Williams
[Last edited by Oneiromancer at 09-05-2005 06:02 AM]