I still have a lot to go - it's an interesting, but tough hold. However, you really need to reconsider your checkpoint placement. I've seen several cases where checkpoints are placed just before long, tedious, but easy sections, and no checkpoints before sections requiring difficult timing or precise movements. Which means that if you die doing the difficult part, you have to go back and kill a million tar babies/roaches just to get to it, or navigate a small maze.
Examples:
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1W:
In one west, there is a section between clearing the bottom left section of tar and opening the door to the top left that there is a 0-turn error margin - get even a single movement wrong, and you're screwed. However, the closest checkpoint before it is within the bottom right corner, in the middle of a maze. So, while trying to figure the timing out, I kept on having to go through that maze and cross the room, which just made me impatient, causing me to bump into walls, and on the times I managed to get into the top left room, I occasionally died before reaching the next checkpoint. A checkpoint in the lower left room would make this room a lot more enjoyable.
1S1W:
The checkpoint on the lower right corner is nice, but it means that whenever you die trying to enter the chamber with the queens and eyes in it (a very difficult thing), you have to navigate through the passage leading into it, killing dozens of roaches which offer no challange.
Anyway, other than having to repeat annoying parts of the rooms, I really like some of the designs.
[Edited by eytanz on 07-05-2003 at 04:09 PM]
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