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StuartK
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icon New mini hold: Dead tar (0)  
I've attached an ever so slightly revised version of my Dead Tar mini tech demo to this post. I tested it by exporting, deleting and importing, and it works fine in build 27 for me (thanks Mike!)

For anyone who wants to try it, it's just one playable room (a demonstration of one possible use for the tar behaviour) and a little reward ;) Tar is good :)


To hopefully dissuade the dev team from fixing the 'bug' :D I came up with this little explanation... Normally, when tar is removed, tar babies are created. If, somehow, a creature finds itself /on/ the tar, this process is suppressed. The tar is held in place, and nature does not take its course (straight away)

Tar babies are not the only creature which can be placed on tar, for this behaviour to exhibit itself...

[Edited by StuartK on 07-08-2003 at 08:50 PM]
07-08-2003 at 09:38 PM
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mrimer
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icon Re: New mini hold: Dead tar (0)  
Yeah, I think your explanation is correct. If Erik doesn't mind, I'll leave it this way.

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07-09-2003 at 05:01 AM
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ErikH2000
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icon Re: Re: New mini hold: Dead tar (0)  
mrimer wrote:
Yeah, I think your explanation is correct. If Erik doesn't mind, I'll leave it this way.
Sure. Plus, we spent so much time fixing tar bugs in the last release. I'm inclined to leave it be.

-Erik


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07-09-2003 at 06:29 AM
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Scott
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icon Re: New mini hold: Dead tar (0)  
I must say once east is very nice. How long did it take you to create that?
07-09-2003 at 08:28 AM
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eytanz
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icon Re: New mini hold: Dead tar (0)  
Wow, yeah - one east is incredibly impressive - nice work :)

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07-09-2003 at 08:40 AM
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krammer
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icon Re: New mini hold: Dead tar (0)  
Gah. I hate tar at the best of times, but I can't seem to get to all the mothers without tar blocking the passage to the left hand chambers and creating unreachable tar babies. Tried cutting the tar down from the left but it grows back too quickly.

Is there an obvious solution I've missed? Or am I just being very inefficient?

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07-09-2003 at 05:39 PM
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eytanz
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icon Re: New mini hold: Dead tar (0)  
There's a trick.

Click here to view the secret text


[Edited by eytanz on 07-09-2003 at 05:51 PM]

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07-09-2003 at 05:48 PM
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Snicker
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icon Re: New mini hold: Dead tar (0)  
Can we request this room be added to the "Best of the Best", please? AWESOME job on 1E, also.
07-09-2003 at 08:46 PM
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krammer
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icon Re: New mini hold: Dead tar (0)  
Thanks Eytan - I was on completely the wrong track there. I need to brush up on my knowledge of tar growth. :D

Oh, and well done on the exit room - I admire the patience you must have to have got that right.

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07-09-2003 at 09:18 PM
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billbuckner
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icon Re: New mini hold: Dead tar (0)  
Can't finish entrance even with hints. Can someone give me some extra help:huh
07-10-2003 at 12:06 AM
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eytanz
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icon Re: New mini hold: Dead tar (0)  
Where do you have trouble? Once you use the method listed above to seal the passageways, all that remains is killing all the mothers, and then rounding up any remaining tar babies.

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07-10-2003 at 12:11 AM
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StuartK
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icon Re: Re: New mini hold: Dead tar (0)  
Thanks for all the praise from those who enjoyed my little diversion (and all from a couple of rooms - unexpected) Oh dear, and my actual hold still coming up (ever so slowly) :-O

As to those who're having trouble with the room... Don't sweat it. Go away, come back, mull on it, observe what tar does when it reaches a corner and then has a growth cycle (you'll have seen this many times while playing through Dugan) It's a room intended to demonstrate a reason/excuse for a 'time lock' and it was the first thing I came up with. Sorry :)


I almost feel guilty about the praise regarding the first room (a lucky accident that it turned out to be a half decent puzzle - I just threw a bunch of ingredients together pizza style, which explains the lack of carefully placed checkpoint) and the second room (because I cheated a little :D)


Paint Shop Pro (7 for me) & a .pal file (attached) with all the minimap colours, applied to whatever art, gets half the job done in no time... Then transfer the results to the game. Care and a large dose of artistic license must be taken here because it's not a direct process. Some colours are not always available, and some of the colours available have a minimum 'size' (shrubs, tar) But self portraits, fine art and other forms of dungeon grafitti are all somewhat feasible. Just don't get distracted from the puzzles if you're a hold builder. It might make good filler material if you're running out of ideas though :D :P ;)

Now why aren't red doors red on the minimap? Grrr. And how can I have green doors showing on the minimap, but no creatures (don't think I didn't try *more than once* to figure this one out :eyes) And I sure do wish there were some 1x1 objects which appeared as grey on the minimap...

The first time took me about an hour because I was figuring out what works best or not. I'm not really sure whether to bother with something much larger. Seems a little eccentric... :P


The other, far more interesting, but difficult prospect, is to try to include interesting puzzles within the art. Unfortunately my brain only has a limited capacity...
07-10-2003 at 03:27 AM
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