Excellent, excellent dungeon. 1N stands out as the sole exception - it doesn't actually contain a puzzle. You always have exactly one choice as to which orb to hit next - as it is, it is solely an excersize in moving left and right. It's cool to look at, but it belongs in a "
look at what I can do with doors"
demo hold, not actually in a playability hold IMO.
Also, I don't get 2N; it was totally obvious and easy what to do there. Not bad on its own, but doesn't match the brilliance of some of the others.
1N1W, though, is probably my favourite room yet in a user-made hold. It's elegant and utterly devious - it took me a while to figure out what has to be done, and even longer to actually do it. It is definitely possible, as I can attest.
Okay, now I've solved the entire hold. It's all solvable - I have to say, Snicker, your post is a prime example of putting your foot in your mouth by calling all the puzzles flaws.
Some hints (not solutions):
1N1W:
Click here to view the secret text
×Why is there tar in this room?
1S1W:
Click here to view the secret text
×Obviously, 1W's solution won't work because you can't allow the tar to grow twice. What else can you use to direct the roachs where you want them?
1N1E:
Click here to view the secret text
×If you can get plenty of roachs in with the snakes, you're doing it wrong. The doors are patterned that way for a reason; think about the properties of invisibility.
[Edited by eytanz on 07-12-2003 at 01:08 PM GMT: Re-organized my thoughts a bit to be more coherent.]
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