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Stuwy
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File: Channel One Suite.hold (112.8 KB)
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icon Channel One Suite (+2)  
Without the aid of the scripting character, JtRH just wouldn't be as much fun. So I made a small hold that emphasizes the scripting character. With what you ask? Well, if beam eyes, cannons, proximity bombs, thwomps and gates (and much more!) don't excite you; well, then I guess you have a problem...

The difficulty isn't too hard as Renegades, but nonetheless, it picks up by level 2. It's not entirely fnished, as I have to construct the final level.

I hope you enjoy it.

____________________

Update: May 3/06:

Wow, I'm really sorry for taking so long, but nonetheles, the Catacombs are open and ready to be explored! This level is much larger than the first two combined, filled with rooms with varied difficulty. I hope you enjoy it.

_____________________

Update: August 2/06:

For the last couple months I have been again hella busy. Just coming back from a European trip a week ago (which lasted pretty much the whole month of July) I just had the urge to play through the entire hold; this time fixing the little errors all throughout the hold. It should be good-to-go to the Holds board, but a nice fresh set of eyes wouldn't hurt.

To the newbies of this forum, enjoy this hold!

As to the seniors, I eased off the difficulty of some rooms in the second and third level. As well as adding four brand new rooms to the third level.

Enjoy!


[Last edited by Stuwy at 08-04-2006 07:56 AM : Hold update]
01-24-2006 at 12:01 AM
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cheese obsessive
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Aww...I actually had pretty much that same laser-eye idea, and began implimenting it to my hold, but you finished it first. Kudos to you. :D

I love the scripting. I can't even go into detail about how amazing it is. Which implies that all of you reading this should download it.

And Channel One Suite is a great piece, too. O_o

[Last edited by cheese obsessive at 01-24-2006 03:03 AM : Apparantly, typing mote than 3 w's at the end of 'aww' give you a hypertext link. O_o]
01-24-2006 at 03:03 AM
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Oneiromancer
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These are some very interesting rooms, Stuwy. I'm glad someone else enjoys the rotating/moving mimics like I used in The Choice and some of the KDD 2.0 secret rooms. :D And of course you have a lot of unique ideas in here as well. I have a lot more ideas of things to do with these kinds of scripting but I'm saving them for future projects. I guess I'll have to keep an eye on this hold so I don't unintentionally duplicate anything...

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
01-24-2006 at 04:12 AM
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Tahnan
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There's some very nice scripting in here, I agree. A few random, passing comments on the Dungeon level (with a few spoilers):

Click here to view the secret text


More, perhaps, later.
01-24-2006 at 07:00 AM
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Rabscuttle
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In The Dungeon: 2S Automatic doors are nifty :) Although the final Slayer-door acts like a Guard-door.

2S1W - Now if you leave by the eastern exit after killing the goblins you can't progress - one suggestion would be to put Guards/Slayers chars on the walls next to the entrance and use their swords to block that exit (this would also prevent anyone from killing the final golem while standing on the entrance square) edit: or you could just stick another yellow door there.

Also, it's kind of tricky for people with bad memories to remember where the 'walls' are going to appear. You could put different floor under the 'walls' if you want to decrease the difficulty a bit. Or if it's meant to be a memory room, I'll have to get a pencil and paper :blush

That said, the concept of that room is undoubtedly cool :D

[Last edited by Rabscuttle at 01-24-2006 08:22 AM : simple suggestion > complex suggestion]
01-24-2006 at 08:17 AM
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skell
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Well I downloaded it, but...

WHAT THE HECK?!?!
When I try to play it says:
"Drod couldn't load the saved game. There is probably an error in Drod that needs to be fixed. It could be that the game was saved with a precious version of DROD, and this version is unable to load it."

But I don't even created a save yet :unsure .

My drod version is 2.0.10.

Well I will try to download again. Hope it will fix the problem...

edit.
Hmm. Other holds have the same problems. I'm pretty sure now whyat is wrong...

Well. I've added a graphic mod into .ini, but I forgot to put graphics in Bitmaps folder :/.
Hop it will work now...

Edit.
Very nice. Excecpting 2 rooms with Tar/mud.
Now I'm stuck on the last Place in 4S.

Edit.
And of course after posting I managed to finish it :D

But now I'm in complete "?".
Is the first room on level two finishable?
Yup...

Ok. The room with tar & mud and thoose Freak eyes smashed me to the floor. After cleaning the whole room from enemies, I noticed something "Black door". ARRRGHHH! I'm never going to do this. Not that I'm too bad player, but it is too boring for me.

But the hold is sweet.

____________________________
My website

[Last edited by skell at 01-29-2012 08:46 PM : Going to the keep]
01-24-2006 at 10:23 AM
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Tahnan
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2S1W - Now if you leave by the eastern exit after killing the goblins you can't progress - one suggestion would be to put Guards/Slayers chars on the walls next to the entrance and use their swords to block that exit (this would also prevent anyone from killing the final golem while standing on the entrance square) edit: or you could just stick another yellow door there.

Or a force arrow?

Also, it's kind of tricky for people with bad memories to remember where the 'walls' are going to appear. You could put different floor under the 'walls' if you want to decrease the difficulty a bit. Or if it's meant to be a memory room, I'll have to get a pencil and paper :blush

I took a screeshot, opened it in another window, and switched back and forth. I'd agree that different floor would be nice.
01-24-2006 at 02:59 PM
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Oneiromancer
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skell wrote:
My drod version is 2.0.10.
You do know that we're on 2.0.12 now, right? There could be some scripting bugs that were fixed which would really affect this hold; there isn't really a reason not to upgrade.

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
01-24-2006 at 03:37 PM
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Danzig
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Love this one!!

However, I'm either a little stuck with a problem, or just plain missing something:
Deep Freeze: Twice East
I've finally killed all those lovely mother's, and am left stuck in the top half due to the force-arrows. Did I miss something? Can I kill all them lovely critters without coming up here? Please tell me there is a logical explanation here.

Danzig
(don't piss on my leg and tell me it's raining)


01-24-2006 at 04:24 PM
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Stuwy
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Danzig wrote:
Deep Freeze: Twice East
I've finally killed all those lovely mother's, and am left stuck in the top half due to the force-arrows. Did I miss something? Can I kill all them lovely critters without coming up here? Please tell me there is a logical explanation here.


Yeah, stupid me... :teamtwak However it wasn't a room with tar mothers though...

It's fixed. Also I made the hold anyone edit. In case you got far into the second level.

Sorry for the careless error...
01-24-2006 at 09:07 PM
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Chaco
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Err, yeah. I was just about to post and complain about that.

I agree with most of what's been said here - I deem the statue/golem puzzle Not Fun.

____________________________
Quick links to my stuff (in case you forgot where it was):
Click here to view the secret text

01-24-2006 at 09:14 PM
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Stuwy
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In The Dungeon: 2S Automatic doors are nifty Although the final Slayer-door acts like a Guard-door.

Nope, it still works as a slayer type gate. Keep on trying if you don't believe me ;)

I made a quick update to the Dungeon 2S,1W. I put some differen't floor tiles on the anti-green doors, but not all...
01-24-2006 at 09:20 PM
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Tahnan
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Ah, crud. I was really enjoying this hold until Deep Freeze: 1N3E. Which I liked--until I got to the end, stepped on the gray area behind the black door, and...nothing happened. Stepped off, stepped on, nothing.

Looking at the scripting, I think I see what happened: I went into the room at (0,5) to start, gave it a shot or two, and then said, "Ah, I'm better off starting on the square above". So I went out, went back in, and finished the room. But I gather that all of the characters who kill the eyes were set to end on exit--which means that, without knowing it, I rendered the room unfinishable.

Very, very frustrating. Back to the drawing board, I guess, but in the meantime, it'd be nice to see it fixed...
01-25-2006 at 02:02 AM
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Rabscuttle
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Stuwy wrote:
In The Dungeon: 2S Automatic doors are nifty Although the final Slayer-door acts like a Guard-door.

Nope, it still works as a slayer type gate. Keep on trying if you don't believe me ;)

Actually, what I meant was that those Slayers both open the same way, when all the others turn away from each other.

Some more comments:

Dungeon: 2S2W - If you're trying to defeat the room propertly (leaving a cleared room), then it's a little annoying to have to wait for the 15s to clear out.

Deep Freeze: Entrance -
Click here to view the secret text


I'm currently up to DF: 1N3E and everything else so far is good.

Huzzah for Halph hostages! :D
01-25-2006 at 05:49 AM
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Stuwy
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Tahnan wrote:
Ah, crud. I was really enjoying this hold until Deep Freeze: 1N3E. Which I liked--until I got to the end, stepped on the gray area behind the black door, and...nothing happened. Stepped off, stepped on, nothing.



Very, very frustrating. Back to the drawing board, I guess, but in the meantime, it'd be nice to see it fixed...

Oh, geez. I wonder why I put End on room exit on those scripts anyways. Sorry about your troubles Tahnan, they will be fixed.
01-26-2006 at 06:24 PM
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Tahnan
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Stuwy wrote:
Sorry about your troubles Tahnan, they will be fixed.

Well, not to worry; I redid the room, and went on enjoying the hold. :-) Looking forward to the Catacombs.
01-27-2006 at 04:52 AM
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Stuwy
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FYI, I'm about 3/4's way done building the catacombs. Right now it's pretty big (bigger than the first 2 levels) Difficulty? Well, it's just as hard (if not, harder) as Deep Freeze; but you're going to love the fun factor...
01-30-2006 at 03:33 AM
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Sergenth
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I played up to Deep Freeze: 1N1E... did the same thing that Tahnan did. It's a beast of a room... definitely gives me a KDD tar feeling, which is a good thing.

Once I build up some activity in my brain again, I'll look forward to the Catacombs!
02-03-2006 at 07:37 PM
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Stuwy
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icon Re: Channel One Suite (+1)  
Just a heads up to those interested, a new level has been added to this hold.
05-03-2006 at 11:59 PM
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Citrus
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If I may be so bold to ask for the ability to play it in the editor?

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Call me Citrus.
05-04-2006 at 12:32 AM
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Stuwy
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Ezlo wrote:
If I may be so bold to ask for the ability to play it in the editor?

Well..... I guess. Unfortunatley I don't have CaravelNet anymore so I can't tell how far everybody has gotten.

By the lack of posts with bugs, it seems solid right now, so I'm gonna send this into the Holds board in a weeks time.

[Last edited by Stuwy at 05-05-2006 10:32 PM]
05-05-2006 at 10:29 PM
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bandit1200
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I thoroughly enjoyed Deep Freeze, but Catacombs is already giving me grief in 2E. I can't get anywhere near dropping all 4 trapdoors before the yellow doors close.
05-09-2006 at 09:28 PM
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Stuwy
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bandit1200 wrote:
I thoroughly enjoyed Deep Freeze, but Catacombs is already giving me grief in 2E. I can't get anywhere near dropping all 4 trapdoors before the yellow doors close.

whew.... 2E is pretty hard after playing it again...

Click here to view the secret text

Click here to view the secret text

Solution:
Click here to view the secret text

Click here to view the secret text


Have fun exploring the rest of the Catacombs!

[Last edited by Stuwy at 05-09-2006 11:54 PM]
05-09-2006 at 11:47 PM
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bandit1200
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Stuwy wrote:
bandit1200 wrote:
I thoroughly enjoyed Deep Freeze, but Catacombs is already giving me grief in 2E. I can't get anywhere near dropping all 4 trapdoors before the yellow doors close.

whew.... 2E is pretty hard after playing it again...

Click here to view the secret text

Click here to view the secret text

Solution:
Click here to view the secret text

Click here to view the secret text


Have fun exploring the rest of the Catacombs!

Heh, that's basically what I have been trying. I'm afraid efficiency isn't my forte and after numerous tries, the nearest I have got is 23 moves too late. Hopefully your tips will help in the middle of the room. Thanks.
05-10-2006 at 06:41 AM
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Stuwy
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Just ask anytime for a demo.
05-10-2006 at 05:39 PM
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bandit1200
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I think I'll have to take you up on that offer of a demo. :~( What I am finding especially frustrating is that if I step on a checkpoint, it seems it will always put me into a position where I will be chomped on by a tar baby, meaning I always have to restart from the entrance.
05-10-2006 at 07:31 PM
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Stuwy
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File: COS The Catacombs 2E.demo (961 bytes)
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License: Public Domain
icon Re: Channel One Suite (0)  
Here we go. I noticed I never really used the checkpoints at all, I also found it frusterating myself having to re-do the room since I never got around to stepping on them.

I'll fix it for the next version.
05-11-2006 at 05:27 PM
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bandit1200
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Thanks! There's certainly no room for error there. I doubt I would have ever managed that without your demo. Still, I'm through, and immediately stuck again in 1N1E - I can't see how to kill the top two Seeps.
05-12-2006 at 08:31 AM
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Stuwy
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bandit1200 wrote:
I'm through, and immediately stuck again in 1N1E - I can't see how to kill the top two Seeps.

Each secret progresses in spoilers to the room solution:

Click here to view the secret text

Click here to view the secret text

Click here to view the secret text

Click here to view the secret text

05-12-2006 at 05:09 PM
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bandit1200
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Stuwy wrote:
bandit1200 wrote:
I'm through, and immediately stuck again in 1N1E - I can't see how to kill the top two Seeps.

Each secret progresses in spoilers to the room solution:

Click here to view the secret text

Click here to view the secret text

Click here to view the secret text

Click here to view the secret text
Hmm, I'd tried that, and I'm afraid it isn't working here. No matter where you are in the room, the top two seeps take the same line and the two slayers they go near don't hit them.
Click here to view the secret text


[Last edited by bandit1200 at 05-12-2006 06:19 PM]
05-12-2006 at 06:17 PM
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