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Caravel Forum : DROD Boards : Architecture : MetDROiD Echoes (“The story is more absorbing than Prime... G serves up another monster of a hold” – The Dugandy Telegraph)
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coppro
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icon Re: MetDROiD Echoes (0)  
It makes sense, and I knew that was why, but it's still quite counterintuitive. It seems more arbitrary like this, than some item that actually does something.

Oh, and can you post a "Changed rooms log" so that we knew what rooms to go back to?
11-08-2006 at 11:55 PM
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Citrus
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icon Re: MetDROiD Echoes (0)  
Hey! I was expecting a bigger demo than the one I already saw! :P

Final Overall Comments about the hold: (SPOILERS for game and Stuff behind master wall.)

Click here to view the secret text


EDIT: And if you're wondering why I'm so fast, finishing all my schoolwork for the week early helps. :P

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[Last edited by Ezlo at 11-09-2006 12:30 AM]
11-09-2006 at 12:21 AM
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geomatrx
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File: mebugs101b.txt (7.5 KB)
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icon Re: MetDROiD Echoes (0)  
I've updated the hold in the first post. Before upgrade, go to a checkpoint room, or a room you havn't been to or an unconqured room. When you upgrade the hold, you should restore to this latest room.

The fixes include the attached text file. There is a key at the top of it, letting you know if the bug you raised was fixed or ignored.

I've also started to add to scripts so they just don't end when you find a secret, you actually have to go into the staircase, otherwise the statue will appear again.

I've also added baby statues to the pit key staircases.
Click here to view the secret text


List of secret scripts amended so far...
Click here to view the secret text

coppro, had another bug i didn't fully understand, or was it a comment about the spider rooms:
+ Ugh... I don't know how many times I've died because the count doesn't end when you enter a safe zone.

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[Last edited by geomatrx at 11-09-2006 12:54 AM]
11-09-2006 at 12:47 AM
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zex20913
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icon Re: MetDROiD Echoes (0)  
This is along the lines of my "exactly 15 turns" deal. It's moderately annoying that the count doesn't reset when a safe zone is entered.

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11-09-2006 at 02:24 AM
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coppro
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Okay, here's my next block:

Click here to view the secret text


I'm now in Winter Factory, 1N3E, and, having explored all connected rooms, I'm stuck. I haven't gotten any upgrades in the Factory yet, and I can't get out. Where to now?
11-09-2006 at 03:34 AM
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Citrus
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icon Re: MetDROiD Echoes (0)  
Well, what you are supposed to do there is this:

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11-09-2006 at 03:40 AM
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coppro
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Stupid portable orb! :doh

Good room!

Law of H&S, I guess.

Come to think of it, shouldn't there be a bunch of scrolls in the Slugman Energy Controller?

And am I supposed to have a key to King Armin's Temple already?

And in the Winter Energy Controller, I think you should get rid of the outer walls. One of the most breathtaking parts of the game, I feel you want to convey that openness here.

[Last edited by coppro at 11-09-2006 03:50 AM]
11-09-2006 at 03:46 AM
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coppro
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Now I'm at the Ortho Guardian. I remember playing it in the original Echoes. geo, you're too nice with those checkpoints in front of those rooms. You know, even with guides, it took me weeks.
11-09-2006 at 04:16 AM
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zex20913
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The green guardian isn't falling for me. All goblins are killed on the same turn (with 1 bomb), but only the green door drops.

Edit: I'm in King Armin's, 1S.

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[Last edited by zex20913 at 11-09-2006 02:04 PM : location.]
11-09-2006 at 02:02 PM
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Citrus
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That's odd, it works for me. Are you sure you're not killing one with a decoy by accident? -_-

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11-09-2006 at 02:18 PM
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zex20913
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Oh. Sheesh, that makes me feel dumm.

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11-09-2006 at 03:53 PM
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File: ME Wretched Bog 2S2E Unintended.demo (4.6 KB)
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icon Re: MetDROiD Echoes (+1)  
Possible unintended solution: in Wretched Bog, 2S2E (What is named the Merky Cavern...but probably should be murky cavern), it is possible to get 2 bombs to go off at the sameish time--two fuses lit before the yellow doors close. I'm attaching my (non-optimised, but showing the unintended solution) demo.

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11-09-2006 at 07:36 PM
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geomatrx
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File: ME Secret Rooms 8S10E Victory.demo (4.4 KB)
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icon Re: MetDROiD Echoes (0)  
Well spotted. I'm even inclined to leave this in (one thing which was always good about the Metroid games were how quick you could kills bosses using unintended methods.

I'll dwell on this. Good work!

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[Last edited by geomatrx at 12-14-2006 02:12 AM]
11-09-2006 at 08:04 PM
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coppro
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geomatrx wrote:
Well spotted. I'm even inclined to leave this in (one thing which was always good about the Metroid games were how quick you could kills bosses using unintended methods.

I'll dwell on this. Good work!
Rapid-fire missiles much?

You know, in the first Prime, you should have made it so the wavebuster bypasses the invisible sentry drone thing. ;)
11-09-2006 at 08:22 PM
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Chaco
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icon Re: MetDROiD Echoes (0)  
4.2.5: S-Min's Testament

It's "hordes" not "hoards" in this case.

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11-09-2006 at 08:42 PM
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zex20913
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A couple more things--bugs/1 request.

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11-09-2006 at 11:25 PM
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geomatrx
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MetDROiD Echoes
Deadly Gold Mine of Death (Architecture)
11-09-2006 at 11:58 PM
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zex20913
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Click here to view the secret text


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11-10-2006 at 12:39 AM
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Chaco
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icon Re: MetDROiD Echoes (0)  
Actually, a green gate next to the arrow before the main puzzle might be better - then you can just put the mimic next to the orb, open the door, then go back past the arrow and through the tunnel. With the added bonus that the arrow no longer blocks your way. :)

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[Last edited by Chaco at 11-10-2006 01:17 AM]
11-10-2006 at 01:17 AM
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zex20913
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Allrighty. I'm on Pit II right now, and taking a break, because I don't like trapdoors and tar, even when it's transparent.

Here's more of what I have now!

Click here to view the secret text


That's all for now. I've been playing this far too much...but I'm almost done.

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11-10-2006 at 05:16 PM
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Chaco
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icon Re: MetDROiD Echoes (+1)  
Alright, mastered.

Here's a small summary of what I thought of the last battles:

Pit I: Wow, easy!

Pit II: Okay, a bit harder, especially when cleaning up.

Pit III: ARGH AAAAGH UGH AAAAAUUUUGH!!!! THE PAIN! This took the longest.

Dungeon Cells: Hey that's not that hard oh wait NO! How am I supposed to do that?!? And then later I do do it. But man, it was tricky.

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11-10-2006 at 06:26 PM
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Citrus
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Yes, I managed to do the final room once and only once. I can't pull it off a second time. Quite the challenge. Second best room in the game. First being Pit III! I love that room! :P

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[Last edited by Ezlo at 11-10-2006 08:09 PM]
11-10-2006 at 08:08 PM
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tokyokid
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Okay, after all this great talk about how exelent the hold is, I'm pumped for its release! :)
11-10-2006 at 09:21 PM
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Wheee! I too have mastered this hold. From what I recall of Echoes, you did (again) a marvelous translation of the game. Two more notes, and then a general reaction.

Click here to view the secret text


General notes: Completable, backtrackable (except for that first room with a dark portal, but that's supposed to be that way, so it's cool.) I love love love the entire hold, and can't wait to play it again for high scores. The boss battles were appropriately challenging, increasing in difficulty (for the most part) each time. I know that several rooms would have been much more difficult if I didn't have the transparent tar/mud mod. Especially Pit II, which was hard enough without it.

This hold gets my vote for uploading, when you submit it. All it needs now is some grammar/spelling changes, and it'll also be getting a 10 from me, with 6.5 brains. (The stairs as hints sort of eases the exploration aspect, making it easier and also more player-friendly.)

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11-10-2006 at 10:21 PM
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geomatrx
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Thanks zex.

When you say grammar/spelling changes, I'm kind of hoping this will all be covered by whats been posted here.

I'm nearly ready to release 103b, and i think this will be the 'final' test version, as a few people have now mastered it with very few major obstacles encountered.

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I think I should mention that there is inconsistent behavior in the room with the boss of Evil Chill Wasteland, compared with Spider Arena. Trapdoors are safe in Spider Arena, and not in ECW. Same with open yellow doors.
Zex, yes. Coppro mentioned this I think. I have added a bit explaining what is/isn't safe for each of these rooms.

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[Last edited by geomatrx at 11-11-2006 12:24 AM]
11-10-2006 at 11:23 PM
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zex20913
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I think I should mention that there is inconsistent behavior in the room with the boss of Evil Chill Wasteland, compared with Spider Arena. Trapdoors are safe in Spider Arena, and not in ECW. Same with open yellow doors.

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11-11-2006 at 12:18 AM
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Chaco
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I like to think it's explained away by the fact that the spiders are extra-vigilant in that room, and the fact that the room would be much, much easier if the central yellow doors were safe.

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11-11-2006 at 12:25 AM
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geomatrx
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File: mebugs102b.txt (4.7 KB)
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icon Re: MetDROiD Echoes (0)  
Ok,

Attached are the fixes from 101b to 102b.
The latest version of the hold is on the first post.

A few other changes include the following:

- some asthetic tweaks to Western Winter Factory and Central Armin's Fort
- pit keys now contain a 'baby statue' script which disappears when it is aquired
- all secret and key scripts now disappear for good only when you have collected them after entering its staircase(i.e. if you make the statue disappear, then walk off the screen and come back again, the statue should re-appear)

Will anyone play through it again?

g

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11-11-2006 at 02:36 AM
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I've got the time. Be back in a day or two. :P

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11-11-2006 at 02:45 AM
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zex20913
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One more minor thing--it is Slugman Forest (one r), correct? The room with the stairs to the forest say "Stairway to Slugman Bog".

If you are making it Forest instead of Forrest, then there are several places this is done.

I shouldn't be so picky here--Schik made a function so if you submit your hold to be uploaded, the Hold Admins can see all of the text and copyrighted images. So we can point out any speellin errars there (those were intentional). Not that you should be relying on us to do it--just as a note.

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11-11-2006 at 03:54 AM
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