I received your e-mail, so I'll start testing again for you.
Your hold sort of declines in quality towards the early/middle part of the hold, and there are very many tedious rooms, so I'm now going to work backward and jump levels if necessary (Note: Because of this, you need to do something about the quality dilution problem, or it's going to affect the fun factor of the hold).
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×Level 25
Entrance: Very annoying, just like your other tar-over-walls rooms, since you need to clear all tar over trapdoors, and guess where the walls are. I'd suggest completely replacing this room with something else, since it doesn't do anything but frustrate the player. If not, you could do something similar to Bavato's Dungeon L13 2S 4E by showing all the walls, adding a few more in strategic places, and then adding a Mother.
1N: Interesting, but the method I'm using (create a safe passage using pits to block the sides of the doors) is highly time consuming, and tedious. Is there a faster way to complete the room? Also, if you leave the room and return to it from the east, you cannot complete it.
1S 1W: This is quite a tedious and time-consuming room. I'd suggest making the trapdoored area smaller, and make the walls more irregular, which will make it more interesting.
2S 1W: I guess really like your guessing orb/gate puzzles, since they're popping up all over your hold. I guess that since this is the final room, however, that it's understandable. I can't say that I'm looking forward to playing it, though.
2N/2N 1E/1N 1E/1S 1E (Impossible rooms): For 2N, I don't think this room is solvable, since you wouldn't have enough time to get to the mother even if there were no spawn. 2N 1E also doesn't appear solvable, since the serpents always seem to be able to get me within 3-4 moves. 1N 1E appears impossible, since you cannot both protect yourself from the hordes of roaches being spawned and stop the tar mother growing into the 2 square wide corridor at the same time. 1S 1E looks familiar; I'm sure I've seen something very much like it in another hold. However, it too appears impossible - how do you kill all the brains without getting the roach in the lower-left trapped?
1S: This room is okay, but it could do with a checkpoint or two, perhaps near the mothers and in the passage just before their chambers. The spiders at the start are very annoying, however.
2S/2S 1E/1W/1N 1W/2N 1W/2N 2E/1N 3E: These seemed to be very easy compared to some rooms on this floor. I'd suggest moving them to an earlier level, unless they are intended filler rooms.
1N 2E: This is a pretty boring room, since it's just a large, tedious slashfest. I'd suggest replacing this room completely, or reducing the number of queens, since having 800+ queens is a bit pointless.
2E: This is a much more interesting room, although it resembles some of the rooms in A Quiet Place, L3/4/5, so it isn't particularly original. I'm not sure if it's solvable, since the diagonal move restriction means that getting the queens before the brain is pretty difficult (if possible), and if you try to go for the brain first, you get too many roaches on either side of the passage afterwards to escape.
1S 2E: This is also quite interesting, and pretty tricky, although it looks like it had its origins in the same place as 2E.
2S 2E: This is quite a boring slashfest, since it's not very challenging, and is very repetitive.
2N 3E: This was a decent puzzle, although not very challenging. Is it intended that you are able to kill the brain before all the queens are dead?
3E: This, like 2S 2E, is also pretty repetitive and tedious. I'd remove some of the goblins and add more passages.
1S 3E: Apart from the spiders being invisible, this is a pretty easy room. Playing this in JtRH is going to be extremely annoying, so I'd recommend replacing it with something else, or you'll risk annoying players with it.
2S 3E: This room seems trivial, as you can just stand on the arrow and the serpents will kill themselves in the growing tar mass without producing any babies.
Overall, a reasonable level, but not up to the standard of some of the rooms in other levels.
I'm going to state again that I think your hold suffers from too much dilution of quality. Even Dugan's Dungeon hasn't got as many rooms, and a lot of this hold is not comparable in quality to some of the better holds out there, like Claythro Tower, A Quiet Place, Phil's Dungeon and King Reubus' Palace, for example.
There are good puzzles and rooms in your hold, and many scattered puzzles that would be better condensed into one room rather than several. You've just got too much tedium, slashfest, and boring or uninspired puzzles in between, which is really bringing down the overall average quality of the hold. If you really want to get the most out of your hold, you may want to take my advice in this draft
Architects' Toolkit, and filter your less interesting rooms out, or modify them to improve them.
Remember that size/depth
is not everything, contrary to what you may believe. If your hold is to be renowned only for its size, and not its quality, then it's not really going to do your better rooms justice. To take an analogy, it's like you've written a coursework essay about 20 pages long, compared to most people who only wrote 3-4. If even the best student wrote it in 4 pages, and scored a very high mark, are 20 pages really necessary to get your point across, and is most of it just unrequired waffle?
If your hold won't attain a depth of 25 levels, or surpass the 300 room limit, is it
that important? I'm sure most people would rather play a shorter hold that's full of ingenious, unusual, original and memorable puzzles, than a very long hold that's tedious, boring, repetitive and unoriginal.
[Edited by agaricus5 at
Local Time:01-30-2005 at 01:26 AM]
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Resident Medic/Mycologist