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Caravel Forum : DROD Boards : Holds : Tar Gate Stronghold (The dark tar gate, around the dark stronghold.)
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9.2/10 (19 votes)
σ 0.81
Author Name:Rasmus Björling
Submitted By:Rheb
Hold Name:Tar Gate Stronghold
Theme:The dark tar gate, around the dark stronghold.
Author's Difficulty:
Number of Levels:5
Number of Rooms:39
Number of Monsters:639
Version:DROD: Journey to Rooted Hold
High Scores:View High Scores
Hold Karma:8 (+8 / -0)
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File: Tar Gate Stronghold.hold (107.1 KB)
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icon Tar Gate Stronghold  
When I first got to the tenth level of JtRH I just hated tar gates, and I couldn't see any possible way to make a good room including tar gates. Well, when I got to the Twentieth level I begun to change my mind, and playing through fabulous holds like Odd Jobs and Perfection completely made me change my mind. Tar Gates are great, as long as you use them in the right way. This is the first hold based on tar gates, and I hope I have found some fun ways using tar gates.
It's not a big hold, but it's really difficult (I think it's harder than The Underground Civilisation if that tells you anything).

Thanks to testers: Blondbeard, jbluestein, Stefan and Stephen4Louise!

Well, Enjoy!!!
04-24-2007 at 07:39 AM
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silver
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icon Re: Tar Gate Stronghold (+2)  
flaming fegundos! I don't even know how to get halfway close to starting to get near to approaching having an inkling of a tentative plan which might vaguely attempt to get even one of these rooms.

the timers are tight. there must be some major trickery I just don't know about rapid tar clearing. I'm even trying to ignore the babies, but they keep getting in the way of moving the mimics or they keep killing me before I can get to the timer cutoff switch. I look forward to learning what's going on here.

I am, however, giving this hold an 8 -- not because I'm in the "harder == better" camp, but because I like the aesthetics of the hold - it has a simple, clean layout, good freedom of movement, and nice one-puzzle rooms with no confusion about the goal. even the save points are well placed.

except there is one point where a save point is glaringly lacking. that is the empty room you start out level one in, which has a the blue door to the next level in it... any time you can reach the exit stairs room before you clear the level, you simply must have a save point by the exit stairs so that if you need to reinstall the game (or upgrade from 2.x to 3.x, or to 4.x eventually), you have something to restore to besides "the first time I entered the room, long before I was near clearing the level". it's not an aesthetics thing and it's not a "make it easier" thing (in fact, in this case, it would do nothing to ease the pain), it's a workaround for the progress engine when handling player exports/imports, but it's an important workaround as anyone who's tried to get their full progress from JtRH into TCB well knows.

---

As a side note, I would like the author to mark as unscorable all the rooms that are going to be 1-move-demoed out of existence anyway, so I can fix my signature to be exact instead of approximate sooner. :)


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:yinyang

[Last edited by silver at 04-24-2007 01:13 PM]
04-24-2007 at 10:03 AM
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Stephen4Louise
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icon Re: Tar Gate Stronghold (0)  
silver wrote:
flaming fegundos! I don't even know how to get halfway close to starting to get near to approaching having an inkling of a tentative plan which might vaguely attempt to get even one of these rooms.

the timers are tight. there must be some major trickery I just don't know about rapid tar clearing. I'm even trying to ignore the babies, but they keep getting in the way of moving the mimics or they keep killing me before I can get to the timer cutoff switch. I look forward to learning what's going on here.

The only trick to this hold is good mimic placement and RUN!!

Good luck! :D

Steve.
04-24-2007 at 10:43 AM
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Kevin_P86
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icon Re: Tar Gate Stronghold (0)  
Well, so far I've only managed to clear one puzzle room, but I just have to point out that it was the first such highscore for any puzzle room :D

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+++++[>+++++<-]>[>+++>++++>+++++<<<-]>.>+.>-------.<++++.+++++.
04-24-2007 at 06:53 PM
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Neather2
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icon Re: Tar Gate Stronghold (0)  
Really Good hold! Congratulations, Rheb! :thumbsup

It's a good work, and i give it 9 brains and 6 funny.

All room are difficulty and good, but one thing:

Click here to view the secret text



Good job, anycase! :D :) :fun

____________________________
Nothing to say. I just play the game. And you, sir, should play it too.

Conspiracy, my new hold, has just been released.

[Last edited by Neather2 at 05-09-2009 11:47 AM]
04-25-2007 at 06:56 AM
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Rheb
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icon Re: Tar Gate Stronghold (0)  
Neather2 wrote:
All room are difficulty and good, but one things:

Click here to view the secret text


Try to build some different puzzles, don't some but equal!

Good job, anycase! :D :) :fun

Yes, most of the room’s bases on tar/mud slaying eficenty, but you have to use a different tactic for every room and every room has different solutions. They are built in "equal idea" and they might look very alike, but you can't say you cleared every room the same way, every room is supposed to be challenging in a new way.:)

Click here to view the secret text


____________________________
Voligner is my very own DROD-like game. Please check it out!

[Last edited by Rheb at 05-01-2009 09:30 AM]
04-25-2007 at 08:01 AM
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Tahnan
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icon Re: Tar Gate Stronghold (0)  
Rheb wrote:
Yes, most of the room’s bases on tar/mud slaying eficenty, but you have to use a different tactic for every room and every room has different solutions.
True; I didn't feel like I was playing the same room over and over. The exception--having, I should note, not wholly conquered the first puzzle-based level yet--would be a certain secret room, which plays (IMHO) pretty much identically to the room it's accessed through.
04-25-2007 at 05:32 PM
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iamyum
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icon Re: Tar Gate Stronghold (0)  
This hold is tough and I like it. I especially like tough holds without needing to mess with exact serpent movements. After a few days' struggle, I've still only conquered 5 rooms + 1 secret room. Kudos to the fun and alternative hold theme.
04-27-2007 at 05:52 AM
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larrymurk
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icon Re: Tar Gate Stronghold (0)  
I was a little intimidated see the hold was by Rheb, but when it looked like I might not get through any rooms on the first level I became very intimidated. Luckily, I found a couple of the Southern rooms were easily solved and the others weren't so bad. As for the Northern 4, I needed help on 2 and managed the others with some perseverance.

All in all a difficult, fun hold. I definitely can appreciate the hold layout. I didn't even get lost once.

Nice hold Rheb!
05-22-2007 at 02:20 PM
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Neather2
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Neather2 wrote:
Really Good hold! Congratulations, Rheb! :thumbsup

It's a good work, and i give it 9 brains and 5.5 funny.

All room are difficulty and good, but one things:

Click here to view the secret text


Try to build some different puzzles, don't some but equal!

Good job, anycase! :D :) :fun


Oh man, i'm sick of this stupid mods down on each my comment. Please moderators stop this idiotic people.

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Nothing to say. I just play the game. And you, sir, should play it too.

Conspiracy, my new hold, has just been released.
05-03-2009 at 05:37 PM
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slimm tom
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icon Re: Tar Gate Stronghold (0)  
I have modded you back up, Neather2.

Unfortunately neither moderators nor administrators can see who modded you down or stop this person from doing it. Modpoints are subject to personal thoughts and ideas, which don't follow some sort of guideline. However, I agree the action this person has taken against you due to unknown reasons isn't the appropriate one. I'm not going to name people, as we don't know for sure who has modded you down.

Downmodder, if you read this, please contact Neather in private (PM) and tell him what the problem is you have with him. I'm also available for contact if the two of you need outside help to solve your conflict.

Finally I'd like to request that further replies to this topic be on-topic and relate to the architecture and related discussions. Everything else can be discussed and handled in private, or on the Anything board if needed.

Thank you.
05-03-2009 at 06:14 PM
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mxvladi
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icon Re: Tar Gate Stronghold (+1)  
Finally mastered this hold!

First, I'd like to say that this is the toughest hold I've ever played(back in may 2009, that is) and has very cool optimising puzzles.

The first level(Tar Gate Explosions) was hard, but most of stuff was doable. My favourite room there is 1N 2E. Other rooms were cool, too, and this is probably my favourite level here.

Second level was purely EVIL and was the most difficult for me. Particulary 2W. It wasn't too different from 3W though...

And the last level is genious. I enjoyed it. It was kinda out of hold's theme(optimizing puzzles), though...

Overall, I'd give it 7 brains - it's definetily quite tricky hold. And 10 fun for awesome experience.

[Last edited by mxvladi at 06-22-2011 12:23 PM : erm... edited review a bit]
05-05-2009 at 06:58 PM
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fratropea
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icon Re: Tar Gate Stronghold (+1)  
Mastered! :thumbsup
As it is said: "if you want, you are able"
I had never completed a such difficult hold!
(and also thanks to H&S) ;)
Really strong!
When you enter a room you hold the breath until
the bomb doesn't explode!
:jumpy
I have had a good time so much!

I give 9 brains e 10 for fun!
05-12-2009 at 01:41 PM
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Rheb
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icon Re: Tar Gate Stronghold (+1)  
Thanks a lot for the comments!

It makes me gald to see that some people are still enjoying these basic hardcore optimization puzzles. :)

____________________________
Voligner is my very own DROD-like game. Please check it out!
05-15-2009 at 03:19 PM
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Syntax
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icon Re: Tar Gate Stronghold (0)  
Wow... never noticed it was one of yours Rheb.

I'll definitely be giving it another try next - only managed a few rooms the first time if I remember correctly.
05-15-2009 at 10:20 PM
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