Yay!
After a few months of work, I have finally finished Version 4 of Bavato's Dungeon, and am releasing it to you, the horde of very helpful testers out there to, err... test and have fun with.
It's a very large hold (Compared to what it was previously), so, I'll admit, I haven't playtested all the rooms. However, just before everyone begins to moan again (I haven't forgotten the last release of the dungeon
![:D :D](emoticons/grin.gif)
) I will say that I have made sure for almost all the rooms that they are solvable - it's just that I didn't do it all in single-room chunks - I just destroyed the monsters and playtested Beethro from the point I had reached, after doing a lot of counting to make sure I had the right spot. Even so, if you do find a bug, then don't hesitate to scream at me for I should have playtested.
Anyway...
Here are some notes about this version and the important changes to the dungeon:
General
So far I have not changed the dungeon structure a lot, but one thing I have done is put a stair going to the previous level, along with a warning scroll, at each entrance, just to make Beethro's climb down a little more plausible.
However, I am not sure about whether I should keep the naming system I have used for the levels, where I have put the level number followed by a name in brackets, such as this: "
Level 2 (The Storage Chambers)"
. I am worried that if the name is too long, it will not fit onto the location bar at the top of the screen when the other directional coordinates are put with it - it just disappears from view. Another thing is that I might not be able to give each floor a name if the rooms have varied themes and I cannot think of anything better. Do you think I should keep the names in brackets, or should I remove them from the level name and place them elsewhere, such as in a scroll in the level somewhere?
Level 1
Most of it's the same, except for one thing: for those who have playtested it before, and also for those too lazy to do the first three levels, I have installed a warp room to levels 1-4, so I do not need to provide any more level skips to those floors like last time.
Level 2
Again, not much difference, except the scrolls in 2S 1E and 2S 2E apologising for force arrows on doors have been removed.
In addition, 1S 2E, 2S 1E and 2S have been modified, and are now much harder than the originals.
Level 3
I managed to find an old copy lying about with the scroll data within them, so all the scrolls in the level should now have the correct, or nearly the same text, as the ones in the previous version. Apart from a scroll re-vamp, no rooms have been changed, not even 2N 1E, but I intend to do something about it in the future.
Level 4
I won't say too much about this level, but there is a lot of stepping and killing involved in this, ofen happening at the same time. Because of this, I am worried about what Eytan once said to me a long time ago about "
equating difficulty with tedium"
, most of all in 2S 1E and 1S 2E. Anyone who gets to those rooms, could you please tell me about whether those rooms are too tedious, or if they are alright?
Level 5
Hmm...
When you get to this level, please do not moan too much, even though the puzzle is not of a type many people like to play. I worked very hard to make this level (Please note that it is one room larger in floorspace than its counterpart in Dugan's Dungeon) and spent a lot of time to make sure there are no or only very few unintended solutions to it. I have playtested this floor, however, and I will say that it can be completed. However, what I have not done is to thoroughly make sure that there are no places where you can get trapped. Even though I do not think there are any such places, if you do get stuck in one, please tell me the room coordinates and where about the trap is, so I can fix this.
Level 6
I will not say too much about this level, except that you will need a lot of patience and to count a lot for this. However, I will apologise in advance for 1S 1W, because the solution is complicated and difficult to get (although the result is very nice if you can get it right) and because of this, the room is a little cramped, although completable.
I think that's it, although the writing was a little rushed, so the notes above may seem a little unclear or vague.
Enjoy Bavato's Dungeon v4.1 and hopefully this time, it will not have many bugs like last time!
Do not use this version, 4.1, because there is a missing red door in 1N and unpleasantly placed trapdoors that make the room impossible. Get Version 4.2, below.
[Edited by agaricus5 on 10-23-2003 at 03:27 PM GMT]
[Edited by agaricus5 on 10-23-2003 at 10:56 PM GMT: Added extra information]
[Edited by agaricus5 on 10-24-2003 at 05:12 PM GMT: Removing Version 4.1]
[Edited by agaricus5 on 10-26-2003 at 12:25 AM GMT: Announcing Version 4.3]
[Edited by agaricus5 on 10-27-2003 at 10:05 PM GMT: Announcing Version 4.4]
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Resident Medic/Mycologist