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Caravel Forum : DROD Boards : Architecture : Slayer's Surprise (A hold starring....someone who isn't Beethro.)
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gamer_extreme_101
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File: Slayers Surprise May 24.hold (4.7 KB)
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icon Slayer's Surprise (0)  
The idea of a hold not based on Beethro intrigued me from day one, and since I don't have the full version of TCB yet (Still waiting for the deluxe version pre-ordering), I've been working on this hold for a while now. I still need to tweak a few things, but it's a generally interesting hold in which most of the rooms can only be solved by using the Slayer. I doubt I'll publish it, but it'll be a nice fifteen minute time waster for most people. Enjoy!

Edit: I never mentioned it before, but I made this hold using vylycyn's Volcano style. If you don't already have it, I highly recommend using it. It's so dark and gloomy, it suits the Slayer perfectly.

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[Last edited by gamer_extreme_101 at 05-25-2007 05:46 AM]
05-21-2007 at 12:55 AM
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Chaco
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icon Re: Slayer's Surprise (0)  
I'm intrigued. I think there's a lot of puzzle potential in the fact that the Slayer can kill with his body as well as with his hook.

As such, I will download the hold and look at it.

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05-21-2007 at 01:18 AM
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voyager
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icon Re: Slayer's Surprise (0)  
1 West could use a checkpoint, so one needn't keep crossing the bridge every time in the event that it takes one an embarrassing amount of tries to figure out the room. A purely hypothetical situation, you understand... ;)

(I'm having fun so far, btw.)
05-21-2007 at 04:11 AM
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Citrus
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There is no way to clear 2n 1e. As far as I can tell.

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05-21-2007 at 04:37 AM
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gamer_extreme_101
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icon Re: Slayer's Surprise (0)  
Ezlo wrote:
There is no way to clear 2n 1e. As far as I can tell.
The one with the four adders and clones, right? Hint:
Click here to view the secret text


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05-21-2007 at 04:41 AM
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Citrus
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Oh, they're clones. I thought they were scripted characters. Whoops.

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05-21-2007 at 04:43 AM
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gamer_extreme_101
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Yeah, I found it interesting that you could have pre-placed clones look like Slayers, but both mimics and decoys stayed in their Beethro form. Odd.

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05-21-2007 at 05:03 AM
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Sergenth
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This was good fun! :thumbsup

I solved that one room with the Water Skippers using the slayer on the raft -- and then I went into the small central area to dispatch the roaches and brain. Beethro could have done that too.

I'm excited about playing as a Slayer because I know there's oodles more puzzle potential!
05-23-2007 at 01:03 AM
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Tahnan
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icon Re: Slayer's Surprise (0)  
Just downloaded this, and there's much of interest here--the ability to kill two monsters with a single move makes for all kinds of new strategies.

But I must ask: why the decision to make things so linear? If I skip rooms and go on to 2N, why make it impossible to return to the earlier rooms?

[Edit: ah, crud, it's worse than that. Having left 1N1W to the north without solving it, I find that it's impossible for me to get back to the south, a fact that wasn't at all apparent because of the way the token covered the arrow.]

[Last edited by Tahnan at 05-24-2007 10:07 PM]
05-24-2007 at 10:03 PM
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Kevin_P86
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So I think it would be fantastic if there was a checkpoint on or near the force arrow in 1W (for people like me who try it 50 times and are still nowhere close to completing it).

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05-24-2007 at 10:22 PM
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Tahnan
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icon Re: Slayer's Surprise (0)  
Also, here's a fun fact: putting a required room behind a blue door is a good way to keep anyone from completing the level.

I think there's a lot here that's quite nice, though. Fix the backtracking and the secret room, add some checkpoints, possibly a few lines of plot, maybe another few rooms, and I'd call it quite worthy of promotion to the holds board.
05-24-2007 at 10:47 PM
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gamer_extreme_101
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icon Re: Slayer's Surprise (0)  
I do intend to add a couple of rooms to it, along with changing 2N, as it really can be done with any sworded character.

The reason I've enforced linearity is that there is no real way to do any of these rooms from the opposite entrance. I've forced it in the next version (Which we be conveniently attached to the first post in a few minutes.), but will try to look into a way around it.

I'm also in the process of writing a small article about all the puzzle potential I've found when having an alternate player as well, and with any luck that article will be done soon.

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05-25-2007 at 05:43 AM
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Tahnan
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gamer_extreme_101 wrote:
The reason I've enforced linearity is that there is no real way to do any of these rooms from the opposite entrance. I've forced it in the next version (Which we be conveniently attached to the first post in a few minutes.), but will try to look into a way around it.
But let the player figure that out on their own. Things like the sister gate in 2N seem like gratuitous nonbacktrackability--at the least, you could make it so that you could only move clockwise around the ring, but you could circle it as many times as you liked.

It turns out, by the way, that 1N1W is quite easily, indeed trivially, solved by leaving to the north and returning. I thought it wasn't because...I don't know why I thought it wasn't.
05-25-2007 at 06:53 PM
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gamer_extreme_101
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icon Re: Slayer's Surprise (0)  
2N is getting scrapped no matter what happens, but I will try to find a way to make it more backtracker friendly. It'll probably have to be through a new layout similar to my other hold, but I think I can make it work.

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05-25-2007 at 11:04 PM
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vittro
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Great hold. I love the concept to kill with your body. Keep it up!

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05-26-2007 at 04:32 PM
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NiroZ
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icon Re: Slayer's Surprise (+1)  
Haven't got too far yet, but here's what I've noticed.

1W: Takes a while to figure out the technique in order to do this room. Might want to make something that hints towards it.

1w1n:
Is Beethro or the fegundo supposed to clear out the waterskippers? because you can do it either way. Also, if you reach the secret room before you clear out this room, you're stuck. Might want to add a checkpoint at the gel baby, and a line of pits to force people to use the fegundo
Click here to view the secret text


[Last edited by NiroZ at 05-30-2007 03:07 PM]
05-27-2007 at 02:54 AM
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slimm tom
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NiroZ wrote:
1w1n:
Is The Slayer or the fegundo supposed to clear out the waterskippers? because you can do it either way. Also, if you reach the secret room before you clear out this room, you're stuck. Might want to add a checkpoint at the gel baby, and a line of pits to force people to use the fegundo

Fixed. :P :P
05-27-2007 at 12:44 PM
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jbluestein
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In 1N1W, it's possible to enter the area with the roach queens while the Slayer still has his hook. Doesn't appreciably change things, perhaps, but it may not be desired behavior.

Josh

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05-28-2007 at 06:46 PM
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NiroZ
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jbluestein wrote:
In 1N1W, it's possible to enter the area with the roach queens while the Slayer still has his hook. Doesn't appreciably change things, perhaps, but it may not be desired behavior.

Josh
You mean waterskipper nests, and yes, that's intended behaviour.
Click here to view the secret text


[Last edited by NiroZ at 05-29-2007 09:53 AM]
05-29-2007 at 04:31 AM
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jbluestein
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NiroZ wrote:
jbluestein wrote:
In 1N1W, it's possible to enter the area with the roach queens while the Slayer still has his hook. Doesn't appreciably change things, perhaps, but it may not be desired behavior.

Josh
You mean waterskipper nests, and yes, that's intended behaviour.
Click here to view the secret text

Actually, I don't mean waterskipper nests. I mean that it's possible to send the Slayer into the confined area with the two roach queens while he still has his hook.

Josh

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05-29-2007 at 12:05 PM
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NiroZ
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jbluestein wrote:
Actually, I don't mean waterskipper nests. I mean that it's possible to send the Slayer into the confined area with the two roach queens while he still has his hook.

Josh
Ah, my bad.
:blowup
How do you do that?

[Last edited by NiroZ at 05-30-2007 03:02 PM]
05-29-2007 at 01:25 PM
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jbluestein
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NiroZ wrote:
jbluestein wrote:
Actually, I don't mean waterskipper nests. I mean that it's possible to send the Slayer into the confined area with the two roach queens while he still has his hook.

Josh
Ah, my bad.

How do you do that?

Step onto the swordless token, go back south, then north and north again.

There's no force arrow until the power token, so you can step onto the swordless token as many times as you want.

Josh

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05-29-2007 at 03:17 PM
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Someone Else
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You can't get back from the secret room.
05-29-2007 at 11:54 PM
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starwed
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icon Re: Slayer's Surprise (0)  
There's no force arrow until the power token, so you can step onto the swordless token as many times as you want.
Not only can you keep your hook in the contained area, you can also simply hang out on the power token while using the fegundo to clear the nests; the force arrow keeps you safe from harm.
06-03-2007 at 01:56 AM
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gamer_extreme_101
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icon Re: Slayer's Surprise (0)  
Don't worry - it's fixed in the next version.

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06-05-2007 at 03:13 PM
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starwed
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icon Re: Slayer's Surprise (0)  
I just wanted to add that I think the first puzzle is the most interesting, because I think it's the only one that really uses the fact that the slayer is different than Beethro. It would be nice to have a few more rooms like that.

Also, the second room, with the gel, is probably the most tedious room.
06-08-2007 at 01:08 AM
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