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Caravel Forum : DROD Boards : Architecture : Spike Pit (A hold based on briars! And pits...)
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AlternativePuzzles
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This is a very incomplete hold that is based on briars and their effects with pit. So far, I have three rooms completed and fully tested, and a fourth one in the making. Since this is a one leveled hold, I was imagining about 22 rooms of puzzle, rather than the usual 9-15 that they always suggest.

I wouldn't call this hold the easiest thing you've ever seen, but it's not a larrymurk either. I hope you enjoy the three rooms I have so far.

Also, I have three demos that you can view from the title screen on each of the three rooms. I *just* recorded them, so there shouldn't be any trouble.

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[Last edited by AlternativePuzzles at 09-06-2008 12:32 AM]
08-23-2008 at 06:26 AM
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AlternativePuzzles
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Thank you, mxvladi for the appreciation. I will be making more rooms in this hold.

Oh, and the only reason most of the rooms involve running from briar is because, like you said, it grows and can't exactly be stopped. Sure, a fegundo or a bomb could take it out, but I'm not really interested in those right now. Finally, I had a rule that I would strictly follow in this hold: Briar must be able to kill you with it's own tendrils, so that involves little briar timers, because those don't directly kill you now.

Hmm, that gives me ideas... I'll work on it soon.

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[Last edited by AlternativePuzzles at 08-24-2008 01:08 AM]
08-23-2008 at 03:57 PM
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The Architest
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icon Re: Spike Pit (-1)  
Way better than my holds!


You are good architech!


Keep doing holds like this!
08-23-2008 at 07:42 PM
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Chaco
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icon Re: Spike Pit (+1)  
It's currently impossible to escape from the (empty) secret room at Once North Once West, as the door closes in Once West when you exit the room.

I'll suggest using the fact that rattlesnakes and adders can block briar growth as an idea for the secret room. (Haven't finished the hold yet, so I don't know whether you use this idea. More comments when I finish.)

EDIT:

Done. I'll agree with mxvladi for the most part, but add that you need to put more checkpoints in the middle of rooms like 1N, 2N, and 1W, so that we can save our progress in the middle and try other things, and so that we don't have quite so far to restart if we make a mistake. 2W is better because dropping trapdoors is spread across the room and there are plenty of points to restart to.

You're doing great so far, so keep it up :)

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[Last edited by Chaco at 08-23-2008 08:03 PM]
08-23-2008 at 07:55 PM
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AlternativePuzzles
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Thanks, Chaco. I shall do your bidding now to make this as glorious hold as I could possibly make it.

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Pit

[Last edited by AlternativePuzzles at 08-23-2008 08:21 PM]
08-23-2008 at 08:19 PM
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Someone Else
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Okay, I just started this. I laughed at the first room. Looks good so far, and I'll add more comments when I'm done.
08-24-2008 at 02:01 AM
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Pinnacle
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AlternativePuzzles wrote:
This has more atheistically correct rooms.

They actually seem more agnostic to me, seeing as the rooms are not sentient, having no capacity for belief or disbelief.*

All philosophical debates aside, 1W and 2N seem interesting, adding a high-pressure aspect to the infamous KDD room, but all the rooms are pretty tough. I'm not too good with briars, though.


*I think the word you're looking for is aesthetically.


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Once (adv.): Enough.
Twice (adv.): Once too often.
~Ambrose Bierce, The Devil's Dictionary

[Last edited by Pinnacle at 08-24-2008 03:22 AM]
08-24-2008 at 03:21 AM
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AlternativePuzzles
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Pinnacle wrote:
AlternativePuzzles wrote:
This has more atheistically correct rooms.

They actually seem more agnostic to me, seeing as the rooms are not sentient, having no capacity for belief or disbelief.*

*I think the word you're looking for is aesthetically.

Yes, I despise the word.
Pinnacle wrote:
All philosophical debates aside, 1W and 2N seem interesting, adding a high-pressure aspect to the infamous KDD room, but all the rooms are pretty tough. I'm not too good with briars, though.
Yeah, I know the room you're talking about. Now you have the problem of briar racing towards you. Actually, in every room you have the briar racing towards you, but only some are more based on that.

I'm trying to make even more difficult rooms, but I should also follow what the rules say; they're more important than your superbly difficult, cunning, devilishly horrific room you've got layed out for the player to trog through.

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08-24-2008 at 04:53 AM
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AlternativePuzzles
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I have also updated the hold to include the secret room, which involves more briars, but this time, it also has a pretty show of lights!

Some less important changes that you might be interested in:

More checkpoints in rooms
A few spelling corrections

You can find the new version in the top post.

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Pit
08-24-2008 at 06:07 AM
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AlternativePuzzles
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Thanks mxvladi for the helpful comments

I've included three checkpoints on the trapdoor path in 1N, so that should be better.

I forgot that the secret room didn't have a red door in it, so you could have essentially just waited at the top of the tarstuff box and waited for the briar to cut all of the tarstuff and walk right on out, so I included a red door somewhere. Unfortunately, that made me not be able to make the cool exit, so I just put the builder away.

You can find the update in the first post.

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08-24-2008 at 04:19 PM
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AlternativePuzzles
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icon Re: Spike Pit (0)  
Accepted. Checkpoint added behind blue door.

Also accepted. Vision Token in secret room.

You will find the newest version at the top post.

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Pit
08-24-2008 at 07:47 PM
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AlternativePuzzles
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icon Re: Spike Pit (0)  
Don't worry, I am. I'll be making a Level Template next, so you know where to find more rooms.

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[url=http://forum.caravelgames.com/
viewtopic.php?TopicID=26578]Spike
Pit
08-24-2008 at 07:50 PM
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AlternativePuzzles
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*New Room Added*

Specifically, 2N 1W. (Accessible by 2N)
A demo has been added, but forgive the poor quality of it, because my computer was a bit slow at that time.

*Illuminated*

The overall darkness of the level has been toned down by a single level. However, I'm putting on a light show. The new room is also illuminated.

*Level Template*

The level now has many inaccessible rooms that show roughly half of what the entire level looks like. Only three of them are actually accessible, 1S, 1E, and 1S 2W. Don't worry, any rooms that can't be reached aren't required rooms, so you can still drop the blue doors with the rooms I've given you so far. In addition, even the rooms that are accessible aren't required, so You don't have to visit empty rooms to complete the level.

You can find the new version at the top post, as always.

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Pit
08-25-2008 at 01:03 AM
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AlternativePuzzles
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Okay, I've updated the hold with two new rooms. Neither are required. One I might make required provided you give a demo. The other I won't because logic dictates that the room is impossible. If you give me a demo of solving the impossible room, I will honor you with a reward greater than mod-points.

The assumedly impossible room is illuminated. The other is not.

The new version is in the first post, like I would place it any where else.

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09-02-2008 at 01:43 AM
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AlternativePuzzles
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Whoops. Looks like 1S 2W had an unintended solution by never letting the guards out. I might've solved that. I dunno, but I have the slightly updated version in the first post.

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Pit
09-02-2008 at 01:50 AM
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AlternativePuzzles
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Okay, I updated the room and made it required, since I found a solution I'm happy with. That solution isn't exactly easy to find, (there's a much more difficult solution that I haven't solved yet) but once you do find it, the idea is to enact it to your plans so that it's conquerable. Oh, and in this version, this room is illuminated.

The updated version is in the front post.

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You guys like DROD, eh?

Test out my hold currently in
architecture:
[url=http://forum.caravelgames.com/
viewtopic.php?TopicID=26578]Spike
Pit

[Last edited by AlternativePuzzles at 09-02-2008 02:07 AM]
09-02-2008 at 02:06 AM
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AlternativePuzzles
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A vision token has been added. Don't worry. The new version is in the first post.

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You guys like DROD, eh?

Test out my hold currently in
architecture:
[url=http://forum.caravelgames.com/
viewtopic.php?TopicID=26578]Spike
Pit
09-05-2008 at 11:42 PM
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AlternativePuzzles
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I have added a new room, with its own puzzle and lighting scores. It can be found in 1N 2E. I put some work into the room, so please, look at it.

It's in the updated first post.

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You guys like DROD, eh?

Test out my hold currently in
architecture:
[url=http://forum.caravelgames.com/
viewtopic.php?TopicID=26578]Spike
Pit
09-06-2008 at 12:31 AM
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