Thank you for your comments and reviews, and for pointing out the errors! The new version of the hold is updated in the original post, this time with edit permissions set to "
anyone"
(I forgot to do that for testing purposes first time I uploaded it). Changes in this version:
First floor, the entrance: there's actually no need to drop all the trapdoors as you can just exit through the breakable wall. I'm not sure it's intended.
It's not - that was a remnant of a previous room design. I've modified it some to reflect this.
First floor, 2E: I didn't see the need for the two orbs on the left. You can just go straight for the central orb and the tar mothers.
That, indeed, was by no means my intention. Thank you for pointing this out! The layout is different now, and slightly harder.
The garden, the entrance: if you exit through the north the first or second time through, you can't go back and thus can't complete the level.
I noticed that, but took the force arrows to mean, go east and south first.
Exactly. But to avoid any confusion I've placed a scroll and a checkpoint you can't avoid passing over right before the arrows.
The tower, the entrance: a checkpoint would be nice. (maybe in 1N too)
True, they are there now.
Also of note:
- The tower stairs indeed pointed to the same level. That's fixed now. Although I am certain that when I played the hold through it was okay. I did a reinstall of DROD in the meantime, so who knows.
- The tower now also sports servant's quarters.
Again, thank you all for your opinions and compliments!!
Cheers
[Edited by styler on 04-17-2004 at 05:22 PM GMT]