Yes, that was the general idea of the hold (although I didn't think it was as challenging as it seems to be)
×Level 1
Entrance - The opening sequence was obviously well planned. Leaving the eyeball area and then defeating the queens was quite difficult, although the north-west section, as pointed out before, could be made more challenging in a separate room.
If I can think of a better place for the NW section, I'll probably move it there, but there will most likely be only one level more (a short one, as I've run out of ideas pretty badly).
2S - The efficiency is quite tight here. I myself can't get to the potion in under 30 moves yet, but I'll keep trying. In the editor, I notice that there are trapdoors under tar in a rather odd pattern. I'd advise against too much of that sort of thing, or guessing where they are may start to become annoying.
I'll consider changing it (I already changed it once, as there was no pattern whatsoever before). I may remove the triangular patterns and leave the rest (that should suffice IMO).
3S - I haven't really played much with goblins under brained behaviour, so I'm not sure how to do this one, so I'll try to figure it out later.
I kill the east goblin first, but there may be other ways.
2S 2E - An interesting efficiency room, although the solution is rather tight. Getting into the tar mass is very difficult.
Did you solve this room by killing the brain first, or the tar mothers first? I still haven't found a way to complete it by killing the brain first. My solution to this room involves a quite interesting and fun tar baby movement pattern, which - when used - makes it a lot easier (but I think you've found it as you've completed the room (unless you did something else, of course)).
3S 2E - Compared to 2S 2E, this is relatively easy, although of a similar theme.
Yes, It was meant to be easier and was sort of a quick solution.
3S 1E - I stood on a force arrow to stop the serpents getting me once I opened the doors, although I'm not sure if this was what was intended.
The intended solution is to kill the serpents BEFORE you open the doors (by directing the roaches and the eye into the chambers), the solution you seem to have found was the challenging solution I discovered much later.
Level 2
1N - I will never have the patience to play this room. How many mimic potions will one have to place when navigating the maze? I think this is going to get extremely tedious for anyone who doesn't enjoy placing a multitude of mimics, especially if you mess up the room and have ro restart.
I think it was actually quite many (about 80), but I've changed the room a bit to remove about 25 mimic placements (the maze is still the same though) Hint: You only need to step on three force arrows (although it may be easier to step on more, not really sure, as testing this room was pretty difficult - I found "
trivial"
solutions all the time and had to change the maze numerous times).
This room is actually one of my favourite rooms in the hold (yes, I know, I'm completely insane). Another one that I like very much is L2 1W. Serpents really are fun!! (I liked that room in Claythro Tower)
1N 1W - The scroll was quite annoying when I first saw it. It would be better to be less patronising about delivering a message likt this. You could say something to the effect of "it may be a good idea to check your spawn counter regularly". I'm not sure if it is possible to complete this room, since the trapdoors are scattered all over the place, and so moving to step on one, then moving back to stop the queens spawning looks impossible. However, I haven't played it much, so I could be wrong.
It is very possible to complete. Plan your moves carefully though, it will get very tight sometimes, and there is a special trick involved after you've opened the red door. Save often.
I'll change the text on the scroll (I had it this way, because it took me several months before I noticed that the spawn counter even existed (I had to count moves manually for a while (ugh...)))
2N 2W - Although not quite a bad thing as such, this room seems to be made up of lots of different segments that are reduced forms of rooms from other holds.
Yes, all except the middle section and the SW section are partially taken from other holds NE and W is from KDD, and NW is a modified puzzle from the contest hold (by ClaytonW), I think. The SE part (and a similar puzzle in other rooms in the hold) is my own, but they are all inspired by a room in "
Beethro's First Job"
(10th Floor, 1S2W). Many other rooms on this level is made in the same way (it was meant to be sort of a "
kill the different monsters in different ways"
-level and it was easier to modify puzzles then to come up with completely new ones that would fit the theme).
1E - Walls under tar is a theme that I don't really enjoy.
Me neither, but there are thankfully not that many hidden walls in this room, and the only other room with this thing in it is semi-symmetrical (and the tar-part is very easy there (L2 2N1W)), so I thought I could put them in.
Admittedly I have one room that is like this in Bavato's Dungeon, but it is the only one. My opinion would be to avoid too many rooms like this, for discovering walls under an already difficult to cut tar mass will get very frustrating after a while. Also, your misleading orbs don't really do anything. Why did you put them in the room?
I don't know actually, I think I'll remove them.
1N 1E - The segments of this room are quite difficult, especially the northwest one, which I haven't been able to finish yet, but are enjoyable to complete nontheless.
The NW and NE are modified puzzles from other holds, the NW is a puzzle from "
Hazardous Halls"
(by Mikko). I enjoyed this puzzle a lot when I played it there and that's why I included it (but I also made it harder, because you don't have as much room to move here. The northeast one is from Dugan's, I believe.
Level 3
Entrance - Spiders?
Oh dear.
I don't like 'em, and therefore they are only included in two rooms. The entrance is pretty easy though (Hint: start by moving west). 1N is more challenging (you can't really see the spiders, as they're well hidden (therefore the scroll))
1S - This room (to me) is certainly very interesting. I assume, of course, that you based it on L2 1S, not on its harder version further on in the hold.
Yup, that's the room. I'm still on level 4 (It's a terrific hold, I've liked almost every room, although I found some of the rooms a bit repetitive)
Edit: I think I see a solution, actually. It's not the same as the original. In fact, most of the central area is totally unnecessary, since the vital difference is that you can enter it in more ways than one. I don't see what's so insanely hard about the room, though - you can kill the queens before killing everything else in the room, unlike in the room it was inspired by.
How?! (I thought I had eliminated every possible way to do that, but I must have overlooked something really trivial) The intended solution is to handle 3 goblins and 2 wraithwings at once...