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xitvono
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icon Jim's hold WIP (+1)  
I have been playing DROD for a while, and I decided to try a hand at architecture. Here are 4 puzzle rooms and an exit. I added a few comments on scrolls at the exit.

[Last edited by xitvono at 09-21-2012 12:51 AM]
09-15-2012 at 10:52 PM
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larrymurk
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entr- easy roach/queen killing.
1E- ww killed by going se. use 1 ww to solve next chamber. goblins easy (don't need trap doors.
1N1E- seemed like it might be very hard, but using some simple tar cutting logic was doable.
1W- it appears one must reduce adder to length 3, but i don't know how to do that.

ok rooms so far i'd say.
09-16-2012 at 12:06 AM
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xitvono
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Thanks for the comments.

Click here to view the secret text

09-16-2012 at 12:51 AM
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larrymurk
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1W- Solved, not too bad using your advice. People often have trouble with this type of snake manipulation puzzle so I'd try to put this near the end of your hold and/or make it a secret not required room.

Keep up the good work.
09-16-2012 at 12:57 PM
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xitvono
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I added 3 rooms to the hold. One of them is a secret that is very similar, but much harder than its neighbor to the south.
09-16-2012 at 10:58 PM
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larrymurk
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I recommend updating the top post with the most recent version of your hold so people can not get confused where to find the most recent version.
09-16-2012 at 11:04 PM
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larrymurk
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1S- Not my type of room. I guessed that one should use the 6 obstacles (2 golemns + 4 wubbas) to make a symmetrical pattern to the preplaced obstacles. Luckily my guess was correct.

1W1N- Ok. Fairly straight forward. Pretty easy.

1W2N- Seems like a more annoying version of 1W1N. Maybe there's a nice, logical way to deal w/ bunches of wubbas. I suppose having it as a secret room would be ok.
09-16-2012 at 11:45 PM
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xitvono
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I see your point about !S. I could consider throwing it away if others don't like it either. I too was concerned that people would think it was a trial and error room. For the next version I intend to place checkpoints as suggestions for a good place to kill the golems. A scroll may help too.

I noticed a flaw with 1W. When I added 1W1N, I think this made 1W impossible if one left the room unconquered. I added a green door to fix this. I plan to remove the green doors for the entrance. These changes will be included in the next update.

edit: 1W is still possible when entering from the north, but in any case starting with a sword defeats the purpose of this room.

[Last edited by xitvono at 09-17-2012 12:29 AM]
09-17-2012 at 12:25 AM
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Lucky Luc
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I'm unsure about 1S; I must admit I was already spoilered because I read larrymurk's post. However, at least one solution (probably the intended one) can be logically deduced when thinking about what stripes of tar can be cleared; I think I'd leave it the way it is, or maybe give the player a little hint, but I wouldn't throw it away.

I see you've already noticed the problem with 1W, I was going to post about it. I haven't solved it the intended way yet even knowing what I'm supposed to do, and though I think the idea is brilliant, maybe you should really turn this into a secret room.

1N1E: Your scroll at the end implies the intended solution is a lot more tedious than mine (and probably also larrymurk's):
Click here to view the secret text

09-17-2012 at 11:07 AM
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xitvono
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My solution for 1N 1E also has 2 spawn cycles. Even then, I feel there is a fair amount of tar to clean up afterwards, and for me the room isn't enough of a puzzle to make it seem like an enjoyable experience. The room is set up so the rocks make it improbable that the room can be solved after too many spawn cycles. If someone had to think about this room, then I think they would be able to enjoy a sense of satisfaction about the room while cleaning up the tar, and therefore it wouldn't seem tedious. Even so, it only felt like a minor hassle to clean it up.

about 1s: My current plan is to place 2 checkpoints where the rock golems are intended. I had originally planned this room so that there was no obvious place to put things, but I decided that wouldn't make a good room. Therefore I made the diagonal shape with the gel, so that players would know that something had to be done to offset this area. The problem with your statement is that even if one places things as intended, it's easy to see that it is cuttable *if* one is able to cut from the west.
09-17-2012 at 04:06 PM
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xitvono
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I went ahead and made some minor changes, as well as adding a couple of rooms. 1W 2S is probably too evil to be a required room. Let me know what you think of these 2 new rooms.
09-19-2012 at 06:49 AM
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Red-XIII
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This is really a cool level! And I don't think it's easy, it's pretty challenging :)
I agree with the others testers about 1W, 1N1W, 1E, 1N1E; they're really nice.
About 1S is evil but awesome, I figured out the way but still didn't make it; about 2S I can't lure the roach in (1,23) to the hot tile because I don't have enough rock golems, I think I should use the mimic to kill at least one roach and the other in the tiles. I think it's possible to do it without the mimic but I'm missing something...
I also didn't cleared 2N1W, I can't manage to let the adder eat all the wubbas, at least one get's killed in the tile I think.
2S1W it's like you said, pure evil xD I agree to let that room secret.
Keep building on this hold, it's really funny and challenging for average players like me!

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09-20-2012 at 08:37 PM
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xitvono
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Thanks for your comments.

Click here to view the secret text


Click here to view the secret text


I think I am almost done with this hold. I intend it to be a single level hold, and currently with 10 puzzle rooms and 1 exit room, I think this is enough. I didn't make the snake room a secret. I feel like if I made it a secret, there would be too many secret rooms. I did put a subtle hint scroll in that room, as well as changed it so that you can reach 1N and 1N 1W without completing the snake room. If people feel strongly, I could still be convinced to make the snake room a secret.

There is 1 new room in this version at 1N. It should be fairly simple, and hopefully fun. There are enough checkpoints so that the player does not need to be frustrated when the mimic is burnt. After a final review, I will probably remove the exit room scrolls, possibly give it a new name, and edit some of the captions, such as the exit hold text and the intro text. If I have inspiration, I may add a room or 2.
09-21-2012 at 12:51 AM
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Red-XIII
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Ok I finally did 2S. I don't know if it's the intended way but I used 2 golems for the roach in (1,27) and no golem for the roach in (1,23). I left the mimic in (8,17) and then rotated clockwise to guide her.
About 1N, yeah it's really funny! Not too hard since the fuse is not that long but I enjoyed finding a good way to survive; I only used the checkpoint in (9,24) and using the sword in NE and SW.
About 1W you could create an easier version of the room and make it reauired and leave the curently one secret like you did for 1N1W and 2N1W; maybe you could facilitate the process of shortening the adder but it's your decision :)

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09-21-2012 at 10:02 AM
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xitvono
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that is the intended solution. The wrong way would be to have the mimic facing north or south to act as a 2x1 wall. This would mean you would need an additional golem to have it reach the pressure tile. I realize now that one can use a golem to hit the pressure tiles, but I haven't figured out a way to solve it with this method.
09-21-2012 at 04:59 PM
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Red-XIII
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xitvono wrote:
I realize now that one can use a golem to hit the pressure tiles, but I haven't figured out a way to solve it with this method.

Well you can use the golem for the pressure but then the golem will die and the rock will remain so you won't be able to kill the roach; you could use the mimic to kill that roach but then another roach will remain.

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09-21-2012 at 07:08 PM
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xitvono
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Well, hopefully I'm ready to promote this. I took Red-XIII's advice and found a good way to make 1W easier, while adding a secret room at 2W which is basically the original puzzle.
09-22-2012 at 06:58 PM
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larrymurk
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I've played some of your new rooms.

1N- Sort of broken. I can wait exactly where I light the fuse until the bomb explodes and then I immediately move the mimic to the conquer token thus I never have to deal with the movement restrictions. You could probably just add hot tiles under the arrows in the mimic area to solve this.

2S- I like this room of directing golems and roaches.

2S1W- This queen spawning room was difficult but doable.

09-24-2012 at 01:05 PM
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xitvono
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How about adding a wall and moving the fuse one square up? I think that would have the same effect, since the mimic would already be on the hot tiles by the time the player lit the fuse.
09-24-2012 at 03:48 PM
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larrymurk
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xitvono wrote:
How about adding a wall and moving the fuse one square up? I think that would have the same effect, since the mimic would already be on the hot tiles by the time the player lit the fuse.

Sounds good.
09-24-2012 at 04:23 PM
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xitvono
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I have already submitted this hold, so thanks for your help. While waiting for it to be approved, I have already started work on a new hold. So for I only have one room complteted, but it's an interesting one, so I will possibly show it to you in a different thread.
10-01-2012 at 06:29 AM
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