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Caravel Forum : Caravel Boards : General : What are some overused gimmicks and puzzle ideas?
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GerAvos
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icon What are some overused gimmicks and puzzle ideas? (+1)  
Is there anything you think that's been done too many times by now, counting both official and usermade holds?

I just wonder if there's anything in particular I should avoid making in my own hold in the future.

Or would you say that a gimmick or puzzle idea can never be overused?

Edit: I think I'm talking about lynchpins here.

[Last edited by GerAvos at 06-06-2016 11:47 AM]
06-06-2016 at 11:23 AM
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Red-XIII
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icon Re: What are some overused gimmicks and puzzle ideas? (+1)  
GerAvos wrote:
I just wonder if there's anything in particular I should avoid making in my own hold in the future.
Edit: I think I'm talking about lynchpins here.
Well, if it's too overused in the same hold it can be tedious after a while. For example, there are a lot of trapdoor puzzles, but that doesn't mean that they are boring (as long as they are not trivial and there are not too many in the same place, I speak for personal experience).

So no, I don't think there's something you should avoid, if you feel like you can do a good puzzle manipulating snake or roach (there are tons in usermade) you should do it. What you have to avoid is trial and error, build different rooms with the same exact solution and all the other stuff that you can read in the architecture guide, in the help screen in-game or in the threads here on the forum, as I recall there are many interesting advices in some of these threads.
Of course, if you find something you are more confortable with, you should focus on that, afterall there are tons of elements avaible plus scripting.

EDIT: It's the same about lynchpin, if you disguise it differently it's still a good puzzle, even if it's an idea already used. You could use red herrings, making it look like there's a certain solution, but that doesn't work at all. Like building 2 puzzles in one room, but one them is misleading to the real solution.

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[Last edited by Red-XIII at 06-06-2016 11:51 AM]
06-06-2016 at 11:48 AM
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Chaco
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icon Re: What are some overused gimmicks and puzzle ideas? (+1)  
Here's some room ideas that are probably a bit overdone by now, but you could still do if you added an extra twist onto them.

- Rooms where you just have to clear tar, mud or gel blobs to open a black door (possibly while inaccessible roach queens hassle you with roaches)

- Rooms where you have to get a tarstuff mother to grow a blob and herd it all the way across a room (e.g. Bavato's Dungeon : Level 5 (The Tar Flood) : 2 East, Lendy\'s Dungeon : Third Level : 1 North, 1 East)

- Rooms where a really long snake shortens itself and releases enemies for you to deal with

- A mimic puzzle where you just have to get a mimic from point A to point B (e.g. King Dugan\'s Dungeon : Twenty-Second Level : 1 South, Journey to Rooted Hold : Ninth Level : 1 South, 1 West).

There are ways to make rooms like this more interesting, but in general the community has "seen these before".

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[Last edited by Chaco at 06-07-2016 06:13 PM]
06-07-2016 at 06:12 PM
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