This is an interesting homage to King Dugan's Dungeon. It has a lot of subtle nods to the original. But I have to agree with Nuntar that this hold is sorely undercheckpointed. Many rooms with monsters contain no checkpoints at all. Preferred checkpoint may be dependent on play-style as you say, but I can't think of a single case where having no checkpoints at all is somehow easier than having at least one. Since the hold is mostly horde based, I doubt there is anything I'm doing that would qualify as a room break, but I attached demos anyway in case you want to see.
Some thoughts:
First level Good introduction. This definitely has an Architect's Edition feel to it right from the get go.
The Entrance and
1E have no checkpoints still.
1E could probably use one at the top and one at the bottom.
Second Level I like how this was so reminiscent of KDD level 6. The Entrance and 1W have no checkpoints and could probably use at least one each. I also agree with Nuntar here that 2S is not significantly different feeling from 1S since you can just do both parts of the room separately. For 3E it felt a bit extreme to have to back across the room a third time and having just the one orb open all the doors feels like it could get the idea of the room across just as well. On the whole I think the wraithwing, eye, roach queen, door theme was done well here and all four branches felt different from each other even though they used the same monsters.
Third Level These were some fun snake rooms. Because I am an insufferable show off I did
2N1E without using the tar and
2N1W without using the crumbly walls. Actually that last one was probably just as easy not using the walls since there is a super convenient kill spot on the eastern wall. I wouldn't say these constitute as "
breaks"
(and it would even be in keeping with the style of KDD to keep things like this in), but you could always make the entrances to these rooms 2 tiles wide if you'd like to prevent this. It would be quicker to list the rooms in this level that
do have checkpoints than to list the ones that don't. I'll probably stop mentioning checkpoints now, but please do go back and add some in to the rooms that contain absolutely none.
Fourth Level I love how the structure of this level is similar to that of KDD level 10. The inaccessible orb in the exit room as also a really nice touch. If you are making this in the JTRH engine of course you won't be able to put vision tokens in, but that's not really so bad now that players can hit F3 for puzzle view.
Fifth Level This level was pretty straightforward up until that last room which was a bit of a difficulty spike. I liked it though, it was an interesting room. I will say that it's pretty straightforward to kill all but the last 8 or so goblins in the entrance. I'm not sure if you want to prevent that somehow or not. the room is still possibly if you don't just wait in the entrance, but it's more difficult that way.
Sixth Level I found these fun on the whole. Did you intend to include a trap door gate in
2S? As it stands there is no reason to drop the trapdoors and the timer feels like it was designed with dropping the trap doors as required.
Seventh Level This is the level I thought was the most difficult of the bunch. It feels very similar to a lot of holds released back in the Architect's Edition days. I will say that brained wraithwings are notoriously difficult to predict. That being said,
1E and
1S were lenient enough to not feel overly tedious. 1S1E though felt like a bit of a chore. It took quite a bit of mindless fumbling to stumble on an approach that let me survive. Dealing with the goblins was interesting, but the spiders didn't really add anything to the room other than forcing me to brute force guess my way through the first 30 or so moves.
Eighth Level This one was quite fun. I thought the rooms were interestingly laid out and lent themselves to some strategic planning before jumping in. I really liked the two mimic rooms. So much so that I did them both twice (since they can both either be done top to bottom or bottom to top). The Serpent rooms felt maybe a bit too easy for this stage in the hold.
1S on the other hand felt a little bit too chaotic. 92 brained wraithwings in a relatively open room is really only approachable with mindless brute force.
Ninth Level This was a really nice way to end the hold. I like the homage to the neather here. I also especially like that the scripting was easily predictable in every room. Great level! I would only ask that you avoid putting the force arrows right on the entrance of
1N1W and maybe move them in to column 36 instead. Force arrows on the entrance are super annoying for optimizers.
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