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Caravel Forum : DROD Boards : Architecture : 210 Levels of Terror: AE Edition (210 short but engaging levels, using nothing but AE elements)
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azb
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icon Re: 210 Levels of Terror: AE Edition (0)  
Also for level 92, I decided to stick with the pinball idea rather than changing it, just because all 210 levels are based off specific level names from specific other indie games (Slyder Adventures and Loonyland 2: Tina's Arena to be specific).

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10-01-2024 at 03:39 PM
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azb
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icon Re: 210 Levels of Terror: AE Edition (0)  
I made polished versions of levels 93 thru 100 as well (all of section 12), but I will not be actually allowing people to play it until after they have completed and commented on section 11 in full, just to prevent spamming too many levels at once, just like I won't publish section 11 until after I recieve commentary on section 10 for the same reason, even though I have a more polished version of it ready to go as well.

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10-08-2024 at 01:40 PM
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azb
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icon Re: 210 Levels of Terror: AE Edition (0)  
I have a more finalized version of levels 101 thru 108 (section 13) as well, but again will wait until section 10 is commented on before publishing any more levels.

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10-10-2024 at 12:13 AM
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Nuntar
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icon Re: 210 Levels of Terror: AE Edition (0)  
Level 75 (Tag Team): Entrance is a nice simple puzzle of using the mimic to create a safe position -- hiding behind the potion doesn't work.

1S is interesting and has a variety of solutions. The mimic can do all the work while Beethro stays above the door; or both can go down and cooperate; or you can ignore the mimic!

1W is tricky but after a while I had the insight that because the rectangle is wider than high, it was better to have the mimic kill the west queens before the first spawn.

Level 76 (Crossroads): All easy and decently fun rooms.

Level 77 (Simple Solution): No idea what the "simple" solution to Entrance is; I just cleared as much as I could before the first spawn, then fought through the roaches until I could get into the SE corner.

1N: Solved by pushing the last wraithwing into the room entrance; didn't have to drop any trapdoors.

1E: Just a matter of avoiding lines of sight while progressing towards the broken walls. Again I'm not sure that "looks complicated but has a simple solution" really applies.

1W of course is just a matter of avoiding the orb.

Level 78 (Factory Redux): Entrance is just Tag Team 1W again. Same room, same solution. Okay, the arena is slightly larger, but that's not enough difference to justify repeating the room.

1E is a fun horde room where the main challenge is to make the best use of the mimics :thumbsup I used only one as a self-challenge; couldn't do it with none.

1W could be tedious if the player takes a brute-force approach, but it's pretty interesting to optimise as you have to come up with a strategy to reach all the trapdoors as quickly as possible while dealing with the monsters. Cleaning up the leftover eyes is a bit annoying, though.

1N is not my favourite kind of room; the trapdoors are pretty easy but you're slowed down by constant roach harassment.

I think all these rooms would be improved if you cut down on how much of the room area is used, and only use the full area when a concept really needs it.

Level 79 (Which Way?): Short and harmless. Of course, I'm playing this in DROD 5 and spiders work differently, but I don't think AE players would get stuck here either.

Level 80 (Curious): Both rooms are nice and simple, not much to say here.

Level 81 (Serpent Business): Some good monster manipulation. Neither room actually requires using one spider for each serpent, as they can be reused, but I don't think that's a problem.

Level 82 (Angle Maze): Cute short level using the KDD L10 stepping around corners gimmick.

Level 83 (Free Ride): All of these are very simple, but I liked the way each room has a slightly different trick.

Level 84 (Feeling Bugged Out): I enjoyed the Entrance, where you start in danger and have to find the place to turn around and clear monsters behind you to create safety. The other rooms aren't nearly as good, because they don't have the same feeling of danger to begin with.

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10-15-2024 at 07:34 PM
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azb
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icon Re: 210 Levels of Terror: AE Edition (0)  
Thank you for the feedback as always!

The version I am going to post next has sections 12 and 13 as well as some of section 14 in it, but please don't feel like you need to play all the levels - only focus on giving comments for section 11 and I will revise it as appropriate.

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10-15-2024 at 07:45 PM
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azb
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icon Re: 210 Levels of Terror: AE Edition (0)  
I also noted section 11 is intentionally not like KDD level 11 with the mazes under tar, but is more of a tricky version of section 8, so just cutting tar puzzles without any mothers, cause of how mazes under tar are frowned upon strongly in the DROD community.

Section 13 does have some KDD level 13 style mazes, but not as big as the level proper was to reduce frustration and annoyance - they're still mazes nonetheless though.

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10-15-2024 at 07:57 PM
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azb
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icon Re: 210 Levels of Terror: AE Edition (0)  
And to recap, after section 13:

* Section 14 will be an intro to goblins

* Section 15 will be monster free trapdoor puzzles

* Section 16 will be an intro to tar mothers and strategic puzzles using them

* Section 17 will be tar mother efficiency puzzles

* Section 18 will be a mix of all kinds of things from previous levels, with a usage of lots of goblins, but no tar at all

* Section 19 will be monster manipulation puzzles, but no tar still and also no goblins

* Section 20 will be an intro to brains and how they affect all the other monsters you've seen up to this point

* Section 21 will be an emphasis on surviving brained roach queen hordes, with little to no usage of the other monsters

* Section 22 will be an emphasis on juggling multiple mimics at once in tricky setups, and less fighting/smiting monsters

* Section 23 will be an emphasis on manipulating goblins to kill serpents in tricky setups, as well as in my interpretation manipulating wraithwings in tricky setups, even though KDD level 23 didn't have any wraithwing puzzles

* Section 24 will be like KDD level 24, so a re-usage of every single idea from previous levels in a big monster city, each room emphasizing something different

* Section 25 will be the climactic showdown against the 'Neather, and this one isn't scripted, it's the original from Dugan's Dungeon proper

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10-15-2024 at 08:48 PM
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azb
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icon Re: 210 Levels of Terror: AE Edition (0)  
I also finished a more polished version of all levels of section 14 (levels 109 thru 116), but again will not get feedback on it until after section 13 is tested and commented on in detail.

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10-15-2024 at 08:50 PM
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azb
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icon Re: 210 Levels of Terror: AE Edition (0)  
And to recap, for the JtRH tribute after this is finished (but only after, to keep everything in a neat, logical order):

Click here to view the secret text


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10-15-2024 at 10:09 PM
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azb
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icon Re: 210 Levels of Terror: AE Edition (0)  
For the TCB tribute after the JtRH tribute:

Click here to view the secret text


For GatEB:

Click here to view the secret text


For TSS:

Click here to view the secret text


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10-15-2024 at 10:30 PM
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azb
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icon Re: 210 Levels of Terror: AE Edition (0)  
My next version I am going to post after section 11 is tested and commented on in full will not only have section 12 polished in more detail (obviously), but also have sections 13 thru 16 in full as well as the first level of section 17.

Note I end the hold at level 100 however, to keep things in a neat, logical order of getting feedback on one section to ensure it is high-quality before spamming too many sections at once.

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10-17-2024 at 12:44 AM
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azb
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icon Re: 210 Levels of Terror: AE Edition (0)  
Now it will have all of section 17 and not just only the first level, as well as all of section 18.

Again, I end the hold still at level 100/section 12's end to not spam the player with too many levels at once, but I keep on working on levels and polishing them to pass the time, improve my skills, and also so the levels will be instantly at the ready for when the testers finish the previous levels, rather than waiting for me to build them first.

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[Last edited by azb at 10-20-2024 10:20 PM : Added most important reason, for the testers]
10-20-2024 at 10:19 PM
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azb
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Now I also added the first 3 levels of section 19, but I am having a hard time coming up with an idea for a room involving manipulating a wraithwing using the fact the wraithwing behaves differently near other wraithwings where the solution is not obvious, so I am just going to stop making levels for now until someone helps me with a room that works.

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10-21-2024 at 01:52 PM
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azb
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So I have stopped at level 154, for the rest of the hold my plans are:

155: A level where each room requires you to take both ways to win

156: A level with three serpents total, one you use to block other monsters the other two you kill with the other monsters, in two seperate puzzle rooms

157: Another "don't strike the orbs" level

158: A level in the shape of a hook

159: An intro to brains

160: A wider variety of monsters than 159

161: A level showing off quirks of the brain

162: A level involving invisibility and brains

163: A level about steering your sword carefully to deal with brained behavior

164: A level with more complicated tricks than earlier levels in the section, now you are used to dealing with brains

165: A championship level dealing with brained hordes

166: A level with odd angles everywhere

167: A level forcing you to explore every crevice to win

168: Another ultimate slaughter level

169: A reaction to how good you are the game

170: Another "don't hit the orbs" level, made worse by brained monster behavior

171: Another ice themed level

172: A level with using arrows for shelter against brained hordes

173: A level involving backtracking in each room

174: An "ultimate garden of brained monster hordes"

175: A level where every step counts

176: A level where you can't turn your sword period

177: The last "level as the swordsman", using the gimmick of KDD level 22 (juggling multiple mimics)

178: A level about squeezing in tight spaces using KDD level 22's gimmick

179: A level where each room has a tempting solution that renders it impossible if taken

180: An ultimate cage match with tons of emphasis on using multiple mimics to win

181: A level where you have to be very keen to find the solution in each room

182: A level where each room has a secret solution

183: An ultimate speedway using KDD level 22's gimmick

184: A taste of the next two sections, using only KDD level 22's elements

185: A level with tons of pits and wraithwings

186: A fire-themed level cause you're on fire with how good you are at the game

187: A level with basically all pits and little to no floor

188: A level requiring quick turns to win

189: An ultimate reflex tester, with both your foot movement as well as sword movement

190: A level requiring you to read the mini-map to win it safely

191: A level about "running on empty", with almost no turns to spare in each room

192: The last backtracking level, using KDD level 23's gimmick (manipulating goblins to kill serpents)

193: A level requiring you to move it fast, using KDD level 24's gimmick (tons of brained monsters and other puzzles)

194: A deadly game of dodgeball, with tons of brained tar hordes

195: A level where the monsters are your friend and foe at the same time

196: Your ultimate doom, pure and simple

197: A level requiring a perfect run, or zero turns wasted at all, unlike earlier levels

198: A level requiring you to concentrate to solve each room

199: A level "under the sun", with a literal sun in the top left corner made out of yellow doors, with the hardest hordes yet

200: An ultimate mind games level, with the most brain-twisting and mind-melting puzzles using all the tricks from the previous levels up to this point combined into one big complex

201: An introduction to the 'Neather

202: A level with currents of arrows everywhere

203: A showcase of a wider variety of monsters than levels 201 and 202

204: A level contrasting a ridiculously easy room vs a ridiculously hard one

205: A level with seemingly no exit, but it's discoverable if you're clever

206: A level requiring you to think carefully to win, and not straightforward combat like 201, trusting you know how the 'Neather behaves by now

207: An ultimate army made worse by the 'Neather commanding it

208: A level of pure insanity with every step, pure and simple, not helped by the 'Neather opening and closing passages seemingly randomly

209: A level that is a revision of a combination of earlier levels in the section, with way more difficulty

210: An ultimate epic final battle, where you kill the 'Neather for good and clear the dungeon officially if you win

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10-21-2024 at 10:02 PM
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azb
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icon Re: 210 Levels of Terror: AE Edition (0)  
And another recap is that I want the difficulty to progress like KDD, so the first 3 sections are for beginners,

the next 3 sections are more harder but nothing too tricky yet,

the next 3 sections have puzzles that require you to stop and think,

the next 5 sections have even more thinking puzzles than the previous sections,

the next 4 sections are where things get really tricky,

the next 3 sections are where things get even harder,

the next 3 sections are the hardest of the hold and can definitely not be solved without knowing exactly what you're doing with every move,

and finally the last section is a showdown/boss battle with varying levels of difficulty between rooms.

This progression should be like this for all 5 holds and not just only this one, be mindful of that as well.

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[Last edited by azb at 10-23-2024 08:31 PM : Included an explanation the progression is like this for all holds and just this one]
10-22-2024 at 11:25 PM
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azb
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icon Re: 210 Levels of Terror: AE Edition (0)  
And in terms of difficulty, this hold should be about 5 brains on average for the entire hold, the JtRH tribute should be about 5 to 6 brains on average for the entire hold, the TCB tribute should be about 7 brains on average for the entire hold, the GatEB tribute should be about 2 to 3 brains on average for the entire hold, and the TSS tribute should be about 8 to 9 brains on average for the entire hold.

Note this is an average for each hold; it is intentional the beginnings are always mind-numbingly easy and the ends are always painstakingly difficult (except for maybe the GatEB tribute, but even then it's harder than earlier sections in the hold); it's not just only one difficulty throughout the hold.

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10-23-2024 at 08:28 PM
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azb
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icon Re: 210 Levels of Terror: AE Edition (0)  
For the JtRH tribute, to recap my level ideas are after level 16 (which all levels up to that point are completed already):

Click here to view the secret text


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10-27-2024 at 10:20 PM
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azb
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For the TCB tribute (I will re-do all levels cause it's too similar to the AE and JtRH tribute):

Click here to view the secret text


I think I will not post the ideas for the GatEB levels and TSS levels until after the TCB levels are finished, so that I can revise the details as appropriate after I finish that hold to keep things in a logical order.

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10-28-2024 at 02:33 PM
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azb
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icon Re: 210 Levels of Terror: AE Edition (0)  
And for the Messanger system in the JtRH tribute, the numbers of the messangers will be changed on a case by case basis, but the general appearance of the Messangers will be as follows, reflecting how it was in the original hold, just like the levels the Slayer and Halph appear in:

Click here to view the secret text


The appearances of the Pit Thing will also be reflecting the appearances in the official hold:

Click here to view the secret text


I figure these are major spoilers for those who don't own JtRH, but again because it's very easy to just watch playthroughs of the official hold if you don't own it yourself I figure there's no harm done because anyone with internet access can see the entire plot just on the right YouTube playlist in today's age.

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[Last edited by azb at 11-04-2024 03:44 PM : Clarified Pit Thing level 210 script in more detail]
11-04-2024 at 03:41 PM
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azb
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icon Re: 210 Levels of Terror: AE Edition (0)  
For the TCB tribute story details not covered earlier already:

The appearance of the Slayers:

Click here to view the secret text


The appearance of the Pit Thing:

Click here to view the secret text


The story plot details of the GatEB and TSS holds will not be revealed until after the TCB hold is finished, for the same reason the level details will also not be revealed.

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11-04-2024 at 07:12 PM
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azb
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I have up to level 153 polished in more detail of this hold, but am still waiting for feedback on levels 85 thru 92 before showing any more of this hold, to keep things in a neat and logical order rather than spamming too many levels at once for no reason.

I also have up to level 105 drafted of the JtRH tribute hold, but again will not publish any more levels of it period until after all 210 levels of this one are tested to keep things in a logical order.

I know what I want conceptually for level 154 (a one-room level with the puzzle being a lynchpin using the fact wraithwings behave differently in groups, manipulating wraithwings in a maze), but can't seem to actually implement the exact idea described.

Does anyone have any good ideas for a room I could use?

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11-19-2024 at 11:21 PM
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azb
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And to recap, all of sections 12 thru 25 of the AE hold will be like the original levels being referenced:

* Section 12 will be harder serpent puzzles than section 7

* Section 13 will be mazes, but will also have some levels recapping sections 7 thru 12, just like section 6 recapped sections 1 thru 5

* Section 14 will introduce goblins, and mostly focus on them without using too many other monsters

* Section 15 will be monster-free trapdoor puzzles

* Section 16 will be introducing tar mothers, and puzzles dealing with them in a strategic manner (not just hack n' slash)

* Section 17 will be tar horde efficiency puzzles

* Section 18 will be a mix of all kinds of monsters and puzzles from earlier in the hold, but no tar at all

* Section 19 will be a monster manipulation section, but no tar still and also no goblins

* Section 20 will introduce brains and show how they affect all the other monsters you know and loathe by now

* Section 21 will be brained roach queen horde survival extraordinaire, with almost no other monsters being used

* Section 22 will be juggling lots of mimics at once in each puzzle, with barely any monster usage

* Section 23 will be juggling goblins to kill serpents

* Section 24 will be an epic city of everything from before, where no two puzzles are exactly the same

* Section 25 will introduce the 'Neather, and basically be an epic final boss fight where you have to kill him at the very last room and win the hold afterwards (and this isn't a scripted 'Neather, but the real deal from the AE version of KDD)

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11-19-2024 at 11:28 PM
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azb
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And to recap for the JtRH hold:

* Section 3 will introduce the Slayer, but nothing too hard yet

* Section 4 will introduce trapdoors and red doors, as well as
evil eyes

* Section 5 will introduce wraithwings and wubbas

* Section 6 will introduce rock golems

* Section 7 will introduce the invisibility potion

* Section 8 will introduce serpents and orthosquares

* Section 9 will introduce mimics

* Section 10 will introduce tar and black doors, but no mothers

* Section 11 will introduce bombs and fuses

* Section 12 will introduce tar mothers

* Section 13 will introduce goblins (but have no tar in it)

* Section 14 will introduce mud and mud mothers

* Section 15 will introduce decoys

* Section 16 will introduce rattlesnakes

* Section 17 will introduce seep

* Section 18 will have the Slayer come back as a prominent threat
throughout, rather than just only appearing in one or two levels,
like how it was in section 3, and he'll be a lot more menacing
with everything you've seen since section 3

* Section 19 will introduce brains and show how they affect all
the other monsters you've seen up to now

* Section 20 will introduce tar and mud in the same room at the same time as a prominent feature

* Section 21 will emphasize a lot of bomb mazes as well as various other assorted puzzles

* Section 22 will emphasize tons of brained hordes and the Slayer harassing you throughout to make it that much more harder, unlike section 19 where he wasn't there at all

* Section 23 will have a variety of puzzles throughout, but not too many bomb mazes like section 21 had; just a bunch of unrelated really tricky puzzles using all the elements from earlier sections, but no Slayer usage

* Section 24 will have the hardest battles and hordes yet, rather than lynchpin puzzles like section 23, but no Slayer still

* Section 25 will introduce guards and show how they work with everything else you've seen in your journey to the Empire, with the Slayer harassing you everywhere for the final time and you destroy him for good and win the hold if you win this section

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11-20-2024 at 01:21 AM
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azb
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For the TCB hold:

* Section 1 will introduce roaches and queens, pressure plates, and trapdoors (but no red doors)

* Section 2 will introduce arrow rotator tokens, red doors, and the Slayer

* Section 3 will introduce rock golems, wubbas, serpents and rattlesnakes, hot tiles, and disarm tokens

* Section 4 will introduce sister doors of all 3 kinds, briar, evil eyes and wraithwings, and bombs and fuses (to introduce explosions before fegundoes, so it's not brand new)

* Section 5 will introduce fegundoes and have you play without a sword all throughout, as well as orthosquares

* Section 6 will introduce mimics as well as mirrors, and show how they reflect evil eye beams behind them

* Section 7 will introduce goblins, adders and conquer tokens

* Section 8 will introduce platforms over pits

* Section 9 will introduce playing as the disguised role as well as guards

* Section 10 will introduce water skippers and nests, as well as invisibility potions, decoys, and bridges

* Section 11 will introduce tar and mud as well as their mothers, as well as vision tokens and black doors (including their sister counterpart)

* Section 12 will introduce seep, citizens, relay stations, and persistent citizen tokens

* Section 13 will introduce clones

* Section 14 will introduce the spinning sentries from the Torture Chambers

* Section 15 will introduce oremites and brains

* Section 16 will introduce gel and gel mothers, but no tarstuff switch tokens yet

* Section 17 will introduce speed potions, and have intense combat that is impossible without the potions

* Section 18 will have you play as a Goblin throughout, and demonstrate how step-to-kill roles are different than sworded roles

* Section 19 will introduce Aumtlich

* Section 20 will introduce Stalwarts

* Section 21 will introduce rock giants

* Section 22 will introduce tarstuff switch tokens

* Section 23 will introduce builders

* Section 24 will emphasize Halph ordering the builders around depending on what you do in the room, as opposed to them having only one goal each room like in section 23

* Section 25 will introduce cracked and broken orbs

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11-20-2024 at 01:12 PM
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azb
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For the GatEB tribute hold:

* Section 1 will introduce roaches, force arrows, orbs and yellow doors, green and blue doors, tunnels, and pressure plates

* Section 2 will introduce roach queens, Halph, and arrow rotator tokens

* Section 3 will introduce evil eyes, the Slayer, hot tiles and disarm tokens

* Section 4 will introduce mimics, trapdoors and red doors, briar, and sister doors of all 3 kinds

* Section 5 will introduce wraithwings, wubbas, and fegundoes

* Section 6 will introduce rock golems and mirrors

* Section 7 will introduce serpents, invisibility potions, adders and conquer tokens

* Section 8 will introduce tar with no mothers, orthosquares, and platforms over pits (as well as all the elements from previous sections)

* Section 9 will introduce guards and playing as a disguised role, and also continue to use all the previous section's elements (including from section 8)

* Section 10 will introduce spiders, black doors and their sister counterpart, water skippers and nests, and shallow water that you wade in

* Section 11 will introduce bombs and fuses

* Section 12 will introduce tar mothers, citizens, relay stations and persistent citizen tokens

* Section 13 will introduce goblins and clone potions

* Section 14 will introduce mud and mud mothers, and the sentries from TCB Torture Chambers

* Section 15 will introduce decoys and oremites

* Section 16 will introduce rattlesnakes, gel and gel mothers

* Section 17 will introduce squad horns, seep, and speed potions, and also have all the previous section's elements in it

* Section 18 will introduce the step-to-kill role, playing as a roach (reflecting how it was in the original GatEB; playing as a roach and not a goblin for that one postmastery room)

* Section 19 will introduce Aumtlich and brains

* Section 20 will introduce tar, mud and gel in the same room at the same time but no switching tokens, Stalwarts and Soldiers

* Section 21 will introduce rock giants and emphasize bomb mazes

* Section 22 will introduce tarstuff switch tokens and soldier horns, and recap all the previous sections

* Section 23 will introduce builders

* Section 24 will introduce the person who commands builders on the go, not Halph because it won't fit with this hold's story, but one of the Empire's architects

* Section 25 will introduce cracked and broken orbs, as well as be a big boss fight against a 'Neather like character from the Court

____________________________
Please feel free to test the ultimate KDD tribute: 210 Levels of Terror: AE Edition today!
11-20-2024 at 02:37 PM
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azb
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icon Re: 210 Levels of Terror: AE Edition (0)  
For the TSS tribute hold:

* Section 1 will introduce roaches, force arrows, pressure plates, orbs and broken and cracked orbs, tunnels, trapdoors, and disabling force arrows

* Section 2 will introduce roach queens, goblins, guards, rock golems, serpents, brains, rattlesnakes and adders, shallow water, red doors, and Gentryii

* Section 3 will introduce spiders, evil eyes, the staff, hot tiles, and disarm tokens (no Slayers cause you killed them all back in TCB)

* Section 4 will introduce mimics, sister doors of all 3 kinds, and briar

* Section 5 will introduce wraithwings, wubbas, fegundoes, and thin ice (and how fegundo explosions affect it vs trapdoors)

* Section 6 will introduce mirrors and the spear

* Section 7 will introduce invisibility potions, conquer tokens, and puffs who don't form fluff

* Section 8 will introduce tar without mothers, orthosquares, platforms over pits, and seeding beacons

* Section 9 will introduce playing as the disguised role, and floor spikes

* Section 10 will introduce black doors and sister black doors, water skippers and nests, and the pickaxe

* Section 11 will introduce bombs and fuses, as well as powder kegs

* Section 12 will introduce tar mothers, citizens, persistent citizen tokens, and relay stations, and temporal split tokens

* Section 13 will introduce clone potions and the dagger

* Section 14 will introduce mud and mud mothers, the sentries from TCB, and the Temporal Aumtlich

* Section 15 will introduce decoys, oremites, the normal purple Aumtlich, and the Temporal Resonator Crystal

* Section 16 will introduce gel and gel mothers, and the caber

* Section 17 will introduce seep, speed potions, and ROUS

* Section 18 will introduce step-to-kill roles, and fire traps

* Section 19 will introduce Constructs

* Section 20 will use tar, mud and gel in the same room at the same time with no tarstuff switch tokens, and also introduces Stalwarts and Soldiers as well as the living obstacles from KDD First Level revisited

* Section 21 will introduce thin ice over shallow water, soldier horns, and rock giants

* Section 22 will introduce tarstuff switch tokens and Flowers

* Section 23 will introduce builders, darts and dart cannons

* Section 24 will introduce Engineers, someone who orders the builders and Engineers around depending on what you do in each room, and the Raygun

* Section 25 will be a fight against 1st Archivist (not Arky from earlier in the hold, but the original one from TCB) 'Neather style, and also introducing the Living Walls that make the game impossible if stabbed, sort of like a bomb without a fuse

____________________________
Please feel free to test the ultimate KDD tribute: 210 Levels of Terror: AE Edition today!

[Last edited by azb at 11-20-2024 02:47 PM : Added a missing elements: solider horns]
11-20-2024 at 02:47 PM
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azb
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icon Re: 210 Levels of Terror: AE Edition (0)  
But to recap the most important detail for now:

The rest of the holds will not be worked on until after the AE verison is fully finished to keep things in a logical order, and I need feedback on levels 85 thru 92 before I publish any more levels, which is like a harder version of section 8 (so no things hidden under tar because they are seen as annoying; instead it's just more tricky tar cutting puzzles than section 8's).

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11-20-2024 at 05:57 PM
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azb
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icon Re: 210 Levels of Terror: AE Edition (0)  
And in detail, for section 12's levels, the themes will be:

93: Hard wraithwing hordes, but no serpents yet

94: A deadly hub of death with large serpents in it

95: A maze of all kinds of doors, with serpents making it hard
to navigate

96: A hard horde level with serpents and roach queens emphasized

97: A level where you have to discover a non-obvious breakthrough
solution in each room to kill the serpents

98: A level with many ways to go but only some work

99: A harder horde level than 96

100: A raceway/speedway style level, so it's more linear than
open-ended

And for those who are curious and don't have time to actually play it, section 11's levels are:

85: A level with tricky tar cutting but it doesn't involve anything else

86: A level with tricky tar cutting, orbs and yellow doors

87: A level where you have to manipulate serpents through tar

88: A level with tight timers

89: A level requiring you to be intrepid/brave to win, dropping
trapdoors in tar

90: A level about manipulating mimics through tar as well as
yourself

91: A level in the shape of a dragon's tail, forcing you to
cut the tar more carefully than normal or otherwise it's easy to get yourself stuck

92: A level where you play pinball... as the pinball!

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11-20-2024 at 07:23 PM
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azb
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icon Re: 210 Levels of Terror: AE Edition (0)  
And for levels 101 thru 108:

Level 101 will be smiting roaches in a mini maze, but not anything too complex yet

Level 102 will be a level like Domain of the Grinfidel; you need to be careful with how you enter each room to win

Level 103 will be a level like Claythro Tower's eye maze

Level 104 will be a level more true to KDD level 13 proper

Level 105 will be various assorted intermediate difficulty puzzles

Level 106 will be another maze, but this one is a linear sequence of rooms rather than an open-ended maze

Level 107 will be a level where every step counts in the puzzles

Level 108 will be a level like an earthquake hit it, with wraithwings and pits galore

____________________________
Please feel free to test the ultimate KDD tribute: 210 Levels of Terror: AE Edition today!
11-20-2024 at 08:02 PM
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azb
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icon Re: 210 Levels of Terror: AE Edition (0)  
However, I will not elaborate on the final details of levels 109 thru 210, because I want to keep things one step at a time.

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11-20-2024 at 08:04 PM
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