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Caravel Forum : DROD Boards : Architecture : Krishh's castle v2.3 (For JtRH)
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Krishh
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icon Krishh's castle v2.3 (+1)  
Technically it is finished, although still very open for expansion. Everything should work as it is supposed to. Also, If I had access to all three styles, the 1st and 3rd levels would be foundation, 2nd and 5th Deep spaces and 4th Iceworks.

Edit: The new version is here. 4 rooms completely replaced, 2 new puzzles in rooms that didn't have them before and most other rooms have undergone changes of various size too. And a working finale. Most of the rooms are also a bit harder then before.
Edit2: Even newer version. Mostly it just adds story to the hold, but also improves some 3-4 of the existing puzzles, as well as adding two new ones.

P.S. About the name, I originally named it simply "the castle" but seeing how egg egg also has a castle, I renamed it to avoid confusion.
P.P.S. It contains a lot of JtRH elements, so if you want to experience them first in the official hold and haven't played that yet, stay away from this one.

[Edited by Krishh at Local Time:04-07-2005 at 08:59 PM]
04-05-2005 at 08:35 AM
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agaricus5
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icon Re: Krishh's castle (+1)  
I've completed it, and while relatively easy (I'm quite jaded to this, however), it's quite an interesting play with some nice puzzles.

Click here to view the secret text


Overall, an easy but fun hold incorporating some nice ideas. I'd say expansion might be a good idea, since most of your puzzles could be developed much further.

[Edited by agaricus5 at Local Time:04-05-2005 at 01:09 PM]

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04-05-2005 at 12:02 PM
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Krishh
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icon Re: Krishh's castle (+1)  
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04-05-2005 at 12:55 PM
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agaricus5
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icon Re: Krishh's castle (0)  
Krishh wrote:
Click here to view the secret text

That doesn't quite make sense.

You will need to go into the "open" anyway at some point, so the fuse timer doesn't make much of a difference except that it forces you to do so now rather than later, and anyway, I can kill three queens within the first 40 moves with little trouble, so reducing the number of spawned roaches to 6 per 30 moves.

Click here to view the secret text

Why not have an orb in a long 1-square passage that opens a door leading to the stairs? It is possible to make a mechanism or structure like that so that you cannot reach the orb without the Slayer blocking the passage behind, meaning your only choice is to kill him before going for the orb. Covering the fuse end with a green door would then force you to clear the room before the Slayer dies.

[Edited by agaricus5 at Local Time:04-05-2005 at 01:21 PM]

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04-05-2005 at 01:21 PM
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Krishh
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icon Re: Krishh's castle (0)  
Level4 1E I just ended up using doors and force arrows.

And thanks for tip for Level 5 1N. It works perefectly and the room is quite devious now.
04-05-2005 at 01:56 PM
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Krishh
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icon Re: Krishh's castle v2.0 (+1)  
New version is here. Download it from the first post. I've made some changes to pretty much every room in the hold, and for the better, I would hope. This could be the version I'll upload to the Holds board(and Caravelnet), although that might change.
04-05-2005 at 05:51 PM
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AtakeeR
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icon Re: Krishh's castle v2.0 (+1)  
I finished playing through your hold, it's rather good as hold overall and very good as one of first custom JtRH holds - nearly each puzzle took me some time. Only thing that is missing are scripts or just dialogs, to expand story. Roof looks amazing. Here is short review of each room.

Entering

Entrance: Just quick showdown with two members of my favourite new monster from JtRH

1E: Actually this room took much too much time. I tried to do this room in much harder way that it should be done (I tried to block wraithwing on goblin).

1N 1E: Very good room made from three sections. Killing serpent is easy, but I made it using just luck or intuition :). Second part is really good as I like trapdoor mazes - not too difficult but not too easy as well. Rattlesnake is good interval between two mazes. Third part learnt me that tunnels work slightly different than I thought :).

1N: First part easy - just survive attack of mud babies 'til bomb blows. Next fun playground with rock golems. Overall good, fun room.

2N: This is quite tricky. First some speed required, then much mud cuting and few good ideas. One of harder rooms of 1st level.

2N 1E: Good but rather easy room - brilliant example of usefulness of rock golems :).

2N 1W: This rattlesnake is much too easy IMHO.

3N: Roaches + Spiders - nothing special.

Main Halls:

1N: Wonderful puzzle - quite long, showing some of potential of guards, it somehow reassembles me last room (w/o Slayer) - all these roaches which keep coming until the end of room when you must be doing something rather different than slaughtering them :). Really good room. I think that you intended to have 3 roaches from each queen after hitting orb, but queens don't like to spawn on open door - is it bug?

1S: This room has much much more potential, it's fun but too easy and short.

1S 1E: I hate this room, maybe because I hate strange rules of wraithwing movement, especially when something limits your movement. It was frustrating to direct last wraithwing on such difficult floor.

1E: Quite long but also quite easy. I just had some problems in observing actions of both Beethro and his mimic :).

1W: I had incredible problems with these eyes - usually they are easy for me, but here I spent much time trying to kill them wrong way.

2W: After my problems in 1S 1E I thought that I'll spend eternity in this room, but It was cleared very fast - on second, or third attempt. It was probably just easy after all :).

Ground floor again:

Entrance: Nothing special, but fun. I just needed to observe roaches and clock and to hunt for queens in proper order.

1S: Snakes nearly commit suicide without your help, but trapdoor maze is not so easy and very good (still easier than that on first level).

2S: Moderate room, some parts quite hard, other rather easy. Some sections are tricky (ie. wraithwing section and rock golems).

Castle roof:

Entrance: Nightmare - snakes on orthogonal squares. Easier than I thought but not easy. Room could be bigger, could have something behind green doors.

1W: Easy wubba puzzle, but fun to play and solve. I am not entirely sure that wubba is needed to succed in this room but I haven't found any method to survive without wubba.

1N 1W: Very good idea, Rather hard room, especially second part.
Good work.

1N 1E: Too easy, maybe use second rattlesnake? :)

1E: If entered good way room is easy, if entered bad way room is much harder.

The inner sanctum:

Entrance: Similar to first entrance of hold, funny form of timer, but I killed guards much before seeps could hurt me :).

1N: The best room of entire hold (as final room should be). Long and quite hard, final showdown with Slayer. Similar to 1N on 2 level you must do "thing" killing armies of roaches, but here you also must avoid Slayer and his wisp. "Thing" is total destruction of mud and tar to drop black gate. It's quite hard to concentrate on destroying tar and mud when wisp or Slayer follows you and roaches have taste for your blood.


04-06-2005 at 07:12 PM
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Krishh
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icon Re: Krishh's castle v2.0 (+1)  
Entering

1E This room is actually doable without using the goblin to block the wraithwing?

2N 1W I guess I could expand the force arrow maze a bit, but I think it's quite confusing as it is.

Main halls

1N Actually, I tried it first with 3 roaches per queen, but then the room was almost impossible and quite annoying.

1W I'm quite fond of this one.

2W If I'll find a way to force you to use the same golem for 2 writhwings, this room will get quite a bit more difficult.

Ground floor again

Glad you liked them, didn't aim for anything special here.

Castle roof

Entrance Guess I really got lucky when I tested this room.

1W It didn't turn out very difficult, but it just felt fun. And I'm fairly sure from my playtesting that you can't complete the end without the wubba.

1N 1E Too easy?

1E Well, you can always reenter the room from the correct position.

The Inner sanctum

Entrance I too felt the timer was much too lenient. Especially since it doesn't even kill you, only narrows down your fighting area. I'll change that.

1N Glad you liked it.

Thanks for your feedback!

04-06-2005 at 07:56 PM
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Krishh
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icon Re: Krishh's castle v2.0 (0)  
Krishh wrote:
[2W If I'll find a way to force you to use the same golem for 2 writhwings, this room will get quite a bit more difficult.

It's amazing how much more simple it is to do things like this with characters. And yes, the room is a bit more difficult now.
04-06-2005 at 08:33 PM
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Krishh
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icon Re: Krishh's castle v2.3 (0)  
The latest version adds a lot more story to the hold, but also improves and adds a couple of puzzles to it. Although importing in JtRH should keep your saved games this version is anyone edit just in case.
04-07-2005 at 05:07 PM
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AtakeeR
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icon Re: Krishh's castle v2.3 (+1)  
I tested new version of Krishh's castle (2.3)
Additions i found since last version:
- much more story - very good addition
- new first level - no challenge, just introduction
- second wraithwing on that room with golem - much harder than before
- new 2N on Main Halls - good story, but snakes commit suicide when you wait long enough :angry

Thanks for Anyone Edit version as my saves didn't like new version (probably because you added entirely new level as first)

Actually you could expand your hold, maybe make ground floor again bigger.
04-07-2005 at 07:38 PM
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Krishh
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icon Re: Krishh's castle v2.3 (0)  
Thnaks for the quick response. I'm glad you liked the story.

You missed: the entrance to the Inner Sanctum has the timer shortened, so the seep is now actually threatening. And and a very minor, but still more challenging change to Entering 2N 1W.

I felt Main halls 2N was easy, but if they commit suicide, guess I really have to change it.

And actually, I feel I could probably expand every level except the passage (I want to leave that as it is, just an introduction), the roof and and the inner sanctum.
04-07-2005 at 07:49 PM
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bovis
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icon Re: Krishh's castle v2.3 (0)  
I can't figure out how to do 1E in The Entering, can someone please
help me, I've tried blocking the wraithwing on the goblin but that doesn't work. :?
04-10-2005 at 04:07 AM
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Krishh
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icon Re: Krishh's castle v2.3 (0)  
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04-10-2005 at 08:38 AM
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