Ameph wrote:
If the Pitiful still has some flaws...I'll resort to violence and eat my hat.
Ok, it still has some flaws. Now I want to see you resort to violence and eat your hat!
First of all, let me just say that I think that this is a very nice hold, although it suffers a bit from a lack of playtesting. It's not a very difficult hold (I started playing it about 12 hours ago (however, I've played levels 1-10 before)), but there's some interesting puzzles in it, and it's good to have a hold this size that isn't overly difficult.
What bothered me somewhat (on every level) was the lack of a checkpoint near the stairs down to the next level. It's not a very serious issue, but it still bothers me.
An another thing that puzzled me was that the hold was made with JtRH (and by another player), which means that you can't replace the buggy hold on the Holds-board with this one (I think).
A lot of rooms have multiple solutions. If a solution felt too easy, I've reported about it.
Critical bugs are italicized. This may contain spoilers, so I'll put it in secret tags.
Click here to view the secret text
×Level 1: The Gatehouse
3N1E: I never used any of the mimics, but that might be intentional.
2N1E: I'm not sure what the intended solution is, but you can quite easily remove all the tar surrounding the mother, so that the tar won't grow until you drop the red door.
Level 2: The Lower Gatehouse
1S2E: It doesn't matter which way your sword is when you enter the room, you'll have plenty of time to change it.
Level 4: Road to Nowhere
The Entrance: You can go down the stairs by stepping diagonally. However, this may be intentional.
6N: It's probably a good idea to put a green door above the yellow door to prevent the player from going north before completing the room (and getting stuck).
Level 11: Iceberg Isles
2N1E: This room is impossible. There is no way to prevent tar babies to form behind the green door.
1N1E: You don't need to drop all trapdoors before hitting the orb.
Level 12: Razor Ridge
4N2E: This room is kind of trivial, but it might be intentional. You just step east after hitting the orb with the sword pointed north.
1S2E: A checkpoint would be nice.
Level 13: Outer Gatehouse
1S4E: This room is somewhat trivial, since you can use a mimic to hit the orb while you stand at a safe distance from the flow of roaches. Perhaps put force arrows on column 17 or 18? (Just make sure there's a way back).
Level 14: Upper Gatehouse
2S2E: This room is very easy as it is now. A more interesting puzzle would be to have all doors (except the one to the mother) opened by default.
Level 15: The Gatehouse Complete
4N1W: You can kill the serpent with the trapdoors at ~(8,10).
Secret Level 2: Hall of Warriors
1S1W: The tar blob at (32,27)-(33,28) prevents you from returning from the northwest.
Secret Level 3: Temple of Shadows
3S: It seems that the intended solution is to drop the red door and kill the serpent in the SE section. However, you can kill it right away by leading it to the room entrance.
4S: This room is impossible, since you can't enter the tar chamber (it becomes inaccessible after the first spawn).
1W: You cannot return from the west.
If I find anything else, I'll let you know.
____________________________
0.099³