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larrymurk
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icon Bad DROD designs (+1)  
I was just reading the thread on tar covering trapdoors and thought maybe people could write what design elements they dislike most.

1. Regarding car/mud covering things. I definitely would like to see through tar/mud whether we could use transparency or another bitmap file.

2. Another gripe I have is "orb abuse".

DO NOT use tons of orbs when:
they affect doors that aren't obvious
they open/close/toggle a row of doors to make a puzzle
they force you to go back and forth and back and...
06-03-2005 at 03:21 PM
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Phweengee
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icon Re: Bad DROD designs (0)  
I can partially agree with the tar/mud argument. If the trap doors are covered over when you begin the room, it can mean there's a lot of trial and error involved. If the tar/mud expands over trap doors as the room progresses, well, all bets are off, cuz you can take notes if you want to.

As for orbs, I disagree. Orbs are completely predictable now with the option of clicking on them to see what they do. The Eight Gates of Bill puzzle might be a little tired, but I'm sure there's a variety of other puzzle ideas that can be done with orbbed doors.

Just my two cents... er... greckles.

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06-03-2005 at 03:42 PM
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eytanz
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File: The Worst Hold Ever.hold (2.4 KB)
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icon Re: Bad DROD designs (0)  
I did this a while ago, but never posted it beyond the JtRH beta people - but since we are discussing bad hold designs, this one's pretty terrible (intentionally).

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06-03-2005 at 03:50 PM
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wackhead_uk
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icon Re: Bad DROD designs (0)  
Loving that hold there Eytanz :D.
06-03-2005 at 04:11 PM
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Doom
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icon Re: Bad DROD designs (0)  
I'm working on transparent JtRH bitmaps for tar and mud at the moment. I'm around 40% done with them and I shall post them after I'm finished.
06-03-2005 at 04:47 PM
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kzc
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icon Re: Bad DROD designs (0)  
Phweengee wrote:
As for orbs, I disagree. Orbs are completely predictable now with the option of clicking on them to see what they do. The Eight Gates of Bill puzzle might be a little tired, but I'm sure there's a variety of other puzzle ideas that can be done with orbbed doors.

Sure, orbs are predictable, but they're not that enjoyable. I love "A Quiet Place", but rooms like this one
Click here to view the secret text
are just annoying to me. Yes, I know I have to do
Click here to view the secret text
but it's pure tedium to actually work it out. The only reason I am persevering is because I know there's going to be good stuff in the rest of the hold. Similarly for the whole first level of "Bavato's Dungeon".

Other things that are more tedious than enjoyable:
1)numerous items hidden under tar/mud, especially when compounded by the presence of mothers.

2)Q, W, Q, W, Q, W,.....................

3)having to figure out the exact place and orientation in which to situate a decoy.

I think it's only fair to also point out what costitutes a good design:
1)Any puzzle that makes you think it's impossible, but then you have a sudden epiphany and the solution becomes obvious. KDD, L2 1S 3E was an early and simple example. "There's no way to get through those furshlugginer force arrows!"

2)Using familiar game elements in unfamiliar ways. "The Fool's Errand" is the canonical example, I suppose. Of course, this does not include trivial ways such as replacing walls with null orbs.

3)Once the player understands how to beat the room, the actual mechanics of it should not be overly challenging. Of course, it's fair to lure the player into a wrong idea about how to beat it, and thereby into a challenging/impossible snipe hunt, but the true solution should come by revelation, not through drudgery.

4)Well-designed multi-room puzzles, ala
Click here to view the secret text

It should go without saying that this is all my opinion, which I don't necessarily expect others to share.


[Edited by kzc at Local Time:06-03-2005 at 05:15 PM]

[Edited by kzc at Local Time:06-03-2005 at 05:22 PM]

[Edited by kzc at Local Time:06-03-2005 at 05:23 PM: Rrrrrr, stupid incomplete UBB code]

[Edited by kzc at Local Time:06-03-2005 at 05:36 PM: Rrrrrr, stupid OCD]
06-03-2005 at 05:12 PM
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Phweengee
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icon Re: Bad DROD designs (0)  
Well, I can agree with you on the picture of the room you posted. There's no puzzle element to it, just a tedious chore to open gates.

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06-03-2005 at 05:25 PM
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eytanz
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Phweengee wrote:
Well, I can agree with you on the picture of the room you posted. There's no puzzle element to it, just a tedious chore to open gates.

Um, sure there's a puzzle element to it. You need to open the doors in the right order, or you won't be able to open them all. And the room gives you a hint; it's not a puzzle I enjoyed much - and it doesn't fit in with the rest of the level very well - but it's hardly a mere tedious task.



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06-03-2005 at 05:50 PM
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Banjooie
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icon Re: Bad DROD designs (0)  
Please stop using wraithwings in rooms that only allow you to traverse trapdoors. It's not funny.
06-03-2005 at 06:54 PM
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The_Red_Hawk
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icon Re: Bad DROD designs (0)  
I'd just like to point out that rooms tedious to some may not be tedious to others. Some people *love* tar/mud+trapdoor rooms, or orb guess rooms.

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06-03-2005 at 07:25 PM
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Hatlore
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icon Re: Bad DROD designs (0)  
Banjooie wrote:
Please stop using wraithwings
I agree with you whole heartedly up through the 4th word.
06-03-2005 at 07:28 PM
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Banjooie
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Hey, there are perfectly legitimate uses for wraithwings. I really don't mind 'em when you're only dealing with solid ground. If I really have a choice, I wanna deal with 5-6 rows of wraithwings instead of 5-6 rows of roaches, because it's more entertaining.
06-03-2005 at 07:38 PM
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Mattcrampy
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icon Re: Bad DROD designs (0)  
Wraithwings are really interesting because they won't hurt you until another wraithwing comes. I need to break out some holds to see if anyone else has come up witht he same thing, but I can think of a few ideas for wraithwings off the top of my head.

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06-04-2005 at 04:12 AM
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Phweengee
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icon Re: Bad DROD designs (0)  
eytanz wrote:

Um, sure there's a puzzle element to it. You need to open the doors in the right order, or you won't be able to open them all. And the room gives you a hint; it's not a puzzle I enjoyed much - and it doesn't fit in with the rest of the level very well - but it's hardly a mere tedious task.


My bad. I took a look at the room, and without having played it, assumed I understood how the room worked. You know what they say about assume. :)

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06-05-2005 at 03:56 AM
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swann_88
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icon Re: Bad DROD designs (0)  
I liked the modified knights tour

this is a better example of an orb puzzle I hate
all the doors under tar and a large combination of choices of orbs and which order to hit them

Click here to view the secret text


also from a quiet place
not because its the only or worst example
just because its the hold I am playing right now
06-06-2005 at 05:24 AM
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eytanz
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icon Re: Bad DROD designs (0)  
Wait, isn't this a puzzle where you need to collect information elsewhere on the level to get the solution?

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06-06-2005 at 05:39 AM
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TripleM
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icon Re: Bad DROD designs (0)  
Yeah, thats a completely different story whatsoever. If you had to do that by guessing, that would be ridiculous.. but its 100% puzzle, no guesswork.
06-06-2005 at 05:48 AM
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jdyer
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icon Re: Bad DROD designs (0)  
Heh, I guess I better put in a word, eh?

I dithered on L5 2N 1E a long time, and than said 'what the heck'. I think the issue here is not the classical 'it's an orb problem' but that there's a puzzle thinking shift involved that's a little too off the typical DROD track. There is actually a fairly elegant way to work out the right path because the tour is incomplete, but when one's head is in "DROD-mode" it's in an entirely different category than expected.

I have no regrets about the monsterless level. The entire design led up to that and it should be obvious fairly quickly to players there is a change in pace involved.

There's also a fairly elegant 'collect the clues' level in Phil's Dungeon, just to pull another example.
06-06-2005 at 08:59 PM
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kzc
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icon Re: Bad DROD designs (0)  
The title of this thread is unfortunate. I didn't mean to imply that, e.g., the particular room I complained about is "bad design", but rather that it doesn't appeal to me.

But since you're reading, jdyer, I could do without the restricted movement trapdoor rooms on level 5 as well.

And when's your next hold coming out?
06-07-2005 at 03:22 PM
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jdyer
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icon Re: Bad DROD designs (0)  
kzc wrote:
And when's your next hold coming out?

Still going to take a while. I think I'm going to pass on voice acting but I've got a lot of other Stuff to deal with. I'll make another progress bar when I have more of a grasp on just how much progress I need to do to get to the end.

The plot is a sequel to A Quiet Place. The set of main puzzle themes is somewhat different. A Quiet Place was an experiment in restrictions. This one's an experiment in -- well, something else.

Testing will be private again so expect it not to show up until the final version.
06-07-2005 at 10:47 PM
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kzc
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icon Re: Bad DROD designs (0)  
Oh, and as a belated, unrelated P.S.:

In the room I singled out, "The way of the moving horse" threw me for a few seconds because I recognize it as a term from the game of go rather than
Click here to view the secret text

06-10-2005 at 02:02 AM
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