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Author Topic: Chained court (normal) update  (Read 10847 times)

rchandra

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Chained court (normal) update
« on: January 17, 2012, 04:00 »

Because of:
a) A player with a rocket launcher at this point probably cleared Hell's Arena and is thus not in chained court (normal)
b) the berserk packs no longer make it completely trivial to get in and out of the rooms behind the lava

I think it would be nice to move the mods from the corners into the rooms guarded by caco/HK/Baron.
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Game Hunter

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Re: Chained court (normal) update
« Reply #1 on: January 19, 2012, 11:30 »

I was thinking about possibilities for a redesign. Here's one draft:
Code: [Select]
##############################################################################
##########............##########==============##########............##########
#######.............h....#######==============#######...........h......#######
####...........########.....####==##|..".|##==####........h...............####
###...h........########......###==##|h..h|##==###....................h.....###
##.............##...B##.......##==##|....|##==##..........########..........##
########.......##....##.......##==##########==##..........########....#####+##
#......#...h...########&..h....#==##########==#....h......##....##....#......#
#.>.h..#.......########........···+·^····^·+···...........##...B##....#h.....#
#......#..........h............#==#··@·····#==#...........##....##....#......#
#......#.......................#==#····\···#==#..........&##....##....#......#
#.....h#.......########........···+·^····^·+···...........##...B##....#..h.>.#
#......#.......########&.......#==##########==#...........##....##....#......#
##+#####.......##...B##....h..##==##########==##.......h..########....########
##........h....##....##.......##==##|....|##==##..........########..........##
###............########......###==##|h..h|##==###.......................h..###
####...........########.....####==##|."..|##==####.....h......h...........####
#######.......h..........#######==============#######..................#######
##########............##########==============##########............##########
##############################################################################


It's pretty simple: throw levers to release the "cages". Once all three are thrown, the middle reward-cages open up. Of course, a player with enough health (or potentially explosives since there's little reason to make things permanent here) could get the stuff without all the hassle.

This is just an example: I'm trying to figure out a good design for early-game. (And if you turn your head, it looks like a Tiki-man!)
« Last Edit: January 19, 2012, 11:57 by Game Hunter »
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Kornel Kisielewicz

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Re: Chained court (normal) update
« Reply #2 on: January 19, 2012, 14:22 »

Possible deathtrap for phase device. Either mark the inner floors as NOTELE or add levers also inside.
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Re: Chained court (normal) update
« Reply #3 on: January 19, 2012, 14:31 »

Possible deathtrap for phase device. Either mark the inner floors as NOTELE or add levers also inside.
Assuming this is a good candidate for the revised CC, I'll definitely keep it in mind. Not that phases are particularly common on by dlvl5, but we certainly don't want any impossible scenarios. That aside, I'd like to hear if anyone likes this setup or if they'd prefer something different (and, if you can, explain what you'd like to see instead).

While we're on the subject of special level revisions, I do want to show the map draft I made for a potentially radicalized version of Spider's Lair: once I have access to my personal copy, I'll display it so everyone can see. (Kornel's pretty skeptical but I believe it will provide a far more interesting dynamic to the otherwise-empty landscape.)
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tinyrodent

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Re: Chained court (normal) update
« Reply #4 on: January 19, 2012, 14:42 »

Possible deathtrap for phase device. Either mark the inner floors as NOTELE or add levers also inside.

If that is a concern, then don't some other maps need attention as well? I'm thinking of The Wall specifically. But if tele is prohibited there, it won't make the Brick Silver Badge any easier... unless there is some trick I haven't learned...?
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byrel

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Re: Chained court (normal) update
« Reply #5 on: January 19, 2012, 15:37 »

I've always wondered if there was some way back across the wall in AoB/AoMr if a phase takes you across. I've never managed to get across in either (bad luck with phases).
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Re: Chained court (normal) update
« Reply #6 on: January 19, 2012, 16:47 »

I still think the wall should just fall apart when the monsters are dead (or put a lever next to the backpack)
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UnderAPaleGreySky

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Re: Chained court (normal) update
« Reply #7 on: January 19, 2012, 17:44 »

I still think the wall should just fall apart when the monsters are dead (or put a lever next to the backpack)
I thought the wall did collapse when all enemies were killed?

(Then again, it's been a fair while since I played last, so my memory isn't exactly clear on the subject.)
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tinyrodent

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Re: Chained court (normal) update
« Reply #8 on: January 19, 2012, 17:54 »

I thought the wall did collapse when all enemies were killed?

It definitely doesn't in 0.9.9.5, can't speak for previous versions.
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Re: Chained court (normal) update
« Reply #9 on: January 19, 2012, 17:55 »

I thought the wall did collapse when all enemies were killed?
I... never noticed that. o.O
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Tormuse

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Re: Chained court (normal) update
« Reply #10 on: January 19, 2012, 21:58 »

I thought the wall did collapse when all enemies were killed?

I've played every version since 0.9.9.1 and it's never done that in any game I played.  There was some talk of making that happen a while back, but I don't think it ever happened.
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Re: Chained court (normal) update
« Reply #11 on: January 19, 2012, 23:26 »

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Re: Chained court (normal) update
« Reply #12 on: January 19, 2012, 23:29 »

http://forum.chaosforge.org/index.php/topic,4369.0.html


pretty please.
Ah, I remember reading that a while back. I guess that's what's muddling my memory.
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Zalminen

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Re: Chained court (normal) update
« Reply #13 on: January 20, 2012, 00:28 »

I was thinking about possibilities for a redesign. Here's one draft:
Well, it's certainly an improvement over the current one. No more wasting two medpacks just to clear the northern and southern room in AoB.
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Re: Chained court (normal) update
« Reply #14 on: January 20, 2012, 19:14 »

i assumed the agility mods were awards for beating hell's arena or for finding a rocket, this layout cuts the incentive for beating hell's arena drastically.  i'm not sure if that is what you were going for or not, but it is something to take into account (since beating it has a few negative to work with as well)
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