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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.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).
Possible deathtrap for phase device. Either mark the inner floors as NOTELE or add levers also inside.
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?
I thought the wall did collapse when all enemies were killed?
I thought the wall did collapse when all enemies were killed?I... never noticed that. o.O
I thought the wall did collapse when all enemies were killed?
http://forum.chaosforge.org/index.php/topic,4369.0.htmlAh, I remember reading that a while back. I guess that's what's muddling my memory.
pretty please.
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.
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)
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)Well, beating Hell's Arena is still required if you want to get the Arena Master's Staff and it gives nice loot all on its own, so I can't really see your point here.
I thought the rewards from hell's arena were the rewards for beating hell's arena...i am probably biased from playing AoMr where the rewards for being hell's arena arn't all that great compaired to the chance of death, and most of the point is to get the 2 agilities mods in UnCC.
If you feel that strongly about it you could randomize the mods for this version to nerf the reward.
2 agility mod equals any ofCan also be used inSpoiler (click to show/hide)
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.You know what I first thought when I saw the second layout of the Chained Court? "Hey, cool, now we'll have to think critically about whether or not we want to clear Hell's Arena, because it forces us to deal with a greater challenge on an otherwise-easy map!" And then nothing changed, because the lack of rocket launcher made the old CC too inferior. Needless to say I'd like to balance it out so that the incentives go in both directions.
I think the proposed map would be a good change but do we really need 5 zerk effects in this one?Part of the use of the normal Chained Court is that you can go in there and snag all the zerks and the chainsaw, then leave. It's useful for pacifists and berserkers and stuff. We could play around with the balance but I don't mind keeping the level "easy".
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It's very...um...different. Additionally it doesn't mesh well with tiles (but I imagine we'll make a cave tileset soon that will make diagonals work, since they appear oh-so-often in that settings). I've actually played it a couple times and the change in how one has to play the level is quite interesting. My hope is that it's better than the completely-open layout that already exists, but I'm open to tweaking it (or scrapping for other possibilities).