Komag wrote:went in green teleport, screwed [snip] red tele supposed to be exit?
Yes, I'm sorry. I assumed since we had been talking about it for so long, that people who tested this map would know, but that was my fault for not explaining it. In the Frankendungeon, all maps start with a green tele (entrance) and end with a red one (exit). Since the other maps haven't yet been stitched around this one, they don't lead anywhere. Also,(as you noticed), the exp has been toned down, because Haunter and Eds are expecting a lot more maps than the original game, so people would level far too quickly. We were also asked to tone down item placement, which is why there's not a whole lot of useful things there, which is another thing I should have mentioned.
Komag wrote:like note
gate blended with hidden door pillar, looks odd
dropped in pit - teleported back up
I'm not sure what you mean here. Is it a grating or a portcullis?
Komag wrote:dropped spear in pit, it's lost
jumped in pit after it, it didn't teleport back with me
jumped in pit after it again, was able to grab it fast and teleport up with it (but Sancsaron dead, crystal!)
ogre came along, dropped him in pit! - seemed to open a gate nearby
killed a spider
found sword, nothing else
jumped down pit to squish ogre, he's not there, but a key is, and no return teleport, surprise
See? THAT'S the kind of stuff I would never think of to do! Brilliant. Should I make him squishable, do you think? Would that be more satisfying to the player? The funny thing is, in the map I originally had for the Frungeon, I had 3 squishy ogres, but I killed the idea. Figures!
Komag wrote:push button (repeat push doesn't shut door), step, button, step, stomp stomp stomp, scared, walls open, no ogre?!
found rocks, rock in alcove, door opening, remove rock no effect
got torch, lit wall light, stairs - stairs work different - on top and bottom I'm one square ahead of usual
jump back down pit, through again, nothing new
try one rock in each alcove, nothing
back up stairs
key in lock, get torch (did it make my current torch dim? must be coincidence)
The downstairs is really a no-brainer, a gimme, but I'm getting the impression people want something with more substance down there. I can do that!
Good eye on noting the stairs, too; I'll check that out. Thanks.
Komag wrote:teleported all over teh place, no idea what I did
found gobbly text, tar bead, gobelin with button behind
frustrating
can't teleport anywhere it seems, just random
somehow ended up with another gobelin
found a rock
can't get anywhere, hopelessly stuck
left - back
straight, left, left, back
straight, left, straight, back
straight, left, other buttons nothing
straight, straight, straight, (left/right nothing), behind, back
straight, straight, straight, back!
repeat that pattern, every other time is switched, why?
straight, right, back
straight, straight, left (gobelin), left, back
straight, straight, left g, right, straight, back
straight, straight, left g, right, left, straight, NEW PLACE gobelin, rip for secret Antivenom, back to new place
(any of those other buttons in all the tele rooms do anything?)
Did you read the scroll at the start of that tele maze? There's a pretty big hint on it. (I'll explain below) And, yes, they do something, but until you, it hadn't been tested!
[snip]
Komag wrote:gear key opens regular lock! wander hallway
group open door, quickly push button keep them in there!
let them out, lead back to room to fight in, kill
Wow, you
must have been fast to lock them in like that! NIcely done. The key is not a "Gear key" any more, none of the keys are the LoG keys. I think the gear shaped one is called a Cruciform Key in the game. I get what you're saying though; you're right, and I can certainly change it.
Komag wrote:back to room the came from, button behind left gobelin
ah, torch dying!
button - short tele
button - run to tele, boom, in room, door shut
mino hungry, eat beatle
gobelin button, back out of room, door open in there
to back in there, see plate, put rock on, other door opens, take rock off, ONCE ONLY plate!
hey, there's a gobelin in there!
can't figure way to deal with that now
Ok, I'm intrigued: How the heck did you get through the grate that shuts once you tele in there, in order to place the rock on the plate (and remove it)? You definitely dealt with it differently than I had intended (which was to throw the rock through the tele). The gobelin is a red herring.
Komag wrote:in new hall, note of death, path
alternating trapdoors, archers
lever switches doors, but button opens first again so both open now
ran across, killed archers
exploring, fell in pit!
kill snail, kill crowern, green gem
kill other snail, crowern, red gem
find stairs (these ones are normal)
gobelin won't cut - walk through! HEY, closed behind me!
This room looks ominous
RUN FROM FIREBALLS! hit by one, hit button, safe
Cool...I'm glad you figured that one out. I wasn't sure how obvious the solution would be. Or...were you just lucky? I'm not sure from your description. The solution is to walk on the path (like the note you found says). As long as you walk on the dirt, you're safe. A little Indiana Jones tribute there. lol
Komag wrote:kill crowern, blue gem
can go back through gobelin!
button on new wall in middle - wait till later
key, trapdoors all shut now
back to start area (before pressing that new button)
explore tele maze again
straight, straight, left g, right, left, left, back
straight, straight, left g, right, left, right, new place, shuriken, right (nothing), left (nothing), behind, back
I think that's it
back to button
got new key - for what?
tried broke door, lever down and up fast, worked!
fight spider, killed, NEW LEVEL! learn light spell, no more darkness!
don't have any light armor for light armor proficiency
ah, finally found other lock for forbidden key
fought spider
oepn ports, fight crowern
found clue - about crowern gems
I only have three?
Ah, found yellow key just dropped in last fight
rainbow... red orange yellow green blue indego violet
red yellow green blue
did it, seemed to work, good sound
plate - statue fire blob, door open
no chance to open pits now? want to jump down and see, too bad
step in hall, hear door close
fought spiders
gobelins, two buttons
book (secret??)
You did it! Thanks for testing that book for me. lol That's what all those switches that don't seem to do anything in the tele maze are for. Originally, they were all going to trigger teles, but I didn't want people to shut the game off (and I'm sure I would have). The key to navigating that maze is to look at your map. The scroll says: "If you do not change direction, you may end up where you are heading. -Lao Tzu" As you pick up the scroll, you're facing south. As long as each tele brings you out facing south, you're on the right path. Every other tele brings you out facing a different direction.
Komag wrote:could never get in cage room with gobelin, teleporters, nothing works
This really intrigues me...so you weren't able to place the rock - OH!! You just stood outside the grating and placed the rock on it? D'oh! *runs off to test* Oh, bother!! That...completely ruins that lovely little puzzle I had set up. Hmm. I forgot you could do that. I'll have to rethink the room now.
Thanks so much, Komag. Your comments were invaluable. I'll update the OP to let people know about the restrictions of the Frungeon (and the red/green teles).