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#11 |
Knight
Join Date: Apr 2007
Location: Surrey, UK
Age: 48
Posts: 870
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Some nice work there. You make a comment in the notes about the long corridor in the throneroom not being useful for melee. I'd disgree with that if you are not going the slaying route as I like to wait there for V to be able to take him 1-1. If there are going to be multiple throneroom layouts, they certainly need to be of a similar difficulty and in which case you need a corridor close to the < where you can take a stand.
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#12 | |
Swordsman
Join Date: Jun 2012
Posts: 267
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Quote:
What about the corridor below the 4? Is that just too far and with too nasty stuff infront of it? What if you changed it like this or so? Code:
########## ########## #&&#&&#### #&&#&&#### #..#..s... #..#..s... #s#####.#. #s#####.#. #.....#... #.....+... #.....+... #+#####... #.....#.#. #.....#.#. #..1..#... #.....#... #.....XXXX #..1..XXXX #.....X #.....X ##+#+#X #.....X #.....X ##+#+#X #.....X #.....X #.....+ -> #.....+ #..4..+ #..4..+ #*....X #*....X #&*...X #&*...X #####+X #####+X #.....X #.....X #+####X #+####X #.....# #.....# #..2..# #..2..# #...... #...... ####### ####### |
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#13 | |
Knight
Join Date: Apr 2007
Location: Surrey, UK
Age: 48
Posts: 870
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Quote:
The beauty of the current corridor is that it is effectively one way - I've never known anything come the other way when fighting in it. Don't get me wrong, I love your design, but it is certainly going to be harder for Morgoth killers who don't go the rage/slaying route. |
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#14 |
Veteran
Join Date: Oct 2011
Location: Toronto, Canada
Posts: 2,400
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I'm more of the opinion that V should be nigh-impossible to kill.
I do agree that a throne-room geometry that makes him vastly easier to kill for certain character types is probably not useful, though ![]() These vaults are super fun clouded!!! |
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#15 |
Veteran
Join Date: Oct 2011
Location: Toronto, Canada
Posts: 2,400
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In your new throne room, I would probably dash for the secret exit that the 8 cats are guarding (SE part of the map). It's pure stone all around, and there aren't any 4s in the way of it like in the original map. In fact, the monsters from the entrance to that exit are pretty sparse in general. (I'm guessing '3' are uniques like Lungorthin i.e. high-level but not the big four?)
My only worry would being so noisy that I'd get flanked by the monsters in the eastern part of the main hall just as I was being surrounded by assassins. Still though, I think of all the places in that map, that might be the most defensible for a non-crowd-fighter who wants to go 1-1 with V. Also, the two doors between you and the assassins might give you a bit of a detection buffer until you're right on them. Am I crazy? |
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#16 |
Swordsman
Join Date: Jan 2012
Posts: 414
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Do you still have these? I thought I made a local copy, but I can't find it.
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#17 |
Knight
Join Date: Jan 2009
Posts: 910
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I don't have them either. We will be adding some more vaults for the next version, so re-upload them or email me a copy if you can and we'll take another look at them.
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