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Beta 3: Mt. Peril
#11
0D0112070805120914015654600 wrote: Just complete M. Peril with 31,450 score and 77% of secret

@Anthony: great mansion!!

@Vern: attached you find a folder containing my new saved games, if you need it...

Ah, it was mostly Tobin's work -- I only made two sections. Tobin was a former designer on the original mansions, but he didn't have time to finish this one, so I'm taking over.
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#12
16900 - I'd make it easier to jump from the bottom-left platform to the top-right one, either by making them a tad slower, or a little closer (vertically) to one another. Given that my vertical platform momemtum changes have made this jump more difficult, since you're riding *down* on the left-most platform when you jump to the one on the right, resulting in Jack jump not as far.

Do try this with beta 3b though, since I refined his jumping some, so it shouldn't be as bad anymore. But this room could still probably use some minor tweaking, at least for Easy/Normal.
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#13
Okay, I tried it at speed 4 instead of 5 in MM2 Beta 3b. Works fine it seems.
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#14
6C52555C423B0 wrote: Seems to me with your keys you should head up from the room you accidentally killed that bird in and get that purple key, then go to the sets of doors in room 16104.

Can you open up the saved game file I uploaded? I believe the purple key you're referring to is one I had already picked up and used. (The room to the right of 16104 has an open purple door that I had opened, but this didn't lead to anything I could access yet, apparently. It's a dark area.)
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#15
You got a yellow key. Tongue You should have a blue one too, so use that and the yellow key to access the outside area near the beginning -- or the top, new section.
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#16
Normal

This was a very tricky mansion. I managed to die more in this mansion than some of the Hard ones. It's possibly the best example I've seen so far of a mansion that is difficult but not because of tons of high-speed monsters.  It's a sprawling mansion, and keys are distributed all throughout the mansion, which appears to allow for non-linear play.

There are a lot of potentially fatal jumps in this mansion too. I really enjoyed it, but I suspected it would be possible to get Jack stuck with all the spread out doors and keys. I did find at least one way (so far...) to do it.

(Note: I wrote this before looking at the board, but it appears that this is the same issue margherita reported. Oh well, I'll report it anyway. There's a bit more detail, and some suggestions)

15301 - It is possible to get stuck in the rooms above this one if you arrive in this room (from the left platform with no purple keys, one green key, and any other combination of keys). I managed to blunder into it by accident, then thought there would be no way to retrace my steps because of the long meandering route I took. It turned out to be easier than I thought to recreate. You can do it easily be adding a green key somewhere out in the open in 15301, save it, then test it with the Mansion Builder. This green key will stand-in for the one you would have brought with you.

1.) Get purple key from room: 15100, unlock first purple door in room 15301.
2.) Get purple key from room: 15102, hold onto key.
3.) Open green door with key you brought into 15301
4.) Open purple door with key in room 14903.

You are now stuck. You will not be able to open the green door in 14902, because you don't have a green key. You cannot get another green key without a purple key. It *is* possible to get another purple key in room 14901, but this doesn't do any good, since you can't get through the green door in 14902. If you got the purple key, you must have taken the blue bat platform down to avoid the green door, but upon returning to the 14902 from 14901, the bat platform will be gone eliminating your escape route, since it originated from another room. Stuck.

There are a number of ways this trap can be eliminated. I think the easiest would be to add a pole to the screen in 14901, that could take Jack safely down to 15101.

Edit (replaced one of the suggestions with a different one):
The pole could just as easily be a one-way bat platform. The problem with this is it means you have to have a back-up if the bat platform leaves the screen w/o Jack.

15497 - It's possible to get stranded in this room without a ride.

16507 - this room is definitely tougher without the ladder jump!
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#17
Thanks Rob, I'll put that Poll in there.

I'll also fix the possible stuck-age in room 15497.

Additionally, the 'magic' section has been decided to be in hard mode only, so that's the way it will be next beta.
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#18
19272029374E0 wrote:
Additionally, the 'magic' section has been decided to be in hard mode only, so that's the way it will be next beta.

You're welcome. I meant to put a smiley on my comment for 16507. I hadn't intended for you to change anything, but now that you mention it, that's probably a good change to help differentiate normal from hard.
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#19
340A0D041A630 wrote:
I'll also fix the possible stuck-age in room 15497.

Do you know if Vern was going to make the change to how the bat platforms work for the next beta release? I think he was considering changing it so that the platform would reappear after a delay if it left the screen without Jack. If that goes in, then that would
fix
this room - and many others in the various mansions.
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#20
Hmm, that would indeed be a good change that could prevent Jack Stucks. Hmm... I'll look into it.
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