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Beta 2: Mount Peril
#41
So the second starting in room 16505 is indeed a one way ticket until you complete the mansion. This clears up any confusion of players asking if they missed a key previously, for all the keys to complete this section are within it.

This section is really not too hard, but just really fun, a nice easy finisher-off-er type section. Tongue Rather :o crazy :o too. Big Grin

15102 - Yup, I actually realized this yesterday and it is going to be fixed. Tongue
So Semi, you said you can't continue unless you open the the right door first? There is a purple key in room 14901 to open the purple door in 14903. I don't quite understand the problem, please elaborate if I'm still missing something.

As for Missy saying she had a blue key left over, I'll a blue door at the end of the yellow doors near the end. I checked in the editor the # of doors/keys, and it is now even. Smile

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#42
0A34333A245D0 wrote:
So Semi, you said you can't continue unless you open the the right door first? There is a purple key in room 14901 to open the purple door in 14903. I don't quite understand the problem, please elaborate if I'm still missing something.

I'll have to go back into the game and try to recreate what I did. I couldn't tell you right now what exactly happened.
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#43
6751595D197A55405D4251340 wrote: [quote author=0A34333A245D0 link=1271354044/40#40 date=1271712617]
So Semi, you said you can't continue unless you open the the right door first? There is a purple key in room 14901 to open the purple door in 14903. I don't quite understand the problem, please elaborate if I'm still missing something.

I'll have to go back into the game and try to recreate what I did. I couldn't tell you right now what exactly happened.
Okay Anthony, I figured out what I did wrong. I got to 14902 and didn't see the helpful troll that could have opened the gray doors which would have led me to the purple key. So I turned back and thought I was stuck.

I finally got that purple key when I was riding back down on the bat platform from above and then I saw the troll. Go figure. :Smile

So - never mind! There is no problem. :o
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#44
Yeah, sorry about the slow elevator. I couldn't make it any faster or els it would be too hard to open the trap door in time.

I'm going to put a sign saying 'Caution - Extremely slow elevator' just so players know. Tongue
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#45
61687E686060090 wrote: Suggestion:  How about a Hint BB at the lever level of the yellow platform.   How would a new player be prepared to jump for the red key, when the platform is still shooting real fast upwards?  Think about it. And....once in the 2nd room (above red key) how would the player know to jump off?  I mean, I even thought, my 1st time playing that Jack was meant to ride up and up and up until the platform stops.  Instead, he dies a cheap death in the zappers 2nd room. 

This play does not make sense. 
It is a cheap death.....period.

I'm coming to this discussion rather late, but I just wanted to defend Tobin's design here. I think it's a fantastic area. I think yes, the platform could be slowed down on Normal mode, and perhaps the zappers at the very top removed for Normal as well. But in terms of realizing you have to jump off mid-route and get the red key... that's half the fun. You pass it the first time, then later wonder where the heck you're supposed to go, and check your map, and see the key there, and realize what your'e supposed to do. Then you might try again, and miss the jump -- and have to try again. It can be a challenge for sure. (They key could be lowered on the pole for Normal version, and put at the bottom for Easy). But I like it... I wouldn't remove this puzzle entirely. Just maybe tweak it a little.
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#46
I agree with Vern here, however, the zapper beam in normal is going to stay -- actually I have no choice, I thought about it for a good 30 minutes and couldn't find any way to replace it, without messing up the mansion's puzzle of turning them off.

I tried trap doors, but if you're riding up on a platform, you will go right through the trap door, unlike down. If Vern could do something about that, (I really don't see why it shouldn't) I could.

Vern, if you do that, make sure there is a 1 block space away from the trap door where it stops, (or close) so it gives room for the player to jump off.

Really though, I don't see any reason why now, since I've slowed the platforms by a bit, the player (if they're paying attention, which 75% do) will realize they must jump off or they shall meet a shocking fate. :Smile
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#47
49777079671E0 wrote: I agree with Vern here, however, the zapper beam in normal is going to stay -- actually I have no choice, I thought about it for a good 30 minutes and couldn't find any way to replace it, without messing up the mansion's puzzle of turning them off.

I tried trap doors, but if you're riding up on a platform, you will go right through the trap door, unlike down. If Vern could do something about that, (I really don't see why it shouldn't) I could.

Vern, if you do that, make sure there is a 1 block space away from the trap door where it stops, (or close) so it gives room for the player to jump off.

Really though, I don't see any reason why now, since I've slowed the platforms by a bit, the player (if they're paying attention, which 75% do) will realize they must jump off or they shall meet a shocking fate.   :Smile

Hi Anthony,
In Vern's post with my quote, there is no room #.  But, if it is the room I am thinking about, then you already did do something about it and it is fine. 
Vern by his own admission is posting rather late & probably does not realize that you did slow something down.  Again, if it is the room I am thinking about.  So not to worry by either of you.   Smile
In the future, I will stick to J.S. or layering problems when beta testing....rather than posting comments about creatures or zappers, and leave that to those that are more expert in these matters.   Smile
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#48
I think you should post about anything at all, Missy. I may not always agree with every suggestion, but I want to hear them. Beta testing is about much more than jack-stucks, so all feedback is valuable. For instance, when you were very bored with a lower section of Blackheart Keep, I made some changes (will be in beta 3) that will hopefully help with that a little bit. That's good stuff to know about.
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#49
Wingy,
first of all I have to say, that of all the NORMAL mansions (all in fact) I have played so far, Mt. Peril is probably my favourite one.....'cause it contains all those elevators and shafts etc. I like so much.

BUT:
I can't help but have the feeling that this mansion has never been played THROUGH properly by you or anyone else before being released.... cause there are several JS and other strange things which to me makes it seem impossible that this mansion can be finished properly.

Just two examples:
Room 15301 - the JS (which has been reported before, earlier, by someone below) when you arrive left of the gray door which can't get opened and you're absolutely stuck  (with not even suicide as an option).
(However, as far as I know, you've fixed this one in the meantime, but I haven't downloaded your update yet.)
plus:
Room 16500 (and below):
There seems to be no way to be getting to the leftmost area w/ the lever and the yellow key. Apparently Jack is supposed to arrive there by platform from the room(s) below - but there's no such thing anywhere to be found.
And the grey door can only be opened from the left side.
What's the deal here ?

These were just 2 examples, there's at least one or two other spot(s) where I was stuck..... as others have reported too.

It's a bit of a shame, as this is really a brilliant mansion !
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#50
Most of the credit goes to Tobin here, Aquamat. Also, the name's Anthony now. Tongue I have outgrown Wingy. Wink

I only designed the topmost section and the section near the winning area. I am going to be designing easy and hard mode of this mansion, hopefully in time for beta 4.

Yep, both of your rooms you reported I have fixed and will be included in the next update. To get the yellow key you must ride the elevator up from far below at the end of the wooden scaffolding section. I blocked it off by accident when I was trying to make things less hard and more normal.
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