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case-by-case concerns with runed door use

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Sep 3rd, 2012
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  1. hangedman's hang-ups with glasnost's runed door placement.
  2. a lot of this is just cases of secret doors replacement that doesn't need
  3. runed door placement compared to just putting plain doors. dual purposes
  4. of "look here!" and "block movement" for a vault-only feature
  5. makes me wary of spamming it, and a lot of times it unnecessarily weakens
  6. the vault; post-secret-doors the uses will seem mostly arbitrary, and it should
  7. universally indicate mostly danger or blocking rather then, say, loot guarding.
  8. if there are concerns about getting people to learn how runed doors work,
  9. certain dangerous vaults could have more highlights.
  10. note that this is solely a review of runed doors, and some vaults may need
  11. further attention.
  12.  
  13. ? entries indicate rather unsure cases which should have future attention.
  14. ! entries indicate broken vaults.
  15.  
  16. ! not_door_vault_hangedman: completely broken now. will personally fix.
  17. * hangedman_abyss_rune_macabre_mess: put the first door as runed.
  18. ? evilmike_abyss_exit_5: only a single door needs to be runed.
  19. it seems like an excessive hallway, though it may be fine with abyss.
  20. * evilmike_haunted_forest: runed door blocks the mummies from coming out,
  21. which is part of the danger of that section of the vault. plain door.
  22. * due_elkab: locking mummies or vampires in their closets, really?
  23. plain doors.
  24. * dis_mu: unnecessary very specific loot closet enclosure, plain doors
  25. * tar_old: unnecessary loot closet enclosure you see after seeing eresh.
  26. plain doors.
  27. ! tar_mu: broken without compensation. needs rebuilding, though this is known.
  28. * eresh_room_2, eresh_room_3, eresh_room_4:
  29. you find them in an area with the hell lord.
  30. nothing's lost for the tiny chance a monster spawn opens the door,
  31. and it's fine to be mean in tar:7.
  32. * due_jungle_book: vault already uses plants to suggest not auto-exploring
  33. ? evil_forest: the corner of the wizard's room doesn't need the runed door...
  34. not very sure about what to replace with it
  35. * evilmike_gloorx_vloq_box: room is already full of patrolling demonic crawlers,
  36. doesn't need to highlight an area at the end of the vault where the & is.
  37. plain doors.
  38. * rand_demon_4, rand_demon_9: chain of runed door closets is just annoying,
  39. minimizes any vault danger, is in bloody pan. plain doors.
  40. * evilmike_mini_pan_murderfest: doesn't need ominious statue *and*
  41. weird runed door structure, the runed door gate is enough.
  42. ? slime_altar_2: glass, runed door, high tier jellies; no need to have warnings.
  43. do jellies eat runed doors?
  44. ? evilmike_zot_entry_castle: SUBST: s = ccc= doesn't make sense with runed doors.
  45. Possibly plain doors, possibly still wall; definitely doesn't need a random block.
  46. ? shiori_entry_elements: warnings with runed doors when glass shows the gas?
  47. still might be a concern for avoiding accidental D:1 cloud deaths.
  48. ? dpeg_entry_caged_fury: randomized runed door or warning door?
  49. should be one or the other, because the odds of the opening are already low.
  50. (not fond of the vault design in general, though)
  51. * ossuary_tomb_2: replacing secret doors at the end of trap-filled rooms
  52. in a chain of rooms with zombies? should just be plain doors,
  53. portal vault maps inherently suggest caution
  54. * ossuary_minmay_scorpions: minimizes threat by locking away mummies and loot
  55. that you can already see with glass. plain doors.
  56. * ossuary_due_mausoleum: glass already shows the guardian mummy. plain door.
  57. ? ossuary_due_cavern: guardian mummies are locked away entirely.
  58. arguably the glass warning before could be enough to use plain doors,
  59. but the vault's noise tricks and spoilers are awkward in general.
  60. not sure what to do.
  61. The lua message runed door's fine, and it should use transparent stone,
  62. not transparent permarock.
  63. * vts_original: warning of loot placement and autoexplore in a volcano?
  64. plain doors.
  65. ? due_megacathedral: not sure about making all of the rooms with ghosts locked
  66. and it looks and feels very arbitrary in the vault before you realize such.
  67. * lemuel_troll_bridge: add loot for there to be a reason to open the doors.
  68. * lemuel_ice_spiral_2: vault already warns with glass and statues,
  69. runed door is left randomized. remove.
  70. ! hangedman_arrow_trap: going to convery this to an enclosed bubble vault.
  71. * impenetrable_vault: stopping exploration in a bubble? warning in a bubble?
  72. reasonable assumptions of paranoia at depth and appearance suggests
  73. just using plain doors.
  74. * fort_yaktaur: selective blocked doors for the loot once more! should be plain.
  75. ? evilmike_iron_armoury: non-secret backdoor to the vault looks quite off,
  76. though I'm not sure if such a door is necessary at all or not.
  77. ? spider_temple_joshua: probably doesn't need as many runed doors
  78. in the tunnels to hide away the spiders, though I'm not sure which to trim.
  79. * lemuel_castle_interior_carwin_3: carefully locking away one particular
  80. item out of all of them? should just have a plain door.
  81. * minmay_crystal_box: runed door right into a harmless look into the vault?
  82. should just use plain doors.
  83. * minivault_13: a very obvious designed structure.
  84. probably doesn't need the entire vault containing nothing but runed doors,
  85. and only needs the entry door to be runed for functional warning purposes.
  86.  
  87.  
  88. ? not happy about making door vaults never open up with noise.
  89. would personally have a few "pillars" of runed doors to warn,
  90. rather then make it mostly a trap, and doesn't the whole structure
  91. already have a specialized auto-explore stop?
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