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