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DM level differences (level 6 , v0.08sav)

Posted: Wed Apr 18, 2001 4:54 pm
by beowuuf
type: differences to DM
properties: sound and effects
priority: low

Pads - the pad in the 'cowards' room was a small round pad, the pads at the crossbow room were tiny round pads

Hidden square - as stated in another post, the hidden square in the 'cowards' room has a problem. Pressing the switch flicks the wall open then instantly closes it again, so you have to jump into the wall to escape. In DM, this square never sealed unless the floor pad was stood on, or if you activated it before the skeletons had moved off.

Vorpal/green gen room - the green gem inside still doesn't open the door (maybe it toggles it once). So you trap yourself inside using it.

Sound - the switch beside the false wall containing the blue box does not click

dead by dawn, dead by dawn

Posted: Thu Apr 19, 2001 6:10 pm
by Big-J-Q
I wish I had read this a few hours ago... Now I just have to wait for death. I'll die of starvation...eventually.

The green button in the vorpal blade-room really doesn't work like it should.

Re: DM level differences (level 6 , v0.08sav)

Posted: Sat Apr 21, 2001 9:53 am
by George Gilbert
Fixed for V0.09

The green button in the 2nd vorpal blade room

Posted: Fri Apr 27, 2001 11:03 am
by Big-J-Q
Did you mean this? I say it still doesn't work, I was playing with newest 0.09-dungeons, and it's still possible to get trapped there because of the unworking button. However, I discovered that you can break the door with a decent fireball!