Hmm. No need to make it any harder Paul... Since I already once played through the dungeon from the very start searching all the corners and levels I improved my party the second time wanting to check only if the dungeon worked smoothly - so I did certainly not have the same challenge as Des this time. Also, since I already knew most of the tricks and traps (except some changes) it was a lot easier to make up my tactics and adjust up front.
Ok. Here are the remarks - stripped of as much hints as possible, if you want more details I'll email you.
So: ****SPOILER WARNING***
Random observations, some of them already posted before in my review at the encyclopedia and now reviewd/checked, some new. Since they are mainly for PaulH, the intention was to be cryptic sometimes.
*****
Checking for errors, double-checking errors from V1.0:
Playing Gothmog ?
OK
Pressure pad on 1 (11,23) - door does not.
Intended, OK
Door at 1(21,18) only opens when you are either (I don't know which) craftsman wizard or are able to launch an On fireball (strength 3).
Food all right this time, door still hard but possible after training. OK
Scroll in the "Reading room".
OK (Found out this time
)
Door at 08(17/35) has an iron plate at the lower part that should not be there - graphical glitch ? -
STILL THERE
Blocking false wall on 07(51,32) has no trigger to ever open as far as I could see.
OK (Trick wall now)
If you start (as I did) with the green tower first, you have no vorpal blade [...]
OK - you can get one before now.
In the teleporter room as far as I can see, I cannot reach 4(13,15) or 4(14,15), therefore my way is blocked [...]
OK
At 4(33,14) and 4(32,10) there are fountains that do not show on the maps in CSBuild. Either these are random wall decorations or I don't understand why they appear there.
Still there, probably random decoration. OK
The pressure pad at 3(19,12) should probably open the door at 3(18,14). If not, this is a death trap.
My mistake, did not think simple enough. OK
"Zero Displacement"
Mended - OK.
Teleporter at 3(13,25)
Hint still hard but enough. OK.
Pit at 3(19,09)
Very hard but now has a vital hint. OK.
The scroll at 3(07,23)
Between the first row and the others there is an empty line in the scroll - on purpose? Solved it this time. No idea what the result should help me or if it's just another tip on the hat. Oh well. OK.
Shortcut back after concluding the three towers
Thanks for that one - OK.
The start of the final part having to step on the pressure plate at 10(10,25)... very hard.
Still very hard, but doable. OK
Berzerker/dragon fang room around 10(34,18) a little too tough.
Same as above - OK.
Shortcut at the end of the corridor of fire.
Shortcut is nice and since there's a fountain now at the beginning of level 11, not even necessary. Maybe you should demand specific items for the two eyes at the very end of level 10 - nearly too easy at that stage. OK.
"Zo Ful Ra" text in level 11.
Now changed - OK.
Master key at 11(37,46)
Not even necessary any more now, but nice for food hunting. OK.
Very last pit at 2(22,15) at "Time is of the essence"
It opens with only 1/6 second delay- to short to ever get through. Make it 13 like all the others and it should be fine.
"Cast your influence cast your might" riddle
!!!Unfortunately the door at 8(33,16) is resistant to Ful Ir and therefore produces a dead end.!!!
General Comments:
Dungeon is much more straightforward now, you got rid of confusing areas and problems with advancing pretty well.
Graphical changes were fun - since I know how my own painting attempts work compliments on your achievements, especially the rives, mummies and hellhounds look very nice, screamers were great fun when seeing them first. Zytax' remind me of H.P.Lovecraft's Nightsgaunts... good stuff. Golems feet are pretty small from my angle, dragon did not impress me too much ;o) Munchers... interesting.
Experience point levels too small for me. Dungeon is pretty hard at some points and taking 6 as the highest makes it very tough in nearly all sections. Maybe hide an extra level with a training area or some "fighting round course" that has no target except gaining some levels by making the XP multiplier 10 or more. You can put it somewhere not easily found and see it as a bonus area for those players searching meticulously.
Potential dungeon and/or CSBwin/CSBuild problems:
When checking the game near the end I got "Not implemented" messages with CSBuild that had not been there before - there seemed to be no timer problems, however I received two interesting active timer messages saying "70 adjust light by -8". No idea what they mean. I also found, that some objects (clone type 24 and 48) abviously get created during the game (had not been there when I initially checked the dungeon), same goes for some orphaned texts, food, monsters, weapons and potions - all of which CSBuild discovered when I checked my save game.
Probably something for Paul Stevens.
Regards, PitD