tacosalad wrote:A crazy successor to Potion Puzzles
Nice, unexpected surprise.
I'll definitely check out the mod today.
Re: Potions of Delusion
Posted: January 13th, 2013, 11:40 am
by yaqxsw
Level 3 is strange, i cant get LP, or this is a jocke?
Re: Potions of Delusion
Posted: January 13th, 2013, 11:49 am
by Norbert
yaqxsw wrote:Level 3 is strange, i cant get LP, or this is a jocke?
Level 3 is possible, you'll need to use one of the special events.
So far, I've finished the first six levels (1-6); will do the rest later today.
Re: Potions of Delusion
Posted: January 13th, 2013, 1:43 pm
by Khushal64n6
I can't Able to play and record this mod because Potions of Delusion is not included in pop1tp_v206_full
Need help please Starwind Bring New Pop1tp 2013 Please
Re: Potions of Delusion
Posted: January 13th, 2013, 3:18 pm
by Norbert
I've added Potions of Delusion to popot.org here (spoiler warning!).
I liked this mod, I've just finished it. Knowledge of special events and tricks is required to get all the life potions.
tacosalad, I had noticed the strange behavior of some special blue potions before but never understood what was causing it... because of your mod I now do.
Most players will have a hard time obtaining all the potions, but the whole thing sure is entertaining.
Re: Potions of Delusion
Posted: January 14th, 2013, 7:11 am
by tacosalad
Level 9 has a design flaw!
My apologies, but this is a good educational opportunity for mod designers.
I tested thoroughly to make sure there weren't any shortcuts, but I totally forgot about player psychology. It doesn't have any shortcuts, but experienced players will solve part of it without realizing it...and that spoiled the puzzle.
One critical step to solving the puzzle was to force the first guard off the left edge of the platform so he breaks that drop-switch. Advanced players would instinctively kill the guard that way because it saves time so they were solving part of the puzzle without knowing it. Oops.
This issue could have been avoided by re-designing level 9 as shown here...
Level 9 needs this change so advance players don't "accidentally" solve one part of the puzzle.
I am so sorry. Level 9 should have been the best puzzle of the bunch, although not the hardest. But I ruined it! I focused too narrowly on the problem of "shortcuts", and totally overlooked the obvious issue.
I updated LEVELS.DAT as shown and uploaded it to http://home.earthlink.net/~tacosalad/pr ... lusion.zip. For the sake of discussion, please please download this revised version just to understand how this puzzle should have behaved.
Please accept my apologies. And learn a lesson from my mistake!
Re: Potions of Delusion
Posted: January 14th, 2013, 8:04 pm
by yaqxsw
tacosland, I can repeat this run. It is simple to tire out the guard below, to go down and get over on other side (right)
Re: Potions of Delusion
Posted: January 14th, 2013, 8:37 pm
by tacosalad
yaqxsw wrote:tacosland, I can repeat this run. It is simple to tire out the guard below, to go down and get over on other side (right)
You are correct. It is simple enough.
But the puzzle would have worked better if it was easy to bypass the first guard without killing him. If the first guard did not fall on the drop-switch, then the blue potion would cause another gate to close after a delay, like this...
Re: Potions of Delusion
Posted: January 19th, 2013, 1:43 pm
by David
I finished the mod, but I couldn't get the potions on level 7 and level 11.
I liked the new tricks on level 5, 9, 10, 14.
I remember seeing the level 3 trick in Repetition of Time.
tacosalad wrote:(No modifications to prince.exe were necessary.)
That's not fully true, you enabled all tiles on all levels.
tacosalad wrote:Bare LEVELS.DAT for use with your favorite PoP setup
Some levels will not display correctly with the default prince.exe, namely:
Level 3: big pillars
Level 4: big pillars again
Level 5: mirror
Level 6: big pillars
Level 7: big pillars again
Level 8: big pillars again
Level 9: skeleton
Level 11: big pillars and balconies
Level 13: spikes
Level 14: big pillars, spikes, chompers
Re: Potions of Delusion
Posted: January 19th, 2013, 3:33 pm
by yaqxsw
I finished the mod, but I couldn't get the potions on level 7 and level 11.
Interesting) I'll try it. Happy New Year to everybody)
Re: Potions of Delusion
Posted: January 19th, 2013, 8:39 pm
by tacosalad
David wrote:
tacosalad wrote:(No modifications to prince.exe were necessary.)
That's not fully true, you enabled all tiles on all levels.
I didn't realize that--it's an important correction! I had simply zipped up the prince.exe that came with the Apoplexy test environment, and I didn't realize it had already been modified to support all tiles. (I didn't make any modifications myself.)
I'm particularly attached to the use of the mirror on level 5 for the special effect of shadow stepping out of the mirror. That was accomplished without modifying shadow's auto-play movements, just rearranging tiles so the auto-play would cause a 'step' instead of a 'run', a 'drink' in a different location, and escape 'run' in a different direction. (Shadow's about-face is skipped because he drinks the potion slightly late in the programmed sequence.)