There has already been the German version for this scenario in blog-style forum thread over here, but it is time to also present this for English speakers and here on the OC forum. Tower of Despair is a sequence of rooms with riddles of increasing difficulty which only the best Clonkers can solve! So try it and test yourself! The latest version is always down below under important links (until L(o/a)rry is live.
Feedback and contributed rooms highly appreciated!
Important links:
Current Tower of Despair download (Version 0.4) (only playable with the latest snapshot).
Here is the repository on GitHub.
Here is the wiki for the tower.
Trello list for bugs and feature requests.
Room template for the editor, needs OCTower.ocs (named exactly like this) in the appdata folder.
Impressions:



Also, not a fan of constantly having to re-roll the room until I get one with as few Pukas as possible. With 3, I managed to reach the code thingy without being killed, 5 or 6 was almost always being instakilled. They tend to warp themselves quickly to the tablet and just camp there (probably because of sky?). No chance of bypassing them.
And the dude at the end doesn't tell if you have to input the animals in descending or ascending order. And no idea what happens if two animal types are equal in numbers (which did happen to me). I was pretty sure my numbers were correct since I could open the 'count all animals' door. But still, I finally decided to cheat and use ObjectCount() but still my code input was incorrect (Mooqs and Chippies were both 5). Then I quit. :(
I'll put one puka to prevent the need to re-roll, if at least one more person complains about being killed so often!

> But then the total number is rather pointless :D
You can still have gaps inbetween numbers, just be sure that all numbers are unique!
Also, with the relaunch rule you can respawn your teammates against their will. And in multiplayer, me (the host) could only control my Clonk in the outside-starting map. Once we entered the tower, only the other 2 took turns, and I could only watch :(
I'll look into the other issues when I have time, to debug network stuff is always a bit hard and I have to set up two laptops.

The part after the gate seems incredibly difficult to me. You need to wall-jump into hangling at the far left. After that, you have to hope that the lavacores don't rotate away from you just after the jump. I got the individual parts when I beam myself to train them, but never everything in one go.
Did you finish it yourself?
I could give the cores in the final section a higher freeze rate to make it easier, would that help?

I think you should split the level into two: The level ends after the gate, and the part with the wall jump and the last two lava cores go into another level.
Alternatively, the level could end after the gate and the last part leads to a joker. Although it would still be a very frustrating joker to get.
At least for the CR tower, the point of having individual rooms is that we can have really hard riddles and tricks. It's not frustrating because you only have to do each trick once. After that, the room is done and the progress is saved.

In case any rooms depends on stuff in lava or indestructible cannons or something.



* Voting a player out needs to have a sound. That was really important in the CR-tower. When you were too slow, you would hear the growling sound. After too many growling sounds you would be out
* The author is not shown in the current room info of the M-menu
* In the room overview on the right, instead of a checkmark, there could just be three columns for symbols: Room done, Joker, Tablet found. If the room has a joker/tablet and you haven't found them, the column would show them as a black silhouette. Otherwise, the column can just be empty. That would make it easier to find the rooms where you can still get e.g. a joker.
* I think we should have some more easy rooms. And you should get some easy jokers early on.
* I found the one-trick-pony rooms more interesting than those that were incredibly long. E.g. the one where you're flooded by acid is pretty neat. The first room with the flintjump over fish and the following riddle could easily be split into two. It's more interesting to play the short rooms in multiplayer.
>* The author is not shown in the current room info of the M-menu
Do you mean in the green panel in the top left? I can add it there but it also does not show the description of the room. Those can be found when selecting a room in the list.
> * I think we should have some more easy rooms. And you should get some easy jokers early on.
Agreed, you can hand in one/two for the tournament and win with a harder one.
> * In the room overview on the right, instead of a checkmark, there could just be three columns for symbols: Room done, Joker, Tablet found. If the room has a joker/tablet and you haven't found them, the column would show them as a black silhouette. Otherwise, the column can just be empty. That would make it easier to find the rooms where you can still get e.g. a joker.
Makes sense, do you mean as overlay on the room symbol (the parchment)? One problem though is rooms skipped by a joker, currently there is either the checkmark or a joker which means that you used a joker to skip that room. Or do you mean besides the room symbol? I also have to be aware of space issues, because the menu does only scale down to reasonable resolutions.
> * I found the one-trick-pony rooms more interesting than those that were incredibly long. E.g. the one where you're flooded by acid is pretty neat. The first room with the flintjump over fish and the following riddle could easily be split into two. It's more interesting to play the short rooms in multiplayer.
How was this in CR? I also thought there were quite a lot of rooms which took longer? But indeed for online play a bit shorter is better. Then also more jokers would solve the issue slightly as you can skip the long rooms.

> Do you mean in the green panel in the top left? I can add it there but it also does not show the description of the room. Those can be found when selecting a room in the list.
I think it would make a lot of sense to be able to re-check the room name, description and author of the current roiom in the M menu. In case you are looking for hints. The question "who made this $#@%$#%@#$ room" is rather common ;-)
> Makes sense, do you mean as overlay on the room symbol (the parchment)? One problem though is rooms skipped by a joker, currently there is either the checkmark or a joker which means that you used a joker to skip that room. Or do you mean besides the room symbol? I also have to be aware of space issues, because the menu does only scale down to reasonable resolutions.
I meant beside the symbol. If space is an issue, the room list could just be its own page with the full screen available? Then it could even show the (primary) author.
> How was this in CR? I also thought there were quite a lot of rooms which took longer? But indeed for online play a bit shorter is better. Then also more jokers would solve the issue slightly as you can skip the long rooms.
CR had all kinds of rooms because of all the player submissions. But the shorter ones tended to be more popular. The long ones were often skipped.
>I meant beside the symbol. If space is an issue, the room list could just be its own page with the full screen available? Then it could even show the (primary) author.
I changed the menu now to have these changes. I am not sure if it is clear enough what all icons mean.
>* The M-menu toggles like "join waitlist" or "vote player removal" are not updating when you press them (you have to close+reopen the menu to see that your state changed
I can't reproduce this in non-Network mode.
>* Voting a player out needs to have a sound. That was really important in the CR-tower. When you were too slow, you would hear the growling sound. After too many growling sounds you would be out
Implemented. Where CR players also allowed to take back their vote? And did you also have a sound for that?
> * The M-menu toggles like "join waitlist" or "vote player removal" are not updating when you press them (you have to close+reopen the menu to see that your state changed
I can't reproduce this, even in a local network game with two players. I need more info.


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