Discussion:
NerfHack - level-teleport trap on Sokoban - deliberate design?
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Janis Papanagnou
2025-01-14 07:54:00 UTC
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I wonder whether in NerfHack it was a deliberate dungeon creation
design to place a level-teleport trap on the Sokoban entry level
(the open icy area with the rivers). I deliberately tried it out
to see whether it's ineffective (what I assumed) or where it will
put the character. - I happened to land on the first puzzle level,
but not at the stairs, rather somewhere in the middle. That, of
course, had effects on how (or whether, in the first place) you
can solve the puzzle without penalty.

Janis
Benjamin Heiligenbrunner
2025-01-15 07:46:40 UTC
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Post by Janis Papanagnou
I wonder whether in NerfHack it was a deliberate dungeon creation
design to place a level-teleport trap on the Sokoban entry level
(the open icy area with the rivers). I deliberately tried it out
to see whether it's ineffective (what I assumed) or where it will
put the character. - I happened to land on the first puzzle level,
but not at the stairs, rather somewhere in the middle. That, of
course, had effects on how (or whether, in the first place) you
can solve the puzzle without penalty.
Assuming that you can also enter the first puzzle by the stairs (I don't
know that variant), it should rather be helpful — if you've moved a
stone into a bad position, you might be able to do something about it by
teleporting into another location of that map. Just a thought…

Benjamin
--
Seek freedom and become captive of your desires.
Seek discipline and find your liberty.
-- Frank Herbert, Dune Chronicles
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