Post by Dashe on Sept 22, 2006 23:44:51 GMT -5
Personally, if I'm gonna be an evil dictator, I think I should be able to design my own fortress...you guys did a decent job, but I'd like to be on top of what's going on in there...plus, I know where the traps are. So there.
First of all, here's a link to the floor plan for the first level. It's crap, I know, but I don't know how to work photoshop properly yet.
Well, it's pretty self-explanatory. Basically, I've got you all forced into entering this passageway that I've labeled "THE MAIN ENTRANCE." This is the only means of entering the hub of the fortress and finding and deactivating those six...thingies...that need to be destroyed. Personally, I'd like to know what destroying them will do. Again, I like to know how my place works instead of just using it as lodging and cherry coke storage. It's a small corridor with a very conspicuous motion detector embedded into the wall. Anybody tries to walk past it, they get zapped with a laser. I decided to be evil and plant a present at the other end of the room as bait to trick you so-called "good guys" into walking into the trap. I leave it to you to figure out how to get through...
When you get through there, you'll enter a huge, foreboding hub room. Think of that big room in the Forest Temple in Ocarina of time. The ceiling reaches up to the fifth (and final) floor of the main wing of the fortress, and it's got this huge, foreboding atmosphere, giving everyone that sinking feeling like something big and scary's gonna pop out of the woodwork and attack them, even though nothing really does. There are several torches scattered around for ambient lighting and that sort of thing, because it's a pretty dark room--hence the creepy atmosphere. This is the kind of place where you'd probably see a huge, old-fashioned looking picture of me, looking very dictator-like and refined. You know the type of picture I'm talking about. Anyway, this room's got two more doors on top of a landing about two and a half feet high, which you climb a very small flight of stairs to reach. The door on the right is basically a dead end, you emerge at the end of a hallway, but three feet to the right of the doorframe is an indestructable grate cutting off your passage to the elevator, which is visible from the door, as you can see on the map. Obviously, you need to find an alternate route and are forced to backtrack to the hub and take the left door.
The door on the left leads to the opposite end of the corridor, which is conveniently well-lit compared with the hub. Immediately in front of you is a door that leads to a bathroom. Inside the medicine cabinet is a key, which is used to open the adjacent library door. If you try to cross the hallway past the library, you'll get killed by arrows flying out of the walls. Yes, it's a very cliched trap, but it works, and the way to pass it is really easy. You need to go into the library and pull a lever or something to make the bookcase on the far right wall swivel around, revealing a secret passage leading to a cherry coke machine, which dispenses cherry coke for a small fee. These cans of cherry coke can be used as weapons or health, your choice. If you follow the passage it will lead to a door (which can only open one way) to an area just beyond the arrow trap, meaning once you go through the door you can't go back until you find an alternate means of exit. The elevator is dead ahead, and leads directly to the second floor (but no higher than that.)
Just don't post your whole first floor adventures in one sitting, okay? Give me time to write up the next couple of levels. Like I said, I like to be on top of things as far as my own fortress is concerned, don't hate me for it. Any questions and concerns would be greatly appreciated, and will probably keep me from being forced into double-posting when it's time to update the map. Heck, you can even use this for grounds of plot discussion since I've seen a lot of rampant godmodding going on. Like, for discussing stuff that maybe one or two people really understands and trying to teach everyone else what's going on, so we're all on the same page with this whole thing. Because quite frankly, I've been reading some of the later militia wars posts many times before they finally started making any sense.
First of all, here's a link to the floor plan for the first level. It's crap, I know, but I don't know how to work photoshop properly yet.
Well, it's pretty self-explanatory. Basically, I've got you all forced into entering this passageway that I've labeled "THE MAIN ENTRANCE." This is the only means of entering the hub of the fortress and finding and deactivating those six...thingies...that need to be destroyed. Personally, I'd like to know what destroying them will do. Again, I like to know how my place works instead of just using it as lodging and cherry coke storage. It's a small corridor with a very conspicuous motion detector embedded into the wall. Anybody tries to walk past it, they get zapped with a laser. I decided to be evil and plant a present at the other end of the room as bait to trick you so-called "good guys" into walking into the trap. I leave it to you to figure out how to get through...
When you get through there, you'll enter a huge, foreboding hub room. Think of that big room in the Forest Temple in Ocarina of time. The ceiling reaches up to the fifth (and final) floor of the main wing of the fortress, and it's got this huge, foreboding atmosphere, giving everyone that sinking feeling like something big and scary's gonna pop out of the woodwork and attack them, even though nothing really does. There are several torches scattered around for ambient lighting and that sort of thing, because it's a pretty dark room--hence the creepy atmosphere. This is the kind of place where you'd probably see a huge, old-fashioned looking picture of me, looking very dictator-like and refined. You know the type of picture I'm talking about. Anyway, this room's got two more doors on top of a landing about two and a half feet high, which you climb a very small flight of stairs to reach. The door on the right is basically a dead end, you emerge at the end of a hallway, but three feet to the right of the doorframe is an indestructable grate cutting off your passage to the elevator, which is visible from the door, as you can see on the map. Obviously, you need to find an alternate route and are forced to backtrack to the hub and take the left door.
The door on the left leads to the opposite end of the corridor, which is conveniently well-lit compared with the hub. Immediately in front of you is a door that leads to a bathroom. Inside the medicine cabinet is a key, which is used to open the adjacent library door. If you try to cross the hallway past the library, you'll get killed by arrows flying out of the walls. Yes, it's a very cliched trap, but it works, and the way to pass it is really easy. You need to go into the library and pull a lever or something to make the bookcase on the far right wall swivel around, revealing a secret passage leading to a cherry coke machine, which dispenses cherry coke for a small fee. These cans of cherry coke can be used as weapons or health, your choice. If you follow the passage it will lead to a door (which can only open one way) to an area just beyond the arrow trap, meaning once you go through the door you can't go back until you find an alternate means of exit. The elevator is dead ahead, and leads directly to the second floor (but no higher than that.)
Just don't post your whole first floor adventures in one sitting, okay? Give me time to write up the next couple of levels. Like I said, I like to be on top of things as far as my own fortress is concerned, don't hate me for it. Any questions and concerns would be greatly appreciated, and will probably keep me from being forced into double-posting when it's time to update the map. Heck, you can even use this for grounds of plot discussion since I've seen a lot of rampant godmodding going on. Like, for discussing stuff that maybe one or two people really understands and trying to teach everyone else what's going on, so we're all on the same page with this whole thing. Because quite frankly, I've been reading some of the later militia wars posts many times before they finally started making any sense.