I think the difficulty of knowing whether a map is a trap needing to solve a puzzle to escape must be judged in the context of adjacent maps. If this map is one of a series of puzzle maps then it sounds like a reasonable puzzle. If it is more of a standalone map and the player has no reason to expect a puzzle then the map should have a very clear statement that it is a puzzler. Something like a note saying "For all that also end up trapped here: This puzzle is not that hard, but I, Tekwla the Generous, will provide the secret for you. Go to the exit and say " - bottom of the note torn off. I know that isn't very clever, but since players can get accidently trapped in a room with no escape other than word of recall then it needs to be exceptionally clear when the room is a puzzle needing to be solved. > >> Unfortunately it often happens that the mapmaker has left no obvious clues, so the >> player will have to ask someone or look at the mapfile. That problem should always >> be considered thoroughly when making and accepting new maps, however most of the >> old maps are not all so good in that sense... > > in this case the map does say "What is my name?" when you are atop > a tombstone. viewing the tombstone gives an excellent clue as to > what should be said. along the edge of the room are any number of > spots where the live/die remarks show up. since the entire room > has disabled magic it also gives a clue that there must be some > way out (else word of recall wouldn't have been disabled). > > question of artistic taste: would this seem sufficient? > > > aside: if the map maker code won't compile just find the map > file and grep -i 'match' to get the magic words. or isn't this > doable in the original situation? > > -- > Steven Lembark 2930 W. Palmer St. > Chicago, IL 60647 > lembark at wrkhors.com 800-762-1582 > _______________________________________________ > crossfire-list mailing list > crossfire-list at lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-list