• NerfHack - level-teleport trap on Sokoban - deliberate design?

    From Janis Papanagnou@21:1/5 to All on Tue Jan 14 08:54:00 2025
    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

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  • From Janis Papanagnou@21:1/5 to Benjamin Heiligenbrunner on Wed Jan 15 09:21:24 2025
    On 15.01.2025 08:46, Benjamin Heiligenbrunner wrote:
    14.01.25 08:54 — 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…

    Well, if it would be well designed you could probably add some
    interesting Sokoban game-play variants. But...

    As level-teleport traps vanish after they've been triggered you
    could only use them once. A deliberate use (and just once) would
    only be possible if you found that trap without having trigged it.

    If these conditions are met it's still random and might make any
    potential gain just a gamble since it may also (as I wrote in my
    OP) be the other way round, that an easy Sokoban (starting) level
    will get spoiled by an unfortunate teleport target place.

    It's unclear (to me) whether these traps in NerfHack would also
    make it possible to directly reach the Sokoban prize/zoo-level.

    In any way, with the special character of Sokoban I'd either not
    generate level-teleports in the first place or place the character
    on the entry stairs of the (first) puzzle-level.

    IMO NerfHack's Sokoban entry-level design, deliberately chosen or
    not, isn't good; more often than not you've just no means to cross
    the rivers. A level-teleport trap on the right side of Sokoban's
    entry level could fix that *if* you'd be guaranteed to land on the
    stairs of the first puzzle level; you could then use the scrolls
    of earth to pass the rivers on your way back.

    Janis

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