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Commented on Weathered BattleGrounds Dungeon (3 Star) creation

Hello!

It makes me so happy to see dungeons being made! Loving the idea and layout, whole dungeon has very Geodian feel to it, good job on the ruins, and wrecks and tentacles :) Wall patterns and pillars are absolutely great!

A few things do need to be adjusted before i would be able to approve it though.

First and foremost - each room must have at least two variations. This rule exists to make sure players get to experience variety within same dungeon > less repetitive gameplay > players able to farm longer without frustration of 'i have done this many times already'. Of course eventually every player knows every dungeon, but its still best to have a tiny element of surprise when they enter it.

You already have plug separation between top, second miniboss and big bad boss room, so what im asking is a second option for each of those sections. Bottom ones could vary with higher/lower floor, or have partially destroyed walls/pillars/ or have more tentacles/ruins, etc etc. Top one could have other elements on it/elements in different places/differently shaped terrain or anything else you d come up with :) Just please make sure that variations are noticeable and work all together, as, any variation of room 1 can work with any variation of room 2 and so on.

Another thing, you are using quite some mob spawners and traps. Usually dungeons only spawn 25 mobs, but geode topside dungeons seem to spawn them all, so with the amount there is now it will be quite overcrowded. Id say may be 1/3rd of mob spawn locations could be safely trimmed down. Same for traps, while you do have enough space between them and dont stuff too many in one 'room' it still feels like there is not a safe spot in a dungeon. Traps placement should be challenging for players, but again, better to make it a bit easier than too hard and frustrating.

Lastly, the ground looks really nice, but if you /floodfill it with Geode Dirt (you can add it to your Metaforge inventory with command > /wadd placeable/block/natural/geodehubdirt.binfab ). That would create natural shading on the cave walls and make the dungeon fit nicely in the surrounding biome. Left image as it is now, right image with natural blocks.

Oh almost forgot, you also need a Fake Air roof above your dungeon, to make sure it doesnt get covered by the terrain. You could add a layer above parts you want always exposed to air in voxel editor and then /floodfill that with Placeholder blocks (in /mf inventory by default), or you could create a separate blueprint for roof and plug it in with sockets like any other room :)

Quick example, white is to become a roof:

Going to set status of your dungeon back to Active for now so you could work on it a bit more, but hoping to see it back on review! Seriously good job and nice design, would be great to have it finished and in game :)