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Commented on Corrupted world devourer Dungeon (1 Star) creation

Hello!

Sorry for the delay.

Thats a very curious dungeon backstory, good design too :D There are no serious mistakes, things are working nicely, very well done! However few moments would need to be tweaked a bit before i could approve it.

Entrances:

  • Both entrances could use some decorations and/or some natural decorations like grass or tiny stones, or skulls. Links to biome-specific ones can be found on biome page, Cursed Vale for example. https://trovesaurus.com/biome=8/cursed-vale/modinfo
  • Placement of monster spawns should be more equally spread through the dungeon/in a room.
  • Both entrances have 2x2 drop-down holes, it is very unpleasant to try and fall in those since you can just run over them while mounted. It would use because you can easily run over them while mounted. Those need to be just tiny bit wider.
  • It would be good to use natural blocks for the ground on both entrances. Use /wadd placeable/block/natural/undeadgrass.binfab chat command to get a stack of purple natural Cursed grass blocks. You can /floodfill your ground with them to get nice texture, it will also perfectly fit with the grass in actual biome when dungeon spawns in. Left is screenshot of current blueprint, right one is screenshot with that natural grass

  • On Entrance1.blueprint you have some energy streams (?) or tentacles coming out of the ground, they could be much more convincing and attractive if they had some more volume to them, not just 1-block ganda trail sort. It could also work making those glass or glowing, or glowing glass :) Try some material maps, they work exactly same way on dungeons as they work on styles.
  • Entrance2 could use a bit more brushed up climb-up. Jump-pads disconnected from the walls feel rather out of place, but something like this should work both aesthetically and functionally:

Cursedmain has very narrow corridors. With more than one player at a time it would be very crowded in there, and what if at least one of those spawns as bigger elite mob?

There should be enough space to at least make those corridors wider. Id love an additional voxel or two of ceiling height too but it could be troublesome to achieve that without changing height of all other rooms :<

Gameplay rooms:

  • good design, great example of variations!
  • Gameplay2.blueprint is almost perfect. Would be good to remove 2-3 monster spawns, else you r risking to have a whole dungeon population to spawn in this one room :P Plus a safe passage through spikes is needed. Nothing too extreme, just a missing link in chain of them here and there (applies to all continuous spikes)
  • Gameplayjnr.blueprint on the other hand could use at least 2-3 possible monster spawns. Some more ground to stand on would also be nice. From the visual side - unicolor grey walls look rather plain.

Boss rooms:

  • Boss1.blueprint looking good! May be some more of those neat dark columns could spice up the impression? Also it would be best to move portals a bit away from the walls, 1 vox away should make it safe from all possible 'spawn in a wall' accidents, same applies to other boss room.
  • Dungeon2.blueprint has a very refreshing green environment, great job on walls. However it could be good to have more than 1 shade of grey on the floor too (i might be wrong, but main area does look unicolor). Another thing, for Gunslingers a fight in that room would pose a real challenge. Any way to make it a bit more friendly for them?

It might seem like a very long text, but in reality changes shouldnt take too long at all. You already created a very impressive dungeon, with just a bit more effort it could be pure awesome!

Hoping to see it on review again :)