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Commented on Egypt Themed Dungeon Dungeon (1 Star) creation

Hello again!

Changes looking good, very nice improvements! Some more adjustments are needed though >_<

You are doing great, but we had couple of cases when dungeon were approved, because they were working correctly, but Devs sent it back to Active instead of Accepting because they were not visually appealing enough. Now i have to push a bit harder so they get more refined designs.

Quick feedback blueprint by blueprint:

Entrances

  • entrance_pyramide - looking much better! Both on the inside and outside. Very nice shading on the inside walls, but because of it floor looks relatively plain. Some floor pattern and may be some floor decorations could make it shine. Entrance is still only 2 blocks tall though, a bit hard to walk through and dont feel like you are hitting your head on the ceiling. If you lower floor level by 1 it would make entrance 3-voxels tall and much easier to pass through. Also the Red plug would be located on top of the floor, and wont create a weird hole.

  • entrance_sphynx - this one concerns me the most at the moment. I do understand you were going for Trovian squared-up sphinx, but it doesnt read as Sphinx all too well. From the font its somewhat easier to tell but from sides or back its much harder to identify. may be it would be worth it to move away from square face and body and try other options? Googling stuff like 'sphinx pixel art' or even 'minecraft build sphinx' could provide with inspirational references. Not saying you d need to copy any of those in any case, but seeing how other people approached same task could help.
  • The mouth entrance is same 2 voxels tall only, it needs to be at least 3. Same thing with the floor and Red Plug applies to Sphinx = if it was 1 lower a red plug wont be placed in a hole.
  • Both entrances could use something around them on the outside to make the land less plain, be that natural decorations or voxel cacti or dead trees or bricks and stones. Plus that natural dirt/grass instead of plain orange.

Gameplay rooms:

  • you did great on variations! This is exactly how its meant to work, offering different experience in different rooms :)
  • gameplay_npc - is almost perfect. Walls could use a bit of shading, or may be just a different shade of same brown for the floor. Plus, that exposed lava on the bottom will flow to the outside of room/dungeon flooding nearby caves and if players fall in those holes they will escape the dungeon together with lava = there must be at least one layer of solid blocks under the lava.

  • gameplay_jnr - would need to be redone. With the way dungeon assembles now, players can walk right under the wall, which makes the layout of room confusing and also lets them skip the room completely without any bombing. Another thing, Trove combat is fast, and we cant expect players to jump from one pile of deco to another. It doesnt have to go, but there need to be some good chinks of solid ground to walk on to provide an alternate route. And if you have that ground, you would also have some place to put mobs :)
  • About the big banners - im not quite sure if we are allowed to have them as decorations in dungeons. They sure are beautiful though and i asked Devs if its ok to have them, but till they respond id assume we cant, just in case.

Boss rooms:

  • bossrom_sarcophage - looks great! Blue portal would need to be replaced with Purple portal (GM_Quest_Teleporter). Purple is used to spawn an exit portal next to Boss, and Blue is used to spawn a portal on the Outside, they are connected to eachother. Warning! this room has 2 plugs, be sure to remove one. 

  • bossroom_pillar - same thing with portals, boss room needs to have a Purple one. Plus it still looks rather plain, some shading on the walls/floor and/or tiny bit of decorations could improve the impression.

Dungeons is getting better and better, hoping to see it finished!