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Commented on Geodian Flower Dungeon (3 Star) creation

Hello there o/

What a beautiful dungeon, wow! I am truly surprised how low is the elements count on it, good job :)

Everything seems to be working quite alright, only thing that i cant find is a blue portal (GM Quest Teleporter Outside), you have the purple one by the big boss, so a blue one needs to exist too.

You absolutely nailed the visual and path variety between the quest objectives, seriously well done here.

There are a few things that could be adjusted to make this dungeon really awesome, i ll cover them blueprint per blueprint:

GeodianFlower_Base

The quest objective rooms on higher layer are pretty great, but getting to the ones on the bottom is a bit tricky. The one-block holes are not going to work well, it is very hard to get in them from either side. I keep getting suck even if i try my best to aim properly and that is without lag or time pressure.

Please make sure that all the passages are at least 2x2 (3x3 is better). That said, having multiple 2x2 holes on the floor of fighting area is far from ideal. 

Currently all the mini quest objective rooms on given layer look the same and it is very hard to tell how many of them have i checked/completed. I would suggest adding just a bit of variety to them. May be each of 4 pillars could have a different way to get from the 'updraft landing' to 'quest objective' platforms and/or there were different sets of traps used on every pillar and/or there was fencing on some platforms etc.

I understand if such differences were too extreme the overall appearance of the dungeon would be less symmetrical, but im sure there is something that can be done to ensure that dungeon not only looks great but plays great too.

Image just as an example of something easy that can be done instead of 1-block holes.

GeodianFlower_TopAddon2
GeodianFlower_TopAddon3

Im having trouble finding difference between these two, is it only in the color pattern?

We had a couple of cases where dungeons with a lot of glass had to be removed from the game as they can cause quite some loading troubles. To avoid this happening i would suggest simplifying shapes of these domes and turning them into arched dome structured instead of just plain glass. Luckily these are separate blueprints :)

Also, it feels somewhat weird to have a path to boss blocked, so it might be another reason to have arches (with some glass) instead of plain glass.

Im sure you can google just as fine, but just a couple examples of what i mean:

GeodianFlower_BottomPath1
GeodianFlower_BottomPath2
GeodianFlower_JumpPath1
GeodianFlower_JumpPath2
GeodianFlower_MiddlePath1
GeodianFlower_MiddlePath2

These 6 are pretty good, but i believe some mob spawns here and there on them would make a dungeon appear more alive.

Optionally, it might be nice to have some more directional jump pads or side drafts on these to reduce travel times between the corners of the dungeon.

Also! One of them seem to be out of alignment just a tiny bit, im not quite sure which one it is, sorry, but moving the plug on it a block or two should likely fix this.

GeodianFlower_TopFlower1

This one has a bit too many traps, i wouldnt suggest using more than 10 active traps, and it could be good to reduce the amount of spikes too, atm it is pretty hard to avoid them.

GeodianFlower_TopFlower2
GeodianFlower_TopFlower3
GeodianFlower_TopAddon1

^ these and all the other supports/connections are great as is

 

To sum up this wall'o'text - you did such a great job on this dungeon! I would have never guessed it is your second one ever if you havnt told me so :D You planned it perfectly too, so any possible changes should be easy to achieve without having to redo much work. 

Im going to change the status on it to Active for now but im looking forward to seeing it again on Review :)