Faerie Flower Floors
[Dungeon (1 Star)] [Fae Forest]
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Hello!
This is my first dungeon creation ever and I hope you like it!
However, I have a few things to say about it.
1. The decoration is NOT included yet since I'm gonna wait to get some feefdback so I can add the decorations later on, and change the dungeon so that all the feedback is included and "dealt" with. :)
2. Im not sure if the portals are working, I put portals in the following parts of the dungeon:
"Fae Forest Dungeon Portaal Naar De Baas.blueprint" and
"Fae Forest Dungeon eerste test.blueprint"
3. Sorry if my English is not really 'onto point' ;)
Im aware that this is my first dungeon, so there will be a few things I need to change, or maybe a lot. You can always give me feedback so I can keep things in mind, and increase my skills in making dungeons!
Kind regards!
Thibochoco :)
Faerie Flower Floors status has been set to Active
Ylva 5 years ago
Faerie Flower Floors status has been set to Needs Review
Thibochoco 5 years ago
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Hello!
Oh my, for a first dungeon ever this is a very solid and good looking design! Very well done on gameplay room variations too :) This is seriously a good start, but some more work needs to be done before i could approve it.
Quick feedback room by room:
Fae Forest Dungeon eerste test - looks good, but needs a variation. Also, for 1* dungeons you need to use GM Quest, not the chest with a crown, those are for 3* dungeons. About portals, to connect bottom room to top you need to be using
Minigame Teleporter (red), in game those have purple VFX and are always present in a dungeon.
GM Quest Teleporter and
GM Quest Teleporter Outside only spawn after the boss has been defeated and used to help players get out of the dungeon. [GM Quest Teleporter] must be placed in boss room, and the outside version is placed on the Outside of the dungeon, usually near the entrance or/and on top of the dungeon.
Fae Forest Dungeon Portaal Naar De Baas - same thing, looks good but needs a variation and Minigame Teleporter instead of
GM Quest Teleporter.
Fae Forest Dungeon Tweede Laag A - its best to avoid maze/labyrinth sort of layouts, those can be frustrating for players. Also, a two-wide corridors are very tight, if few monsters or an elite monster spawns there it will be very uncomfortable to fight them. Gong for a width of 3 voxels and shorter/simpler layout would be best :)
Fae Forest Dungeon Tweede Laag B - looking good! May be some traps or color variations for walls would spice it up a bit, but not mandatory.
Fae Forest Dungeon Tweede Laag C - good layout but needs much much much less spikes. Left side is how it is, right side is how it could work.
Overall - some decorations/natural decorations like fae grass or flowers could make the dungeon much more alive. Nothing too extreme though. There s such thing as voxel count, if it gets too high it takes longer for game to load the dungeon. Decorations and Traps have a lot of effect on that. You can keep an eye on it with /debugtext chat command in Metaforge. Green is good, orange is ok, and red voxel count is too high.
Going to set it to Active for now, but with just a bit more work this could be a very nice dungeon! Hoping to see it on review again :)