Mysterious Cave
[Dungeon (1 Star)] [Jurassic Jungle]
Creation Files
The individual files uploaded for this creation.
Uploaded Files
#1435 MysteriousCave.dungeon September 25, 2021 Download
#1431 MysteriousCave_Bottom_1.blueprint September 25, 2021 Download
#1436 MysteriousCave_Bottom_2.blueprint September 25, 2021 Download
#1433 MysteriousCave_Bottom_3.blueprint September 25, 2021 Download
#1434 MysteriousCave_Bottom_4.blueprint September 25, 2021 Download
#1437 MysteriousCave_Deco_1.blueprint September 25, 2021 Download
#1438 MysteriousCave_Deco_2.blueprint September 25, 2021 Download
#1430 MysteriousCave_Deco_3.blueprint September 25, 2021 Download
#1432 MysteriousCave_Top_1.blueprint September 25, 2021 Download
#1439 MysteriousCave_Top_2.blueprint September 25, 2021 Download
Mysterious Cave status has been set to Active
Ylva 3 years ago
Mysterious Cave status has been set to Needs Review
Slaycool 3 years ago
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Hello!
Yay for another Jurassic dungeon :) Good job on variations and overall - nicely done. Extra thanks for adding video walkthroughs!
There are few moments that would need to be adjusted before i could approve this one though.
Top_1, Top_2 and Deco_1,2,3 - these are pretty awesome! I really like the added visual variety with 'deco rooms'. Every functional element seems to be in place, but i would add a couple more possible mob spawns on the ground near the spine path.
I think these offer fine variety, but for future designs it could be really nice to add some path alternations too. You only need an entrance to next piece at same location, but path to that could be different. Hooking up varying decorations to that could be challenging, but if you have few keypoints existing in every variation it might work. To be clear - im not asking for current tops to be redone.
Bottom_1,2 and 3,4 - between 1,2 and 3,4 there is good difference. I would like to see something more than just wall recolor for 1 vs 2 and 3 vs 4 though. Adding/removing some obstructions or hazards and using different sorts of traps in the boss room and along the way could help.
It would also be nice to highlight the boss rooms, you know, add some visual 'this is it, you reached the goal' feeling. For example, if the whole path is dark and cave-y the boss room could have some bones (as entrance) or chunks of meteorite; and if the path is spruced up with meteorites the boss room could be one huge hollowed meteorite.
I might be getting wrong impression but long glowy lines in 2 and 4 read much closer to 'neon city' rather than 'meteorite' to me. I would suggest reducing the amount of all that glows and keep it to more or less square and 'closed' shapes rather than long powerlines. Reducing amount alone might work just fine :)
Now, such fields of spikes can not be a thing. Couple of groups of 2x3 here and there would be fine, but not a complete floor floodfill. You could replace that with some aggressive liquid though, if you wish. Boss rooms in those variations have a good layout + spike usage, i dont think they would need anything done to them.
Im going to change status of your dungeon to Active for now, set it back to Needs Review once you upload changes. Hoping to see it on review again o/