Geodian Flower
[Dungeon (3 Star)] [Geode Topside]
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Status
Created 2 years ago
Updated 1 year ago
The author of this Creation has been Rewarded by the Trove Developers.
Geodian Flower status has been set to Added
Ylva 1 year ago
Geodian Flower status has been set to Rewarded
ActualPostCard 2 years ago
Geodian Flower status has been set to Accepted
ActualPostCard 2 years ago
Geodian Flower status has been set to Approved
Ylva 2 years ago
Geodian Flower status has been set to Needs Review
ABprice 2 years ago
Geodian Flower status has been set to Active
Ylva 2 years ago
Geodian Flower status has been set to Needs Review
ABprice 2 years ago
Geodian Flower status has been set to Active
Ylva 2 years ago
Geodian Flower status has been set to Needs Review
ABprice 2 years ago
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Hello again :)
The changes are looking really good, new domes are just gorgeous :O
Pretty much everything seems to be in order now, good job :)
The only issue that still remains is the variety of quest rooms on the higher floor. The lower ones are now easier to tell apart at least because they have different ways to get on them. I see you ve added falling traps to rooms on the top floor, but these dont quite make the rooms feel different, sorry >_<
Point there is not to make players look for differences, but to make them notice changes without looking, if that makes sense.
Currently every quest objective room on top floor looks like this (minus the amount of falling traps on the ceiling)
Do you think it would fit in the design to add something along these lines to every room?
Just a bit of wall decor + different traps. I believe something like that would be quite enough to differentiate quest objectives from one another as you have plenty of variety going on in other parts.
If you are feeling strongly against any changes to the walls, please at least make sure that all 4 corners are using different sets of traps. For example, 1) just spikes, 2) flame turrets and spikes, 3) lobbing turrets, 4) fireballs and spikes.
(Those changes above were done in under 5 min with /wadd prefabs/placeable/block/transmute/mimic. If you d want to copy your glowing turquoise blocks you d need the mimic_extra.)
Also! The falling traps have a range of about 10-12 blocks below them, so they wont fall down unless player jumps up, Im not sure if you intended them to work this way, but it felt worth mentioning just in case.
Either way, i believe this last sparkle of variety added to quest objectives on higher floor is the last finishing touch that this dungeon might need.
Hoping to see it back on review soon!
Thanks for the feedback. I've made a bunch of changes based on what you said.
Fixed The Blue Portal Issue.
I took off those two dome parts and added five new ones with less glass.
Fixed up the mini boss rooms on the lower level and made some changes so the routes are different. Also fixed a couple of parts that were out of place.
Moved some of the traps around and added some to empty spots. Threw in some enemy spawns too.
Hope you like the changes. Let me know if you have any other suggestions .
:)
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 :)