Ice Tower
[Dungeon (1 Star)] [Permafrost]






Progress
Status
Created 2 years ago
Updated 1 year ago
The author of this Creation has been Rewarded by the Trove Developers.
Ice Tower status has been set to Added
Ylva 1 year ago
Ice Tower status has been set to Rewarded
ActualPostCard 1 year ago
Ice Tower status has been set to Accepted
ActualPostCard 1 year ago
Ice Tower status has been set to Approved
Ylva 2 years ago
Ice Tower status has been set to Needs Review
Andoshua 2 years ago
Ice Tower status has been set to Active
Ylva 2 years ago
Ice Tower status has been set to Needs Review
Andoshua 2 years ago
Ice Tower status has been set to Active
Andoshua 2 years ago
Ice Tower status has been set to Needs Review
Andoshua 2 years ago
Ice Tower status has been set to Active
Andoshua 2 years ago
Ice Tower status has been set to Needs Review
Andoshua 2 years ago
Ice Tower status has been set to Active
Ylva 2 years ago
Ice Tower status has been set to Needs Review
Andoshua 2 years ago

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Whoa, the new version is such a noticeable improvement!
Loving the new boss rooms, inner gameplay areas and variety of paths. Wall textures are looking really good. And you figured out all the plugs and sockets so fast, well done :)
This design is getting really close to being Approved, but there are a couple of things that still need to be adjusted real quick:
there are no mob spawns in the boss room
The only mobs that i can seem to find are the one mob spawn near the jump pads and then a couple in the gameplay area. While the limit of NPCs that WILL SPAWN per 1-star dungeon is 5, there should be at least 10 possible spawn locations for them throughout the dungeon, with a couple in a boss room. Please place a few extra ones here and there.
there are a bit too many traps
There should not be more than 10 active traps per room, and this is the max number that is meant for a rather spacious location. With the current size of boss room i would say 4-6 traps (not counting spikes here) would be quite enough. Permafrost spawns pretty early in the game so the dungeons do not need to be overly dangerous.
As for corridors - since they are so narrow, it might be good to reduce the amount of spikes here just a little bit. the amount of active traps seem to be ok.
the variations of a top piece (outside) are not noticeable
You nailed the variation of the corridors, but this dungeon still looks exactly the same every time you look at it from the outside. I mean, technically they are different (small snow sparks are placed in different spots on the dome) - but this is difference that one has to look really hard for to notice and it will not be noticeable in game as dungeons do not always face the same way.
I understand updating Top1-2 would require placing all the decorations anew and that could take a long time, so if you are looking for quicker solution without having to change those rooms id suggest making an extra Bottom part instead. The image below is not looking too great, but just as an example - you could add glassy icicles and some piles of extra ice around, so when this bottom spawns with any of two tops - the end result will look different.
And if you are having an extra Bottom added, it might aswell have updrafts or antigravity blocks instead of jump pads :)
Overall - really good progress! One last push and the dungeon should be good to go.
Hello!
This is a pretty solid and functioning design for a dungeon, good job!
From a portals/mobs/quest spawn perspective everything is working perfectly, but a dungeon can not be just one blueprint. There need to be multiple rooms and each room should have at least one variation of itself - this would help to reduce the feeling repetitiveness from completing same dungeons over and over again.
Currently a path that player takes is straight through any of the side entrances, takes jump pads up, passes through corridors and uses a portal to get to a boss room, all in one blueprint.
You could separate that one blueprint into 3 pieces - main structure, inner corridors and boss room, like this for example:
top piece
A Main Structure (top piece) would be a thing that players see first - it needs to stand out from the surrounding terrain and look like something interesting/attracting attention. May be some large icicles pointing out could work, or some sort of ancient runes, or pieces of viking ships or ruins - anything that would make it feel like a 'dungeon' rather than a 'pile of ice'. Please be sure to use some shading/coloring, plain colors rarely look good.
These Main Structures do not need to be completely different, but they need to be distinguishable from each other.
While making these two rooms you need to keep in mind that both of them would need to have a sufficient space on the inside to accommodate both variations of gameplay rooms! In this case it would help to keep both gameplay rooms in the same 'box' of dimensions.
Also, having two rooms allows for two different ways to enter the structure, if you go this way make sure that both gameplay rooms work with both entrances.
middle piece
Now, Gameplay Rooms (middle piece) need to delay players just a little bit, and i think current room does it just fine but there needs to be more space, 3-tall corridors are very narrow and hard to navigate through, please make them at least 4 tall.
There also needs to be a second variation of this area - as an example players could take the stairs up and instead of 2 floors only have one floor they need to run through to reach the portal? A goal here is to make the walkthrough of the dungeon feel different from version 1.
bottom piece
Lastly, the Boss room (bottom piece) is connected to the rest of the dungeon via portal, so it can have absolutely any layout on the inside. Please make sure that two variations of this room provide different combat experience - for example current room has boss fight in a corner and lava around it, other version could have no lava and boss fight in a center of a room.
To connect pieces together you need to use Plugs and Sockets, there work like puzzle pieces. Each blueprint can have one Plug but multiple sockets to plug in other blueprints, and then the .dungeon file puts them all together. This part of the Dungeon guide should help you figure out how it works > https://trovesaurus.com/page=3624/dungeoneering-101-chapter-4metaforge-plugs-and-sockets
Also, its generally a good idea to aim for more texture on the walls/floors/etc. Decorations are nice, but we can only have a limited amount of them and a pattern on the floor makes the room appear much less empty.
I hope this all makes sense! Please feel free to respond here or send me a message if you need extra assistance with the plug-sockets.
Im going to change the status of this one to Active for now, change it back to Needs Review if you upload any changes. Hoping to see this one on review again!