vantage point
[Dungeon (1 Star)] [Geode Topside]
Progress
Status
Created 11 months ago
Updated 5 months ago
The author of this Creation has been Rewarded by the Trove Developers.
vantage point status has been set to Added
Ylva 5 months ago
vantage point status has been set to Rewarded
ActualPostCard 6 months ago
vantage point status has been set to Accepted
ActualPostCard 6 months ago
vantage point status has been set to Approved
Ylva 11 months ago
vantage point status has been set to Needs Review
utta_ 11 months ago
vantage point status has been set to Active
utta_ 11 months ago
vantage point status has been set to Needs Review
utta_ 11 months ago
vantage point status has been set to Active
Ylva 11 months ago
vantage point status has been set to Needs Review
utta_ 11 months ago
vantage point status has been set to Active
Ylva 11 months ago
vantage point status has been set to Needs Review
utta_ 11 months ago
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Everything seems to be in order, good job! Approved.
Also, in case you would feel like making more dungeons - having more separate parts/rooms that assemble together makes it much easier to make changes to the design and allows for greater variety. For example, if boss rooms would have their own plugs and not be permanently attached to some specific entrance_. they could spawn with either of the land masses. More variety in dungeons makes farming them a bit less repetitive.
Hello there!
Whoa, the new version has so many changes in it. The new gameplay rooms fit so well with the rest of the dungeon, nice!
Both entrance_1 and entrance_2 are looking good. The differences between them are noticeable and significant, well done :)
It could be nice to have some traps/turrets at the boss locations, and may be some natural decorations (like /wadd placeable/deco/geode_hub_grass_01 for example) on the bottom, but not having them is quite alright too.
The undergroundroom_1 and undergroundroom_2 however, could use a bit more love.
Both rooms have this pillar in a middle of a corridor, it is a good obstacle but it needs more room to the left and right of it. Moving it to a wider area of a room could help with that.
Also in a undergroundroom_1 i would suggest to place the portal on the floor instead of an elevated shelf, currently it is very easy to miss.
The undergroundroom_2 is a bit more complicated. Currently both rooms offer same flow through them, i think having the _2 go clockwise (instead of counterclockwise like _1 has) could be a good way to make them feel different.
Also, this _2 is made entirely out of natural blocks, the cave feels dark and intimidating. Having path/floor of a different color could help to navigate through it. For example, a blue version of Geode Dirt could work as a nice highlight for a path (/wadd placeable/block/natural/geodescardirt or geodevugdirt ).
Could you please upload screenshots of a new version? Screenshots are the first impression that anybody gets from checking this creation, so it is important to keep them up to date. It would also be good to disable mods that change the color of the biome for the screenshots.
You already did a lot of work on this dungeon, and it is very close to being perfect. Hoping to see it on review again soon!
Yay, a dungeon :D Hello!
I see this one is your second dungeon design and you already have a very well-made dungeon in game, nice!
In your previous dungeon, the top parts were not significantly different from the outside but they had very different layout/path that a player would take.
The top parts of the current dungeon are almost identical both visually and in layout with the only difference being the small boss room on top. Please make sure there is more variety, a dungeon needs variations to offer something new every time a player faces it. For example, the landmass could be shorter/taller/have different shape/offer a different entrance and so on.
Same goes for a gameplay room on the bottom, undergroundroom_1 and undergroundroom_2, only differences that i can spot are the placement of decorations and block - on the left or on the right. This is not a bad variation, and keeping it as an extra room could be a good thing, but it shouldnt be the only difference. Since you are using portal to get up top the room on the bottom could have literally any layout whatsoever as long as it has a portal.
Also, please add some more room around the boss encounter. At the moment the area is much smaller than 15x15 advised size. If this dungeons was to host cursed skulls objective the mobs could spawn outside of the glass dome or even fall to the bottom.
Also, the Red portals connect to each other and are always present in a dungeon - you would need to have Red (Minigame Teleporter) portal on the bottom if you want it to be connected to the top.
Purple portal connects to a Blue portal and these two only spawn after a dungeon has been completed.
Lastly, the Geode Topside has plenty of dungeons and a lot of them are not too different from each other. The current design feels quite close to an existing Tophill Hideout - https://trovesaurus.com/dungeon=443/tophill-hideout . I believe it would be most beneficial for a design to have something unique to help this dungeon stand out.
For example, this dungeon could feature multiple structures at embedded in a hill at different heights, or have more than one land mass and so on.
Alternatively, it could be a good idea to theme this dungeon for a Desert Frontier instead. The Desert does not have dungeons high up on a rock so it would be easier to make it unique. Current patterns and shape could work nicely for Arcanium theme, and with some gears here and there the design could really shine.
Im going to set this creation to Active for now, but hoping to see it on Review again!