Desert Bunker
[Dungeon (1 Star)] [Desert Frontier]
Desert Bunker status has been set to Draft
G_33X 6 months ago
Dessert Bunker status has been set to Active
Ylva 8 months ago
Dessert Bunker status has been set to Needs Review
G_33X 8 months ago
Dessert Bunker status has been set to Active
G_33X 8 months ago
Underground Dorf status has been set to Draft
G_33X 10 months ago
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Hi! Sorry, i dont think i saved my edit on that room. i usually only take screenshots.
Here is another edit as Troxel link, a bit more detailed > bossroom_03.qb .
Please feel free to use or edit it in any way, but all the Dungeon rooms would need to fit together = be in the same style.
Hello!
This is a very good dungeon for a very first attempt! Especially made in Troxel, wow.
Overall the layout and flow is quite alright, but there are a few things that would need to be fixed before i could Approve this one.
Three major things:
1) Technical - at the moment the dungeon has too many decorations and blocks that are corner connected (fences around the bunker). All these increase a count of Elements - the higher this number is the longer it takes for the game to spawn the dungeon in a world and display it to the players. You can see it in the Metaforge if you use /debugtext . Green is good, Orange is ok, Red is bad and needs to be reduced down.
Also, your dungeons needs a Fake Air Roof - a layer of Placeholder block above the highest point of a dungeon that would prevent it from being obstructed by terrain if it happens to spawn in a hill or in a cave.
2) Art - this sort of comes from point 1, but this dungeon puts all of its artistic effort into decorative elements, while the voxel walls and floors are as simple as it gets. With dungeons it is best to do the other way around - do as much as possible with the blocks and sprinkle some decorations on top of a design that is attractive already.
Dungeon blueprints can use Material maps just like the styles do, if you want to have some metal, glass etc on a dungeon. A little bit of extra elements can help to spice up the design and sell the idea better.
For example, with just a few extra colors and some voxels here and there you could turn a plain room into something more visually interesting. You dont have to make your rooms look like this, im just saying it doesnt take too much more effort to make a dungeon stand out.
3) Variations - i can see you already have some of this going on, and you nailed the variety in boss room (each of them has a different flow, this is great!), so i am most sure you would be able to make the rest of the dungeon vary too.
At the moment the dungeon walkthrough is - run straight, use portal and kill boss or jump upwards and kill boss, no matter the variation. It is nice and easy and is a great fit for an early biome such as Frontier, but there are some really quick and easy things that can be done to make the player experiences vary.
For example:
- a portal behind the half-opened door could be on the most left side of the corridor so players would at least have to run all the way to the end of it.
- since your rooms are connected by the portal, it really does not matter where the boss room is - place a plug above the sealed boss room instead of its bottom - with a big enough gap it will spawn below the entrance
- make one of the entrances not a building in the back but a hole in the ground, or a building in the center, or any other shape - as long a you have a portal connected to the boss room it will work
Feedback per blueprint:
desentrance_01
This one has the best Voxel model out of the 4 existing rooms. Would still be great not to have plain grey walls and floors, but the pipes, vault doors and periscope (?) are a very nice touch.
As mentioned earlier, this room would greatly benefit from less deco and more details on the model itself.
This room has way too many decorations and mob spawns. In a 1-star dungeon only 5 mobs will spawn. With ~20 of them in this blueprint there is a good chance they all will just spawn on this one spot.
desentrance_02
The model of this one is very simple and is very close to the _01, would be great if it was more different.
This room has way too many decorations. There are absolutely no NPC spawns - it needs at least a few.
Unlike room _01, this one does not have a Blue exit portal (GM Quest Teleporter Outside). Since one of the rooms does not have an exit through the door - there absolutely must be an exit portal.
bossroom_01
The room is pretty simple, and could use more voxel details.
This room has way too many decorations.
This room has way too many traps, there should be no more than 8 active traps per room, for a room of this size a 6 is probably a good number.
Its best to place the Boss spawner closer to the center of the room - this way the Cursed Skull would fit in a room.
bossroom_02
The boss area of the room looks good! The rest of the room could use some more details.
This room has way too many decorations - consider using glowing blocks on/in the walls instead of torches for light sources.
Hope this helps!
Im going to change the status of this dungeon to Active for now, set it back to Review if you upload any changes!