Deepwater Treasure
[Dungeon (5 Star)] [Treasure Isles]












Deepwater Treasure status has been set to Approved
Ylva 2 days ago
Deepwater Treasure status has been set to Needs Review
SpookiPants 1 week ago
Deepwater Treasure status has been set to Active
Ylva 1 week ago
Deepwater Treasure status has been set to Needs Review
SpookiPants 1 week ago
Deepwater Treasure status has been set to Active
CheesyCheddar 1 month ago
Deepwater Treasure status has been set to Needs Review
SpookiPants 2 months ago

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Functional elements updated, as well as graphical ones.
Hello! This is a pretty solid 3-star dungeon, the idea has a whole lot of potential!
Some feedback before i could mark it as Approved:
Functional - these points need to work/exist:
1) I cant seem to find a GM Boss ques placeable for a 3-star objective - there needs to be one of these in a dungeon. The 1-star objectives have 5 space to spawn in, thats great!
2) There should need to be some visual/gameplay variation for the dungeon. atm the DeepwaterTreasure.blueprint
has the chest, coins and octopus, one 1-star objective and portals.
DeepwaterTreasureFloor1
and DeepwaterTreasureFloor2
seem identical to each other - but floor1 has some NPC spawns.
And DeepwaterTreasureQuest1
and DeepwaterTreasureQuest2
are plugs with/without a GM Quest only - you shouldnt need to make a separate plug<>socket just for an objective like this. This would be a good setup if there were some extra pieces that would (or wouldnt) spawn when an objective is generated - for example, traps around the boss room, or some terrain to indicate that boss objective is located here.
Art/visuals - this is not required, but i think it would help a lot if:
1) Currently all the areas a pretty plain and untextured. I think some more color/details would help a lot to sell the idea. Its also usually best to go for clean shapes too.
On an example of the chest, nothing too extreme or detailed, but less busy:
Just as an idea - an entrance to the dungeon could be through the keyhole, and on the inside there could be big items/treasures, like that one 3-star in Fae biome has.
Im going to set the status of this Creation to Active for now, but please set it back to Needs Review once you adjust the functional elements.
A boss will always spawn in the head, which can get gotten into via portal from inside the chest.
There are four locations that the other two objectives can spawn.
Two of the locations are at the front of the chest on either the right or the left.
The other two are inside the chest either on the pile of gold, or in the corner surrounded by gold.
Hi SpookiPants! We would love to add more five-star dungeons to the Long Shade worlds, but any new dungeon has to function properly in every biome where it can appear.
At the moment, this design does not work in Sundered Uplands. It is too tall for the bottom layer - the entire dungeon, including the completion mark, should fit below the Cloud Layer. While this dungeon can spawn on the top layer, all the dungeons appearing there need to be designed to look appropriate while suspended in the air. Personally, I don't think that a large and heavy chest would be fit for such a context, unless the Kraken is shaped to hold it up and the ground beneath is removed.
The possible quest spawn locations should be evenly distributed throughout the area. Currently, four of them are located very close by, while the last one is placed on the other side of the dungeon.
If you prefer not to make major changes to this design, I would recommend submitting it instead as a three-star dungeon for Treasure Isles biome.
Thank you for your interest in dungeons!
https://i.imgur.com/7gR9jGQ.png
https://i.imgur.com/BohSCZx.png