Dead ends in huge "labyrinths" cause frustration
I did personally find the D2 Act III jungles / river area to be a bit of a pain. Though it was pointed out to me that the sequence of areas at the start of Act III actually changes which is also a cause of the problem.
And the maggot lair was just horrible because of the narrow corridors, I didn't have a problem with the actual exploration part. I see what you're getting at though, a common thing D2 did in its dungeon was to have several possible goal locations, and only one spawn as the real goal room with the rest as similarly shaped but false rooms with some reward chest and a magic mob or something. I've taken this design into the Chamber of Sins level 1, so be sure to check that out and see how you like it. Currently this is a little difficult to do this thing and keep it random without a large amount of pre-designed dungeon shapes. Any area in particular that you are thinking of? Level Designer/Dungeoneer
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Level Designer/Dungeoneer
Always post a screenshot with /debug command entered into the chat window. First stop for Common Technical Problems | |
Thanks for the feedback Loumy, that's an interesting insight about the 'squareness' relating to dead-ends. If you have time, the Prison has recently had some new topologies making it more often a L shape than a square shape.
Level Designer/Dungeoneer
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" Be sure to post a /debug screenshot so we can see if it was in fact impenetrable. And this kinda of thing is really not the intended kind of play, I sympathise with you here. The caves could use a revist for sure. Level Designer/Dungeoneer
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Moved to general to keep thread alive...
Level Designer/Dungeoneer
Always post a screenshot with /debug command entered into the chat window. First stop for Common Technical Problems | |
" Depends on what you're playing for weather or not it's 'useless'. I personally find it an interesting moment when you discover, after exploring a whole dungeon looking for the exit, that it is in the last area left not far from where you started. Also, as I recall, the teleports in the Arcane Sanctuary are more of a puzzle element that simply teleport to nearby teleports, rather than randomly around the area. Level Designer/Dungeoneer
Always post a screenshot with /debug command entered into the chat window. First stop for Common Technical Problems |