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General Tabletop Discussion
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Dungeon layout, map flow and old school game design
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<blockquote data-quote="Lanefan" data-source="post: 7497278" data-attributes="member: 29398"><p>Though I've been in this forum since before this thread began I somehow managed to completely miss it - until now.</p><p></p><p>I haven't read through all of it and so this may have already been brought up, but one thing that seems to be missing from the OP's analysis is the presence or absence of multiple vertical connections between dungeon levels. Vertical connections, including those that skip levels, can make an otherwise poorly-designed linear dungeon into an excellent one comtaining lots of choice points and interweaving, because loops don't always have to be horizontal.</p><p></p><p>The most basic example of this: consider a two-story building that consists of two long hallways, one above the other, with rooms leading off of each. There's one entry, by which are some stairs to the upper deck. Bland boring single-branch dendritic pattern on each level, right? But put a second set of stairs at the far end of the halls and bingo - you have a vertical loop. Put a third set of stairs or an elevator at the midpoint and you have a figure-8 design, again vertical.</p><p></p><p>I'll use as an example <em>Dark Tower</em>. It's mostly on four levels, with a couple of linear bits on other levels that lead to bosses; and one of the best things about it is just how many ways there are to get from one level to another. There's vertical loops, horizontal loops, vertical accesses that skip levels, choices everywhere - it's great!</p><p></p><p>A lesser - but still excellent - example of this is L1 <em>Secret of Bone Hill</em>. At first glance each horizontal level looks rather linear...until you realize just how many vertical accesses there are, particularly from ground level to the level right below. There's tons of possible loops and interconnections in there but to see them you kind of need a side-view map rather than the usual top-view.</p><p></p><p>If memory serves, Forge of Fury also has a few different vertical access options between some levels, which makes it not quite as linear as the OP suggests.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7497278, member: 29398"] Though I've been in this forum since before this thread began I somehow managed to completely miss it - until now. I haven't read through all of it and so this may have already been brought up, but one thing that seems to be missing from the OP's analysis is the presence or absence of multiple vertical connections between dungeon levels. Vertical connections, including those that skip levels, can make an otherwise poorly-designed linear dungeon into an excellent one comtaining lots of choice points and interweaving, because loops don't always have to be horizontal. The most basic example of this: consider a two-story building that consists of two long hallways, one above the other, with rooms leading off of each. There's one entry, by which are some stairs to the upper deck. Bland boring single-branch dendritic pattern on each level, right? But put a second set of stairs at the far end of the halls and bingo - you have a vertical loop. Put a third set of stairs or an elevator at the midpoint and you have a figure-8 design, again vertical. I'll use as an example [I]Dark Tower[/I]. It's mostly on four levels, with a couple of linear bits on other levels that lead to bosses; and one of the best things about it is just how many ways there are to get from one level to another. There's vertical loops, horizontal loops, vertical accesses that skip levels, choices everywhere - it's great! A lesser - but still excellent - example of this is L1 [I]Secret of Bone Hill[/I]. At first glance each horizontal level looks rather linear...until you realize just how many vertical accesses there are, particularly from ground level to the level right below. There's tons of possible loops and interconnections in there but to see them you kind of need a side-view map rather than the usual top-view. If memory serves, Forge of Fury also has a few different vertical access options between some levels, which makes it not quite as linear as the OP suggests. Lanefan [/QUOTE]
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