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First time making a "serious" dungeon! How do you do it?
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<blockquote data-quote="Quickleaf" data-source="post: 7024564" data-attributes="member: 20323"><p>[MENTION=6801286]Imaculata[/MENTION] Yes, verticality / 3-dimensions makes for a much more interesting dungeon.</p><p></p><p>I've worked out a very rough concept for the map based around 3 levels. It's sort of a weird mashup of 2-D and 3-D right now, just so I can get everything down.</p><p></p><p>I <em>think</em> the room connections mostly make sense. For example, definitely want guard posts near the Gate of Mysteries, the Infernal Hall (Throne Room), and the Dungeons. It kind of makes sense to have a fumarole running by the Distillery, Smithy, and Insect Farm which might benefit from more humid/hotter conditions. The Council Chamber probably wants access to the Great Gardens (for recesses/wine) and direct access to the Infernal Hall (Throne Room). The Barracks should open to the Training Grounds. The Initiation Chamber makes sense as connecting to the Great Garden "of paradise" (where initiates are brainwashed) and to the Portal to Fire since to become a full-fledged flame mage they are sent on a rite of passage to the Plane of Fire.</p><p></p><p><img src="http://i.imgur.com/d2Gq2BV.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>Any ideas for how this layout might be improved?</p><p></p><p>I feel like the Alchemy Lab could use at least one more connection, rather than being a "dead-end" room (albeit an interesting dead-end). What should it connect to? An existing room or a new one?</p><p></p><p>What about the room/area in the upper left connecting the watch towers, the Teleportation Tower, the Shig'harakh Quarters, and the Summoning Chamber? What might be an interesting fit for that space? A wyvern aerie maybe?</p><p></p><p>And I'm considering moving the Sacred Ruins to more or less underneath the Shrine to Kossuth, which mimics how emergent religions often build over old sacred sites. Good idea?</p><p></p><p>EDIT: Possibly the Training Grounds could be expanded upon with different areas (e.g. assassin/rogue training, mamluk/soldier drilling, and various arcane training sub-areas for wizards)?</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7024564, member: 20323"] [MENTION=6801286]Imaculata[/MENTION] Yes, verticality / 3-dimensions makes for a much more interesting dungeon. I've worked out a very rough concept for the map based around 3 levels. It's sort of a weird mashup of 2-D and 3-D right now, just so I can get everything down. I [I]think[/I] the room connections mostly make sense. For example, definitely want guard posts near the Gate of Mysteries, the Infernal Hall (Throne Room), and the Dungeons. It kind of makes sense to have a fumarole running by the Distillery, Smithy, and Insect Farm which might benefit from more humid/hotter conditions. The Council Chamber probably wants access to the Great Gardens (for recesses/wine) and direct access to the Infernal Hall (Throne Room). The Barracks should open to the Training Grounds. The Initiation Chamber makes sense as connecting to the Great Garden "of paradise" (where initiates are brainwashed) and to the Portal to Fire since to become a full-fledged flame mage they are sent on a rite of passage to the Plane of Fire. [img]http://i.imgur.com/d2Gq2BV.png[/img] Any ideas for how this layout might be improved? I feel like the Alchemy Lab could use at least one more connection, rather than being a "dead-end" room (albeit an interesting dead-end). What should it connect to? An existing room or a new one? What about the room/area in the upper left connecting the watch towers, the Teleportation Tower, the Shig'harakh Quarters, and the Summoning Chamber? What might be an interesting fit for that space? A wyvern aerie maybe? And I'm considering moving the Sacred Ruins to more or less underneath the Shrine to Kossuth, which mimics how emergent religions often build over old sacred sites. Good idea? EDIT: Possibly the Training Grounds could be expanded upon with different areas (e.g. assassin/rogue training, mamluk/soldier drilling, and various arcane training sub-areas for wizards)? [/QUOTE]
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