Read this spoiler if it's your first time here:
Dungeons #11-20 (Version 2.1 starts at #12)
Dungeons #31-40 (Version 2.2 starts at #36)
Dungeons #41-50 (Version 2.3 starts at #44)
Dungeons by Cylence (51-100)
The first one is from my guide: http://forum.kingoft...n-creation-101/
I ran into a base that had the cannon higher, and the door farther, you had to do a low wall double jump to not get hit. I started playing around with close positions to see how low I could do the jump without the initial jump in. Found out it could be pretty low. I started testing the positioning for the fly to force this low jump as well. Then I worked on the spinner. The spinner location shown is one of two possibilities. You can move it 2 units to the left and 2 units up and the pivot should be 6 units south. This will make a faster larger arc that can protect the right column a little bit more. I settled on the slower position as it makes the window for the low jump tighter (if only by a little).
First layout with a pit. Note that there are two spinners in the same location. There were plenty of recorded setups for this dungeon and after playing around, the upper left corner placement had a good rep for a reason, it forces a fast jump to start, and drop jump. This is all without traps. I've seen people place the spinner to kill at the door but felt this was redundant because if they didn't do a quick jump, they would die anyway, although it would take longer (and thus maybe detract high skull count). I messed around until I came to this spinner positioning which causes the player to aim at the hanging corner for an instant drop jump. Any other jump will die to the spinner or land in the pit. I used to have a seeker bird originally since it came with the basic traps, but after skulling for a bit, the two spinners limit movement better. The homing cannon used to be in the wall at the corner but the current placement forces the drop jump to be pretty fast while still preventing a slow slide into the drop jump.
I noticed a skidding glitch that I wanted to use or exploit. I created this setup to do so (detailed in this thread: http://forum.kingoft...-and-cant-jump/). The fly in front helps keep the cannon from always being the one disabled by deaths. The cannon is really punishing in this position if you don't jump early enough. The spinner in the linked thread was my first placement. This position is better as it forces the initial long jump to be closer to perfect since it tightens the window for the ceiling jump. You can have two spinners in the same location instead of the fly as well. Overall I don't think this is a great defense, however, it was fun to use and see people get stuck skidding across the bounce platform in the replays.
This layout without any traps has a harder wall jump or high jump to get to the totem. I considered different placements for the red guard to protect the corner, however timing it seemed trivial. So I settled on the red guard forcing the low wall jump. I have a couple other positions for the spinner, but they require the door not to be in the corner. I chose the spinner's slow path with the tighter wall jump over the fast path (looser wall jump, however it can punish on the left side of the base decently well). This is mainly because you avoid the left side by wall jumping up the right column only. The homing cannon usually has a goto position for forcing a really tight low wall jump. However, after further testing I feel this position, while having a looser low wall jump, protects the corner required for the wall/high jump way better. This placement forces 2 hard jumps, rather than 1 really hard jump. Trying to get through all three involves a low wall jump to start, another standard wall jump off the corner, a homing cannon jump, and a high jump from the corner. If you miss the high jump, you'll get another shot with a long jump into wall jump but will have to deal with the homing cannon and spinner again.
Note that there is a regular cannon right where the red guard is, and it is pointing south.
Nothing new here really. Best totem spot is in the center open area forcing a high jump. I tested out alternate open areas to the left and right, 2 units from the side walls, however, they were much easier to wall jump to. The saw is in a great place to further tighten the high jump needed to reach the totem. It also forces the jump from the right corner only (you can make the jump from either left or right without the saw). The red guard forces the low wall jump. I tried having it go back and forth to protect both corners, however timing the jump was trivial. The regular cannon forces a perfect low wall jump. I was trying out positions to protect the corners as well, and may ultimately change it, however, if the cannon is the only trap active, the fact that you can access the jump from either corner makes it rather simple.
Combined, the three traps force a perfect low wall jump, a timing wait to climb up the column and safely reach the right corner, and finally a high jump off the right corner. I initially had the saw to the right side of the totem, however you could reach the left corner with 2 jumps after the low wall jump. Moving it to the right forces the thief to wait and discover the window to climb up safely. Thieves that end up gliding to the sides will find that coming back from the right side is pretty easy, but the left side requires really good timing.
Note, there's a regular cannon pointed west underneath the seeker bird.
This doesn't hold well vs a disable trap potion, however, it was fun to make and will usually net the first 7 deaths at least. I wanted to use this red guard positioning. The red guard position and direction works really well and needs 3 jumps to not die to it. I tried positioning the other traps to help keep the red guard alive (i.e. lure them into dying into the other traps). The cannon by itself can easily be beaten with a drop into the center column followed by a timed high wall jump. The cannon does however make the east and west directions decently tough. The fly loses out to the east and west positions but makes the center column climb tough. The red guard is in a great position on its own. Defending all three directions and making a hard to enter gate. You can also shift the door and the red guard over one unit left, forcing the thief to enter the center column and making it difficult to climb out. I went with the horizontal layout making the three jumps really tight. All together, the solution requires: Somewhat fast start jump, close to perfect jump to avoid a bullet, seeker bird, and red guard, another timed jump to squeeze between bullet and red guard, a delayed wall jump to time the next jump, which is a opposite corner aim into a high jump.
This is similar to dungeon 4 up above. Cannon just replaces red guard, and spinner is adjusted for coverage near the totem. No high jump corner to protect here so the homing cannon feels significantly weaker here. I played around with delaying the low wall jump forced by the regular cannon but couldn't find other trap positions to match or be strong on their own. Same solution as dungeon 4, however the low wall jump is tighter and instead of aiming for a super jump, its just a couple timed wall jumps to the totem.
This is the door and totem layout I originally wanted to use. It forces the absolute longest path. However, these trap positions are all far apart. Only the spinner is working with the other traps. The homing cannon forces a low wall jump and has a small chance to catch people jumping near the totem. The regular cannon forces a timing wall jump that is pretty tight. The spinner does the same thing for the right most corner although the window is not as tight as the cannon. The spinner also punishes waiting at the door (if homing cannon is disabled), and also punishes waiting for the regular cannon timing. Overall, the full solution is, low wall jump, avoid the spinner, time the regular cannon jump, delay on the wall slide to time the spinner wall jump, and finally climb up to the totem avoiding the spinner's second revolution and the cannon (which is fairly easy).
This is the alternate set of traps for this layout. The lower spinner is a position that is decently strong on its own by forcing a double jump that can't be solved by just spamming. The high spinner requires the fast start jump. Both spinners also protect the climb up the stair to the totem. The homing cannon in this position forces a tight window for avoiding the second bullet. Some people call this a homing cannon jump. However this position isn't the standard homing cannon jump. You can avoid the homing cannon jump by doing a low wall double jump to reverse direction and then change the timing on when you return. Combined, these traps cause many timing jumps. All together: very fast start jump, delay into a second jump that requires you not to hit the wall, then a slower low wall jump (this is the homing cannon jump), and then some delay wall jumps to climb up the stair.
Next layout is pretty similar to my last layout. New trap sets though. I think it was about time I do some upgrading so decided this was a good place to try out the seeker bird race. The race is pretty tight however, anybody who can hit a low wall jump or low wall double jump will be fine (as well as anybody with a disable potion, since I'm doing construction on the red guard)! By the way, I wonder if people were surprised to see the bird moving on its own since the red guard was doing invisible pushing. After looking at replays, the gang of thieves potion actually knocked the seeker bird out of the way, and the seeker bird flew off to the right. I laughed when I saw it, and will keep it in mind that this seeker bird positioning is week to the gang of thieves potion. Another note is that if you have the red guard push the fly from the north or south or west, the position is slightly different.
Edited by Cylence, 28 August 2015 - 02:12 AM.