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Dungeon Creation 101


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#41 Cylence

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Posted 17 March 2015 - 09:13 PM

lol then u need to do a FAQ not a dungeon help list imo.
dont think i disrespect or something. U did something, its alrdy very much in these times.
but imo, useless.

The topic isn't really to answer frequently asked questions, so creating an FAQ seems irrelevant.

 

I'm sorry you found it useless. Maybe you can show me what you think would improve it.

Besides the section 102 on "movement," is there anything constructive you would want to add to section 103 and 104?



#42 Delekates

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Posted 17 March 2015 - 09:24 PM

no need to sorry. I am just a man, its game forum, and as u see many ppl find ur thread pretty exiting and usefull.
there always be 1-10% who doesnt like it, thats how market works :D
dont bother.

#43 Cylence

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Posted 17 March 2015 - 09:33 PM

no need to sorry. I am just a man, its game forum, and as u see many ppl find ur thread pretty exiting and usefull.
there always be 1-10% who doesnt like it, thats how market works :D
dont bother.

I'm always open to criticism and was hoping you could expand my knowledge.

 

If you do change your mind and think of something to add, just post it here and I'll take a look. =)



#44 The Challenger

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Posted 19 March 2015 - 03:13 AM

yKX80v7.jpg

Looks like someone didn't read this forum post.
OU4YNcW.jpg
Always prepare to take up a challenge.

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#45 Cylence

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Posted 19 March 2015 - 03:22 AM

=(
I don't have a pit in my current layout. Makes me sad to see others waste the opportunity.

#46 The Challenger

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Posted 19 March 2015 - 03:33 AM

Really? But I have one now ( just moved in ), the pit is on the bottom left of the dungeon.

NqY3nVr.jpg
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#47 Cylence

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Posted 19 March 2015 - 04:09 AM

Yes, it is an opportunity wasted.
I want that setup so I can try different things.

That buzz saw position is good , but you should put the totem on the upper left corner and make them at least attempt next to the pit.

I would put the door on the lower right corner and try to place a trap to force them to jump and not hit the wall and end up gliding toward the pit. Maybe even play with the platform to make that jump tighter as well. Like placing halfway in the left wall or above it.

You can even place a trap to protect the column, since they will have a to hit the right wall of the right floating block in order to climb out. Mistakes will lead into the pit or into a trap.

Why not play with the free trap and discover its potential?

#48 The Challenger

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Posted 19 March 2015 - 06:29 AM

Took me five hours and I finally did it! Muahahaha

Rt2onQ3.jpg

The difference of this and the previous one:
1) The pit is twice as useful
2) The canon will mostly get disabled before the saw
3) You just need to fall down and it leads you the pit!
Hehehe.......
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#49 Cylence

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Posted 19 March 2015 - 06:49 AM

Took me five hours and I finally did it! Muahahaha
The difference of this and the previous one:
1) The pit is twice as useful
2) The canon will mostly get disabled before the saw
3) You just need to fall down and it leads you the pit!
Hehehe.......

Grats, that looks a lot better. The cannon is in a good spot since hopping all those islands can be tough with bullets coming your way.

 

I still think your platform and red guard could be placed better.

The door should be in the lower half forcing the thief to climb up the right column. If they mess up, and end up moving left, they'll glide right into the pit. You should try it out.

 

Your platform just helps by cutting off a possible fall towards the pit.

Place the platform to the right side the bottom hump with half of it hanging over. This will force people into the pit if they fall down the right side in a wrong direction.

 

The Red guard can help reinforce the top row, or maybe defend the climb up the right column.

Try it out and let me know how that goes. =)



#50 Delekates

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Posted 19 March 2015 - 08:25 AM

omg why every1 has so good layouts :(

#51 The Challenger

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Posted 19 March 2015 - 08:52 AM

omg why every1 has so good layouts :(


This takes practice, and my hard work had paid out . Now, it's been some hours and nobody attacked me yet, I guess the Super Jump Of Faith made them afraid.
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#52 The Challenger

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Posted 19 March 2015 - 09:16 AM

cG7qpop.jpg

Looks like some of my predictions are correct:
1) The canon is disabled
2) He fell into the pit

Proof of his surrender:
D5ZweVt.jpg
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#53 Cylence

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Posted 19 March 2015 - 09:23 AM

This takes practice, and my hard work had paid out . Now, it's been some hours and nobody attacked me yet, I guess the Super Jump Of Faith made them afraid.

I think he was referring to dungeon terrain, not your specific trap/platform positions.

I also use the word "layout" in that way. Good layouts have pits, platforms, open areas for high jumps, etc.



#54 The Challenger

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Posted 19 March 2015 - 10:03 AM

I think he was referring to dungeon terrain, not your specific trap/platform positions.
I also use the word "layout" in that way. Good layouts have pits, platforms, open areas for high jumps, etc.


Oh that.......that really needs luck.
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#55 Delekates

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Posted 19 March 2015 - 02:42 PM

not luck i guess. Luck will be after ill get to my last lava totems. Right now its just script.

#56 The Challenger

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Posted 20 March 2015 - 12:15 AM

What happens when I left it out for one night......

LNX9USd.jpg

pKHoyy7.jpg

Oh my god......
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#57 Cylence

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Posted 20 March 2015 - 01:12 AM

I still think there's room for improvement.

 

Are you avoiding my suggestion for the platform and red guard because you can't beat the level with those changes?



#58 Alius

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Posted 20 March 2015 - 06:18 PM

:ph34r:

Hello fellow theives!

When creating a dungeon, make sure it is very challenging to you and to other people because they can study your place and find a easy route. You can do these thing to make it harder:

  • Timing dungeon (need specific timing to pull off)
  • Trick dungeon (superjump/cornerjump)
  • Quick dungeon (kills people almost instantly and need a lot of tap power!)

 

    When finding a dungeon, follow the exp! It may show the possible route to get there. It might be tricky to find the exact route to take but its easy if it is low level and a bit harder on high level bases.


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#59 Cylence

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Posted 20 March 2015 - 11:40 PM

    When finding a dungeon, follow the exp! It may show the possible route to get there. It might be tricky to find the exact route to take but its easy if it is low level and a bit harder on high level bases.

Imagining a path through the experience stars is a good tip for raiding.

While they can show you one path, don't forget that sometimes it's not the ONLY path. I've raided bases and totally missed all the experience stars, but still got to the treasure unscathed.



#60 jerdict

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Posted 23 March 2015 - 11:11 PM

@ the challenger, how can you jump on the saw in that layout? Its almost impossible :(

@cylence, i am still can't perform the low jump and there is this another almost impossible layout :(

The fast double tap and high jump is now old school and too mainstream.. Lol




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