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View Full Version : An Outdooor Island-type Dungeon would be nice.


Zabjade
07-21-2012, 02:35 PM
<p><span style="color: #00cc00;">You know a Private Island that might be utilized by the Big Bad of the Dungeon for his Island of Dr. Moreau experiments or a Paladin order for you to Raid.</span></p><p><span style="color: #00cc00;">and a Reason to put a Forrest down <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> </span></p>

LordPazuzu
07-21-2012, 03:58 PM
<p>Any outdoor dungeon maps would be nice.  I'm personally hoping for a Shard of Fear-based map.</p>

Tyrus Dracofire
07-21-2012, 04:02 PM
<p>kinda like having classic lore base on gnoll invading qeynos harbor or orcs inside old blueprint freeport main districts as part of historical event that occured long time ago. cool "chrono" dungeon maker zone like.</p><p>one of questions that not been answered for months regarding Refugee Island. that is another potiental zone.</p><p>one of lavastorm shrine likeness that was in Bonemire which is empty, no one knows what is for or why it got abandoned.</p><p>there is few open instanced zones in antionica and commonlands that look ideal locations.</p>

Mermut
07-21-2012, 04:04 PM
<p>The biggest problem I see with 'open layout' dungeon maker zones is that fact that the placed mobs do not respect placed objects. They block player line of sight and movement, but not mob line of sight or movement.</p>

msgnomer
07-21-2012, 08:54 PM
<p><cite>Mermut wrote:</cite></p><blockquote><p>The biggest problem I see with 'open layout' dungeon maker zones is that fact that the placed mobs do not respect placed objects. They block player line of sight and movement, but not mob line of sight or movement.</p></blockquote><p>The reason I see this as a non-issue is because every room in the current dungeon layouts have this same problem if you place any obstruction in the room.  Any large or small room that's been revamped by a designer has this issue.</p><p>In both the current layouts and any future outdoor layouts, it's up to the designer to place and test their mobs to make sure they are placed and spaced in such a way as to not come through walls or draw a huge crowd.</p><p>If the outdoor space is divided up into "rooms", then they would have no more probelm than current dungeons.  Ravines, meadows, sandpits, you name it.</p><p>For large flat areas, maybe room lines could be visible during edit that aren't visitble when published.  It would be up to the designer to use the lines to place objects to create real obsticals.  Even better would be the ability of the designer to place outdoor room lines, but I know that is probably pie in the sky.</p><p>I'd even be happy to see a generac box layout.  Currently the layouts are so heavily themed and designed that half the job of creating a new theme is simply figuring out how to hide the original them.  A plain box layout would be a great option.</p><p>We just saw some new features for dungeon maker, so I guess we can all cross our fingers that the next thing introduced is one of our personal desired new features. </p>

Mary the Prophetess
07-22-2012, 01:51 PM
<p>Shattered Vale, FireMyst Gully, Bloodskull Valley, Cove of Decay, Eternal Gorge, Mines of Meldrath, Cazel's Mesa, Shard of Fear, or Scornfeather's Roost all come to mind as potential candidates.  Emerald Halls would also be good, but is already used for Moonlight Enchantments.</p>