Erock's Dungeon Designs 2014-2017

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Post by Erockbrox on Sun 10 Apr 2016 - 0:05

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Post by Erockbrox on Sun 10 Apr 2016 - 0:06

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Post by Erockbrox on Tue 12 Apr 2016 - 21:27

Floor drop design. Watch the video to see it in action.

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Post by Erockbrox on Fri 15 Apr 2016 - 22:52

Lucky & unlucky room. Depending on the status of the peg switch the enemies will either be locked away or trying to hurt you.

Just place in a dungeon where you have pegswitches which are used. Notice that these are the versions that do not turn into fairies.

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Post by Erockbrox on Fri 15 Apr 2016 - 22:54

The player walks into the room and the door shuts on them. This is a room where you must kill all monsters for it to open again.

The only thing that the player really sees are some pots so the player goes to pick them up. Then all of a sudden everything feels like a trap. Some skeleton knights might drop down and then there is the bunny transform under the pot. The fence is there to possibly hide behind to beat the bunny transform.  

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Post by Erockbrox on Fri 15 Apr 2016 - 22:57

Here the player falls from an above floor onto this floor (red arrow). The only thing they see is a pot so they get interested and pick it up. However this has the bunny transform under it. Having literally no place to go the player's only option is just to run like mad to the door way to escape.

Maybe put some blobs on the floor in the pathway too.

Of course the player could walk into the room and do the same thing, but that would seem more like a bad prank than falling in.

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Post by Erockbrox on Fri 15 Apr 2016 - 23:34

In this room the door is locked by the switch under the pot. So to open the door the player must smash the pot with their sword then throw a red brick onto the switch. However the bubble is also enclosed with the switch and it will eat your red brick away if it touches it. So the player must turn the bubble into a fairy. Then throw the red brick on the switch.

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Post by Erockbrox on Sat 16 Apr 2016 - 18:09

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Post by Erockbrox on Sat 16 Apr 2016 - 18:10

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Post by Erockbrox on Sat 16 Apr 2016 - 18:18

The player walks into room and the bunny transform is trying to get the player all while the player is frantically running around trying to avoid the transform yet accidentally triggering the floor blobs which then try to attack the player.

Once all enemies are killed then the doors open.

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Post by Trovsky on Sun 17 Apr 2016 - 2:33

Dang, that's pretty mean but a smart idea too!

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Post by SunGodPortal on Sun 17 Apr 2016 - 3:49

I like all of them but I especially like the ice around the stairs. You should throw a skeleton knight in there too. LOL
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Post by Erockbrox on Sun 17 Apr 2016 - 5:15

Here is a room where if the player enters from the south they can only head north or if they enter east they can only go west. This could be used such that the player enters from the right door then uses the roc's feather to exit by the left door then after a few other rooms they enter this same room again, but only by the south door then they head north.

So they could enter the same room twice and head in different directions each time.

I like the idea of using the roc's feather to jump across the pit, however if pots are places in the walkway paths then the hookshot could be used.

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Post by Erockbrox on Sun 17 Apr 2016 - 5:48

Maybe add a few enemies to this. The idea here is to hookshot or jump over pit with roc's feather.

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Post by Erockbrox on Sun 17 Apr 2016 - 5:49

This one may use 1 or more enemies added to it as well.

The spike block is meant to be there.

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Post by Erockbrox on Sun 17 Apr 2016 - 13:46

Idea with the square tile drop sprite. I would rather have it just work with the roc's feather since there would be no need for the extra blocks that are required for the hookshot. Also I would like it to work going south to north rather than north to south like in my video.

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Post by Erockbrox on Sun 17 Apr 2016 - 13:47

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Post by Erockbrox on Sun 17 Apr 2016 - 13:48

Here is a double enterable room. Two different paths yet the same room.

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Post by Erockbrox on Sun 17 Apr 2016 - 13:49

The pits here are just for aesthetics. Works both ways.

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Post by Erockbrox on Sun 17 Apr 2016 - 16:42

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Post by SunGodPortal on Mon 18 Apr 2016 - 0:24

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^Absolutely brilliant.
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Post by Erockbrox on Mon 18 Apr 2016 - 2:41

^ the player could even fall in from an above floor or be warped inside the enclosed square island. They start to freak out since they have no idea how to escape, but then after a few seconds they realize that the "trap" starts to set them free.
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Post by Erockbrox on Mon 18 Apr 2016 - 18:02

This room only allows for a counter clock wise travel. Use the hookshot to travel around the room.

For example lets say that the player entered from the north door and needed to then to go the following rooms in this following order.

Left door, right door, south door or L,R,S.

They would then have do the following:

Go Left, then skip South then enter Right then skip North and Left to go South. Getting dizzy yet?

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Post by Erockbrox on Thu 28 Apr 2016 - 1:14

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Post by Erockbrox on Fri 13 May 2016 - 4:55

The player walks into this room and the door is automitically shut on them. This is one of those trap rooms where you are trapped until you kill all the monsters then the door open again.

However the room appears empty. The player walks around trying to figure it out wonder "what is going on". Then after walking around some they walk over the blob enemy which pops out and hops at them. After killing the blob then the door opens and they are free.

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