Erock's Dungeon Designs 2014-2017

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Post by Erockbrox on Fri 13 May 2016 - 5:06

The player walks into the room and sees nothing, yet they have a door that is shut due north. This door only opens if all the enemies have been killed, but where are the enemies?

Eventually the player may use the hookshot and hookshot through the spikes. This triggers the blobs which then can be killed.

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Post by Erockbrox on Mon 16 May 2016 - 2:39

This is something that I've been working on.

Here is the original design.

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And here is my re-design.

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And I will be doing stuff like this until the conker game is finished.
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Post by Erockbrox on Tue 17 May 2016 - 18:58

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Post by Erockbrox on Sun 22 May 2016 - 22:09

Here is a design which allows the player to travel north and south if they enter from the north or south, but it doesnt allow them to enter left or right from north or south.

However from left and right the player can travel in all directions.

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Post by Tompala on Mon 23 May 2016 - 17:05

Just remember with these spike puzzles, that you can easily walk through them on the far left and right sides Smile.

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Post by Erockbrox on Tue 24 May 2016 - 3:49

^ of course I know this but was just too lazy to fix it in the design.

what you want to do is put small rails in the far left and right sides.
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Post by Erockbrox on Wed 25 May 2016 - 2:59

The player walks into the room from the north door and needs to kill all the enemies to open the locked door.

The room has two levels in it with the skeletons being on the lower level however, the player can't ever access the lower level. So the player has to throw some bombs down to the lower level to try and kill the skeletons. Or maybe use bombos or something.

By the way walking skeletons are impossible. There are no muscles attached to the bones so there is no way they can move. Its like trying to use a bunch of pulleys with out any rope to connect them.

* The more you know Smile

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Post by Erockbrox on Wed 25 May 2016 - 3:33

Both conveyor belts go counter clock wise.

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Post by Erockbrox on Wed 25 May 2016 - 3:34

The conveyor belts go back and forth as the player heads from door to door. Throw in a few enemies and its a party for sure.

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Post by Erockbrox on Wed 25 May 2016 - 3:49

Player walks into the bottom from the south door room and they see a chest but cant get to it. In the next room (north) there is a pegswitch, however if they hit the switch and try to go back for the chest they are blocked off.

So now they have to find some other way through various doors and such of getting back to the original opening where they once saw the chest first.

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Post by Erockbrox on Tue 31 May 2016 - 3:06

With a little work and care, the conker game will be successful.

Here is my improvement. Again lots of this will be happening.

On the left is the original. On the right is my redesign.

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Post by Trovsky on Tue 31 May 2016 - 21:21

Suggestion:
Erobrocks why don't you make a dungeon with die hole design? Start a room with one hole and increase the number when the room increments. Try changing the graphics as well to make it look like a die.

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Post by Erockbrox on Wed 1 Jun 2016 - 20:19

Trial and error puzzles are okay as long as the probability of getting the thing is reasonable. Like for example there are 4 statues in a room and you have to find the movable one, the rest are fake. So probability is 1/4.

Stuff like that is okay, but as soon as the probability of success gets lower and lower then its not fun.

I could make whole dungeons, but I don't know the limitations of HM and how to fit them all together. For example I could design the whole dungeon on a piece of paper, but I don't know if it would work in HM.


Last edited by Erockbrox on Wed 1 Jun 2016 - 20:23; edited 1 time in total
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Post by Erockbrox on Wed 1 Jun 2016 - 20:21

In this room the player gets warped or falls down from above into the center area.

The player simply pushes blocks off and hookshots or uses the roc's feather to get to the other side. For roc's feather there is no need for the pots.

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Post by Trovsky on Thu 2 Jun 2016 - 0:01

Erockbrox wrote:Trial and error puzzles are okay as long as the probability of getting the thing is reasonable. Like for example there are 4 statues in a room and you have to find the movable one, the rest are fake. So probability is 1/4.

Stuff like that is okay, but as soon as the probability of success gets lower and lower then its not fun.

I could make whole dungeons, but I don't know the limitations of HM and how to fit them all together. For example I could design the whole dungeon on a piece of paper, but I don't know if it would work in HM.
Erobrocks think of the fans though. Think of how many people would love to play dungeons. I believe in you!

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Post by Erockbrox on Tue 7 Jun 2016 - 0:38

Here is my attempt at a redesign on this room.

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I forgot to show where the switch is. The switch is under the middle pot on the left.
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Post by Erockbrox on Tue 7 Jun 2016 - 0:56

Here is my redesign of this room.

In the original there was lots of floor spikes on the right hand side. I honestly see these floor spikes (floor nails) as just artificial difficulty and think it would be better if they were just simply removed.

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Last edited by Erockbrox on Tue 7 Jun 2016 - 1:54; edited 1 time in total
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Post by Erockbrox on Tue 7 Jun 2016 - 1:41

Here is another situation that caught my eye. Here the original design has a 1/12 chance probability of pushing the correct block (bottom pic).

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I would change this to a 1/8 chance or a 1/4 chance (top pics)
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Post by Erockbrox on Wed 8 Jun 2016 - 0:31

Man is old and tired. He cannot see as he is blinded by age. He cannot do since life has left him exhausted with all of his responsibilities.

Boy is young and energetic. He is fresh with ideas and free. Curiosity guides him and shows him the path of light. Boy can invent and discover as his heart is young.
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Post by Erockbrox on Sat 18 Jun 2016 - 0:44

The player walks in and this is one of those rooms where the door locks on the player and they have to kill all the monsters before the door reopens.

The pig things are trapped by pegs. Once you free them with the peg switch then they go "bouncy bouncy" into the spikes and they killed.

Its supposed to be a fun way to kill them.

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Actually the blue pegs may not even be necessarily.
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Post by Erockbrox on Thu 23 Jun 2016 - 3:16

Here is a transition room. It works both ways however there is a right path and wrong path as well.

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Post by Erockbrox on Thu 30 Jun 2016 - 22:42

Works both ways.

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Post by Erockbrox on Mon 11 Jul 2016 - 6:08

This is an improvement on an idea that was in parallel worlds. The player originally had to just line themselves up perfectly with the space inbetween the spikes to get the chest, but here there are some blocks that line the player up automatically when they enter it, its not that bad now.

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It's all about fairness and as long as you make it fair to the player its okay.
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Post by Erockbrox on Wed 3 Aug 2016 - 0:56

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Post by Erockbrox on Wed 3 Aug 2016 - 0:56

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