Two Maps

Tunnelers work best right now on large maps - they need them to create different types of terrain, where players can wage strategic battles with hordes of MOBs. Small maps made by Tunnelers tend to look similar to each other, though of course the actual paths are always different, and the design file can still be used to determine the width of tunnels, the frequency of anterooms, and the number and size of rooms. The following map demonstrates how Tunnelers work on a small map. One room with an extra big treasure has been pre-placed at the bottom of the map, and surrounded with a guaranteed-closed wall, so there will never be any entrance to this room but the pre-placed one. This design is meant to have an entrance at the top, and two exits at the sides of the map. There are almost always many different paths from the entrance to the treasure room and on to the exits. Imagine playing this with a revealed map where you can see all the MOBs that are moving through the tunnels.

small dungeon with pre-placed treasure room
left half of a 2-player PvP map

The following design is an experiment: A labyrinth constructed inside a dungeon. We start with some open areas where RandCrawlers will spring forth, a bunch of Tunnelers that make very wide Tunnels, and a set of 3 design Crawlers placed so as to make sure that Crawlers will eventually enter the Tunnels. To top it all off, soon after the design Crawlers have entered the Tunnels, more Crawlers are placed randomly inside the Tunnels. These have parameters that make them behave like bark beetles, leaving walls and tunnels that are formed like the letters of a strange alien script.

Like in the chokepoint in a labyrinth-design, we let the DungeonMaker create rooms in the labyrinth part of the dungeon, which refers to all areas that are open at the start of the construction process. Since these areas are fairly small in this design, the process runs much faster here.

I always like to watch the movie of creating a labyrinth/dungeon hybrid, because there are a lot of surprises, and some very tricky environments get created. But would these environments be fun to play in? I really don't know. No doubt it depends much on the game dynamics, and unconventional dungeons such as these would have to be playtested before any decision is made on including them in a game. The fact that the DungeonMaker is capable of making develishly difficult dungeons should not induce us to base a game on them. It may well be that simpler dungeons are more fun.

labyrinth/dungeon hybrid
a labyrinth inside a dungeon

Never, ever let a player loose in a dungeon like this without an automap.

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