Being that it is the community that is going to play it figured I would ask for their input.
I'm looking for some ideas on a maze I have created. To easy/hard? To dark? Is it good/<font color="orange">HAMSTER</font>?
Let me know what you think. Yes I am aware that it is an unfinished project (no encounters yet), with all the tight spaces I have not chosen the types of encounters yet. Needing to get feedback on the maze itself.
Code: NW-DBE9IHAYL
Name: Odoiel's Grand Maze
Author:
@odoielrulz
Tags: #Puzzle #Maze #Outdoor #Challenge
Overlooking the maze during a lightning strike.
v.1.1
Fixed start point.
Removed breadcrumbs.
Fixed exit door.
v.1.2
Added some encounters and a few extra walls.
My Foundy Creations:Morokei's Stolen Property &
Odoiel's Grand Maze. (Still under development)
Comments
Morokei's Stolen Property & Odoiel's Grand Maze. (Still under development)
I congratulate you on not being a sheep and making another mindless dungeon like the vast majority of people though. It's refreshing to see new ideas and not having someone hold my hand telling me to pick up the key and then use key on door, open door, talk to man inside room... ya, I get it... thanks for doing the thinking for me.
I fixed that door(actually removed it, it wasn't needed anyway), start point issue, and that eliminated the breadcrumb. Its republishing now.
Morokei's Stolen Property & Odoiel's Grand Maze. (Still under development)
I am not sure if you could even do something like that in this game since you've only seemingly got the whole "Press F" thing goin on to do whatever it is you were supposed to after following the trail. If you could create some real brain twisters that didn't have the whole follow the trail to the press F thing... along with some good writing/prose.. maybe inscriptions /clues on the walls etc... I'd say it would be good. If not then I would just stick with a combat oriented dungeon.
Man, you REALLY dislike waypoints, and shiny breadcrumbs, huh guy? I'll be sure the latter part of my dungeon does not hold your hand.
No, I think it's the dumbest thing to put in a DnD game.
DM: You come to an intersection. You can go East or West. Which way do you go?
Player: I'll just follow the sparkly trail to get the dagger key for the magical door.
DM: How do you even know about the magic door or that you need a dagger key?
Player: The tracker says so... now, I follow the sparkly trail...
Did you take it off again?
Yes, obviously they can. Doesn't have any bearing on what I was talking about.
I guess a map maker could also make a map in a wide open field so the player could just see every node, that would be fun too.
Look, we all know you're jealous of me but could you please stop trolling every thread I post in? It's pretty creepy how obsessed with me you are.
That's wonderful... thanks for that info that has nothing to do with what I was talking about. Please leave me alone. Stop posting snide comments about my comments, stop posting screenshots of my ingame reviews, just please stop commenting on anything I say. You're so obsessed with me that you don't even take into context the things I say, you just blurt stuff out.
And no I did not take it down.
Morokei's Stolen Property & Odoiel's Grand Maze. (Still under development)
Your maze aint there.
Make sure all the letters are capitalized too. I don't know why, but short-codes are case-sensitive.
I found it easily using the shortcode.
So on to the review.
I really liked the maze. Its pretty well done and a good test maze. I gave it 4 stars for the effort and time that must have gone into building it.
For encounters I would add patroling "stalker" monsters. That fade in and out at the beginning and end of their patrol, and "ghost" mobs, that only fleetingly move for a short distance in spots. Thats just to make players nervous.
I'd also add doors and key's in one form or another, so that you'd have to search the maze to get to certain points to retrieve keys and back to the doors to make progress in the maze.
Especialy if you are going to use it "as is" because this is a lefty maze. Meaning that if you just stick to taking every left turn and back tracking when you come to a dead end and take the nearest left turn again (right if there are no left ones) Then you get through the maze. Which is what I did. So then it needs obstcles and reasons to need to explore the maze further, so: doors and keys.
Lastly I'd like to add that when standing at co-ords: 550, 360 when facing west there is an overlab wall that makes the texture "jump"
I hope all this helps, I certainly enjoyed test running your maze and can't wait to see what it becomes in the near future.
Added some encounters
Morokei's Stolen Property & Odoiel's Grand Maze. (Still under development)