Erock's Dungeon Designs 2014-2017
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Re: Erock's Dungeon Designs 2014-2017
Floor drop design. Watch the video to see it in action.
Erockbrox- Since : 2013-02-05
Re: Erock's Dungeon Designs 2014-2017
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.
Just place in a dungeon where you have pegswitches which are used. Notice that these are the versions that do not turn into fairies.
Last edited by Erockbrox on Fri 15 Apr 2016 - 23:02; edited 1 time in total
Erockbrox- Since : 2013-02-05
Re: Erock's Dungeon Designs 2014-2017
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.
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.
Last edited by Erockbrox on Sat 16 Apr 2016 - 3:33; edited 3 times in total
Erockbrox- Since : 2013-02-05
Re: Erock's Dungeon Designs 2014-2017
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.
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.
Last edited by Erockbrox on Sat 16 Apr 2016 - 3:32; edited 1 time in total
Erockbrox- Since : 2013-02-05
Re: Erock's Dungeon Designs 2014-2017
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.
Erockbrox- Since : 2013-02-05
Re: Erock's Dungeon Designs 2014-2017
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.
Once all enemies are killed then the doors open.
Erockbrox- Since : 2013-02-05
Re: Erock's Dungeon Designs 2014-2017
Dang, that's pretty mean but a smart idea too!
Mr.x- Fluteboy
- Since : 2014-04-10
Re: Erock's Dungeon Designs 2014-2017
I like all of them but I especially like the ice around the stairs. You should throw a skeleton knight in there too. LOL
SunGodPortal- Since : 2015-01-26
Re: Erock's Dungeon Designs 2014-2017
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.
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.
Erockbrox- Since : 2013-02-05
Re: Erock's Dungeon Designs 2014-2017
Maybe add a few enemies to this. The idea here is to hookshot or jump over pit with roc's feather.
Erockbrox- Since : 2013-02-05
Re: Erock's Dungeon Designs 2014-2017
This one may use 1 or more enemies added to it as well.
The spike block is meant to be there.
The spike block is meant to be there.
Erockbrox- Since : 2013-02-05
Re: Erock's Dungeon Designs 2014-2017
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.
Erockbrox- Since : 2013-02-05
Re: Erock's Dungeon Designs 2014-2017
Here is a double enterable room. Two different paths yet the same room.
Erockbrox- Since : 2013-02-05
Re: Erock's Dungeon Designs 2014-2017
The pits here are just for aesthetics. Works both ways.
Erockbrox- Since : 2013-02-05
Re: Erock's Dungeon Designs 2014-2017
^ 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.
Erockbrox- Since : 2013-02-05
Re: Erock's Dungeon Designs 2014-2017
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?
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?
Erockbrox- Since : 2013-02-05
Re: Erock's Dungeon Designs 2014-2017
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.
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.
Erockbrox- Since : 2013-02-05
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