DnD Map 2 Version 2 (Destroyed Building)

 
^ Destroyed Building Level ^


For my level I was assigned the hardest difficulty of our game. I worked with Tim and Antonio with the three levels and we received some positive feedback and some negative. For the positive feedback for my level, the players once again loved the chest mechanic and loot mechanic that I added into the level. Every time they kill an enemy, they could loot an enemy and have a chance to acquire some good loot. The reason the players loved this mechanic is because they could acquire any sort of loot where they must roll a dice and it becomes random. They also loved the door mechanic that I implemented in my level where for them to discover what is inside the room they must open the door and go inside. The players were worried at first because of the amount of rooms I added in my level but felt relieved when they realized that they could not tell what was inside each room which added excitement to the game. 

^ Annotated Map ^


What the players did not like about my level is how closed quartered it is for the ranged classes. They felt trapped at times where they want to move farther away from the enemy but can’t because there is no space to fall back. They also did not like the mechanic of the explosive alien and how it does not pair well with the level. The explosion radius of the explosive alien is 15 feet meaning that it could explode up to 3 by 3 squares. Since the rooms were so tight spaced it caused a bit of a unfair advantage for the player to move away from the explosion. They also believed that the final area of my level was not too bad but could be opened more for some ranged combat. What they did not like about the boss is that he steals the player’s items for 3 turns at the beginning of the battle. They also felt that since they only went through only a part of the map that I should structure it in a way where I could tempt the players to check the other rooms. 

^ Scene of Players fighting Aliens ^


I will first plan to restructure my map a bit where the rangers won’t feel that they are in a tight area all the time. I will take out the checkpoint room and combine it with the two-other rooms vertically adjacent to it so it won’t feel that the players are missing a lot of rooms. I will nerf the boss so after two turns it will then use its special ability to steal the player’s items and expand the final room also so the players have space to move around. The players also knew how to use their items thanks to Tim and Antonio as the items in my level were used in a similar way to their levels. Aside from the explosive alien which deals a lot of damage to the player in a unfair way thanks to the level structure, the enemies were tough which is expected in a hard level. 

^ Concept Art of My Level ^
*Credit goes to Abandoned Zone


There was at times where they said it was tough defeating the enemies but it felt balanced to them since they felt that they were doing some damage to the enemies. The only enemy that needs a nerf is the alien bodyguard since it had a ton of defense. It was obvious where the players are supposed to be headed and they also followed one of the critical paths that I laid out for them. The overall flow of the level was decently paced but not too slow. Working with a level design team made the process of making a level a whole lot easier. I had times where I had trouble trying to figure out what to implement on my level so it is nice to have two more people throwing out suggestions on how to improve the level.

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