
- Posts: 3
- Joined: Wed Jun 06, 2012 3:42 pm
Dungeon Name: Alone in the Dark
Size: 1872 cells (it's a big 'un)
Description: The main hall is a large room with two corridors or wings on either side. In the middle of the main hall are two teleporters, there are an additional 2 in either wing.
In additon there are 6 locked rooms, with no way in or out except via the Transporter pads. Each locked room as a chest in. Teams will therefore need to split up, some will need to try and hold the main hall while others will jump from room to room to find the ball.
My philosophy with map buidling (get me, I build one dungeon and suddenly I have a philosophy!) is that you need something for bash and agility teams. In this dungeon, the locked rooms will probably favour the bash teams but the large main hall with its wide open spaces will definitely help the agility teams move the ball about fast.
How does it play?: I've play tested it a couple of times and its a lot of fun (though I say it myself). The locked rooms provide lots of mini encounters whereas the main hall is a lot of fun to try and hold the entry / exit points. I had a very smug Dwarf Blocker who pushed a human Lineman into a teleporter, seemingly clearing the area. However, this set off a chain reaction and suddenly the Human Lineman was replaced by a large and angry looking Yhetti. The said Yhetti then splatted the smug Dwarf and I totally lost control of the middle of the hall and ultimately the game!

Size: 1872 cells (it's a big 'un)
Description: The main hall is a large room with two corridors or wings on either side. In the middle of the main hall are two teleporters, there are an additional 2 in either wing.
In additon there are 6 locked rooms, with no way in or out except via the Transporter pads. Each locked room as a chest in. Teams will therefore need to split up, some will need to try and hold the main hall while others will jump from room to room to find the ball.
My philosophy with map buidling (get me, I build one dungeon and suddenly I have a philosophy!) is that you need something for bash and agility teams. In this dungeon, the locked rooms will probably favour the bash teams but the large main hall with its wide open spaces will definitely help the agility teams move the ball about fast.
How does it play?: I've play tested it a couple of times and its a lot of fun (though I say it myself). The locked rooms provide lots of mini encounters whereas the main hall is a lot of fun to try and hold the entry / exit points. I had a very smug Dwarf Blocker who pushed a human Lineman into a teleporter, seemingly clearing the area. However, this set off a chain reaction and suddenly the Human Lineman was replaced by a large and angry looking Yhetti. The said Yhetti then splatted the smug Dwarf and I totally lost control of the middle of the hall and ultimately the game!
