I like this idea and it's a similar concept to my "end game idea", which can be found in the "already suggested ideas" thread. Maybe this dungeon can be applied to that idea?kerasi wrote:I'm not a fan of grinding levels so i've been working on some maps and quests. I've had some fun making mazes and they fit into my quest line. The maze is difficult but not overly frustrating. This is all above ground.
I'm wanting feedback though on whether making a large underground maze, with lots of different levels, would be appealing to players. I want something where people feel lost, hopeless and trapped without feeling frustrated. I need an idea though on how to stop from feeling that frustration.
I know peoples tastes are always different just want some opinions on if i spend the time doing it. The current map and quests i'm working on take a lot longer than i thought and i don't even know if Oskar will like thembut it's my first try and i've enjoyed doing it.
If people spend an hour figuring out how to get to the end is that too long?
Is it best to make a quick way back too? (teleporter, escape hatch). Or is that not realistic?
I know i can break the maze up to give people pit stops. Does that appeal to people?
etc etc
I'm sure there's points i've missed but got to go to work.....................
Here's the link:
http://andorstrail.com/viewtopic.php?f= ... 1&start=10