Dungeons...

derpswa99
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Dungeons...

by derpswa99 » Tue Aug 27, 2013 20:13

I was thinking why not make dungeons have loot in them so they can actually be considered "Dungeons" instead of a random structures.

Loot Idea:

-Mese Crystals / Blocks
-Diamonds
-More Mossycobble
-Gold
 

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philipbenr
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by philipbenr » Tue Aug 27, 2013 20:48

I do miss the old dungeons. I think you might want to talk to BlockMen about that in his mines mod. It generates long mineshafts. just a thought.
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BlauerEisRegen
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by BlauerEisRegen » Wed Aug 28, 2013 19:05

yeah, better dungeons would be great!! and makesthe survival mode more "frightning".
But there should be also Lava seas or items which can only found in these dungeons.
good idea!
 

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Gambit
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by Gambit » Sun Sep 01, 2013 23:27

I agree we need dungeons back. Only they should be designed a bit more differently I feel. The old dungeons looked more like crypts.
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Melkor
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by Melkor » Tue Sep 03, 2013 15:01

Gambit wrote:I agree we need dungeons back. Only they should be designed a bit more differently I feel. The old dungeons looked more like crypts.


so... what's the difference between dungeons and crypts?
 

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jojoa1997
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by jojoa1997 » Tue Sep 03, 2013 15:10

Melkor wrote:
Gambit wrote:I agree we need dungeons back. Only they should be designed a bit more differently I feel. The old dungeons looked more like crypts.


so... what's the difference between dungeons and crypts?
Dungewons are like where monsters are or dark danky places. Crypts are like an underground building where you bury your ancestor.
DungeonImage
CryptImage
Last edited by jojoa1997 on Tue Sep 03, 2013 15:12, edited 1 time in total.
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Gambit
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by Gambit » Tue Sep 03, 2013 20:43

I'm currently mapping out a dungeon right now. It'll have a crypt and some cells for prisoners. It's also design kinda like a labyrinth.
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Inocudom
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by Inocudom » Tue Sep 03, 2013 20:46

0.4.7 can generate dungeons in worlds if the dungeon flag is set to true.
 

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Gambit
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by Gambit » Tue Sep 03, 2013 20:59

Inocudom wrote:.4.7 can generate dungeons in worlds if the dungeon flag is set to true.


These already built-in features really should be out in the open in the main menu, not hidden away only to be unlocked in the configs. Oh well... I still think they need a new design though, so it's not stopping me.
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BlauerEisRegen
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by BlauerEisRegen » Wed Sep 04, 2013 18:40

Adding Cryps would be awesome!
But will they look like jojoa1997's post?
What about skulls and others??
 

paramat
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by paramat » Wed Sep 04, 2013 19:29

In the Minetest TODO list there is written "Add configuration for DungeonGen", so it looks like we will have some control over their structure and size.
Last edited by paramat on Wed Sep 04, 2013 19:30, edited 1 time in total.
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by paramat » Wed Sep 04, 2013 21:01

[EDIT posted in wrong dungeon thread]
Using the 'indev' map generator in 0.4.7 stable.
Edit minetest.conf to "mg_name = indev".
Last edited by paramat on Wed Sep 04, 2013 21:17, edited 1 time in total.
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by PilzAdam » Wed Sep 04, 2013 21:03

paramat wrote:Using the 'indev' map generator in 0.4.7 stable.
Edit minetest.conf to "mg_name = indev".

AFAIK indev doesnt affect dungeons.
 

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by paramat » Wed Sep 04, 2013 21:12

Hmmm i did wonder because i seem to see more exposed projecting dungeons in indev and MGV7 than in MGV6.
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Gambit
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by Gambit » Sat Sep 07, 2013 22:07

I just finished this dungeon plan. Granted, it's built above ground and over the water (hyuck) but I think it's all good. So check out the sample if you like. It's best to play this at night to get a good feel of underground and grab a few torches from /giveme or creative.

http://ubuntuone.com/7iqjFPSlNIaf1mn9JoYd6V

P.S: Don't mind the outside of the dungeon, it's suppose to be underground so this shouldn't matter.
Last edited by Gambit on Sat Sep 07, 2013 22:08, edited 1 time in total.
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