MAKING DUNGEON LAYOUTS

How to efficiently create and organize a dungeon.

  • Neok
  • 10/04/2009 10:56 PM
  • 3794 views
Here's my version of the graphing method for making layouts for my dungeons. I do it inside RM2k3 using this chipset (though you can easily make one for any of the other makers):



Here's a skeleton of one of my dungeons.


The green and pink squares are exits that interchangeably open and close depending on what the purple switch is set to, while blue squares are normal open exits. White square is start point and Black square is the goal.


And most recently my dungeon skeletons have looked like this:


Where this time the green and pink are one way routes that can be toggled with the purple switch.

Basically, the idea is to make an overview skeleton of the area, and use colored tiles to mark off important places where things happen, or even just to place treasure chests so that they're distributed evenly throughout. If you're creative, you can also alter the chipset and put together a template that suits the needs of your game.

Posts

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This really isn't a tutorial.

It's just a demonstration. It doesn't teach anything.
It's a neat graphical method for mapping a dungeon to use if you're out of graph paper and have RM open or just want an outline handy in RM. I like it.
This is good for general layouts. I usually plan my dungeons on paper. That way I can draw in any graphic ideas, or specific puzzle ideas for a certain room. They look kind of like this with numbers, with an attached sheet explaining the function/contents of each room. The only problem is paper can be lost/destroyed, it's too irl.

Something about digital dungeon plans just doesn't work for me, but that's personal tastes. I suggest everyone use some kind of plan instead of willy nilly design.
Pages: 1