gorogorosama wrote:Alright, I've played through it. In general it was really well done. It could pretty much blend seamlessly with the runic levels, so that's a definite plus. I also thoroughly enjoyed all the additional water in the fortress.
Thanks. The levels were meant to blend as close to possible to the original set, these levels were mostly a training exercise for me to get to know the editor.
gorogorosama wrote:My major concern was the floor1 exit chunk, specifically the vault / overseer thing. First, the vault was annoyingly far back from the lever that triggered it. I knew what that lever did, but didn't see why it had to be so far away from the vault door. And then I randomly ran into the Overseer? I didn't mind randomly running into something while backtracking, that's good. But the OVerseer seemed a little out of place. He also was poorly balanced. I was a level 31 Vanquisher and he offered me no challenge. He just had an annoying amount of health.
The Vault. I personally dislike games that have devices such as levers to do something and the something is in the same place. So I decided to put the lever a bit away from the door (which in someways is logical for a vault door). I also dislike games that make you run back and forth to do pointless stuff over the same section of map. So the lever is by the exit so if the player decides to go figure it out, it is up to them. If I am going to have the player go back I might as well have something else happen, in Torchlight that is going to be a Monster or two. The Lich was an intentional selection for the fact that he did have a bunch of hit points, but his purpose is not fully implemented in the final version. Orginally what happened was that when you started to fight the Lich a large number of other monsters spawned and continued to spawn until you killed the Lich, so he was sort of a timer. There was a way to break the encounter that I did not resolve so I just took out the spawning monsters. I believe I may have a way to fix it now so I think I will go back an add it back in.
gorogorosama wrote:There were a few minor issues. Some tiles were set to non-collidable when there wasn't a logical reason (ie it seemed like i should be able to walk on them) One of these was above a door that spawned the mini-overseer dudes. I just think you should put more debris there or something. Also there was one mini-overseer (forget what they're called) that was stuck in a wall. I guess he didn't want to come out of his spawning place. Finally, even though I have a fondness for the rat foremen, it seemed odd to have the enemy-theme change on the second floor. If you want to add them to the first floor that would be fine, but I'd keep it consistent across the dungeon (of course that's just me. others may like the variety).
I will go back and check all the tiles, I made some mistakes early on in copying tiles that I had set to either no collision or were no shadow version (not completely understanding how to do every thing), I thought I caught them all, but I guess I did not. I will go back and check them again. I will see if I can find that mini overseerer.
I agree that the rat foremen do not fit theme, and for the life of me I can not see where they come from, there are no rat foremen in the spawnclasses and both floors use the same spawnclasses. I think they may come with one of the champions, I will go a little deeper in the all the spawnclasses to see were they are coming from.
gorogorosama wrote:Overall though it played very well! I certainly am fond of your release format

Rock on
Thanks for all the comments, and your "Aegis Maps" were the inspiration for these. I was working on a Sunken Temple set, but I stop those for now since I saw you working on a set (I really dislike working with that set). I was mainly working on with that set because I had just figured out how to make a new Poison Gas trap and it fit.
I am currently working on a 6 or 7 chunk Palace set next.
Geo