I wanted to focus on some specific design goals for the flow:
- visible areas that are on/off inaccessible via portcullises, also with several one-way doors in the mix (including some off of the entry chamber; I need to add some more portcullises too)
- some larger, more-open spaces, including a dragon lair perhaps (or one for a clutch of sibling sub-adults!)
- several mini-hubs that corridors/rooms radiate outward from
- a more middle-of-the-road level of complexity vs. my usual more-elaborately-tormenting designs ;)
Beyond what I noted above (and some miscellaneous very light notes on the map), I don't have a specific ideas in mind for the key, but I do envision this as a more upper-level, perhaps even an alternate primary entry route into the dungeons.
I got the idea to start another new level when browsing through OSRIC for an unrelated product, and I rediscovered Sean "Stonegiant" Stone's starting area VI on page 159 (in the PDF). (My entry point is the 30' wide stair leading down into the level, center-ish in the lower-left quadrant):
grodog's "Behind Bars" level - first draft map |
The full-size version is available @ http://www.greyhawkonline.com/grodog/gh_castle_grodog_level-behind-bars-01.jpg
The other articles in my Mega-Dungeon Maps series include:
Allan.
I like your dungeon... clean lines and interesting shapes.
ReplyDeleteThanks Venger!
ReplyDeleteAllan.