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The mud area was nearly empty- just two monsters- did it have something to do with the silver key I never found? Not that I begrudge you that, there was plenty of loot and experience without fully completing the map. I played Demonweb Pits 1, a good looking map.
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As it happens, I had already played one of your maps, the one with Grump and Sillary, unless somebody else is using the character Dom the Bomb. Hi Rivethead (are you from Detroit or an autoworker?). I'm not saying that mapmakers should avoid using spawners and necromancers, just saying that they can be tedious and unrewarding if used too often. This issue also arises with the necromancer miniboss. Someday I may wise up and start evading them when possible. They can also be annoying, as the creatures they generate don't provide any experience. Pity that the player can't change the camera zoom. I notice that the taller trees can also block the view of the map, and would suggest keeping them away from the main path unless you're trying to increase difficulty by reducing visibility. I'm not saying mapmakers should completely avoid water, just that they should remember that IWs get a considerable boost from water, at least if the player is patient. And yes, convenient water does make some maps much easier, as it works like a checkpoint that never gets depleted, albeit one with a slow rate of hit point replenishment. I had no idea that IWs were underpowered. I'm interested in what others have to say about map design from the player side of things, so if anybody is reading this thinking "Yeah, yeah, but what really bugs me is this", I'm interested and probably others are as well. Thats something 3S needs to address.Ĭould you try a few Rivethead maps? I suggest the Demonweb Pits parts 1,2 and 3 or my latest Zero the Hero. There are workarounds: Never do i cross patrol paths. Fact is the pathing today is 200% better than a year ago =). Again, it's a fine balancing act that few achieve. As you mentioned before though action! action! action! takes center stage on most players today. As in my D&D days, my purpose is to entertain not kill. I have seen this trend coming for a while now as a Creator I find its a balancing act with making a map with story, action, and action. At this point the folks that play my maps have me pretty much figured out =( As Ghor said make them Easy if you make them at all! There are times ( such as large areas) where high walls can work. I've made some of these mistakes myself, so I'm just saying. Originally posted by Butcherbird:Speaking strictly for myself, I'd like to ask mapmakers to bear a few thing in mind. Having water on your maps makes them really easy for IWs. Patrolling monsters run into each other and get stuck if their paths cross. Wandering monsters get stuck on locked doors and stationary monsters. Worm mini bosses are best used in confined spaces where they can melee, as their ranged attack only slows or does a point or two of damage. On the other hand, putting your melee mini boss on a platform means I can snipe it and it never get hit. I don't mind my character dying, I don't like tiny rooms with big monsters that make the map into a race to see if my lives run out before you run out of (what I see as) cheap tricks. If your map tests my patience, I'm bailing. It's cool that some mapmakers are pushing the limits of the ACK, but I'm mostly interested in killing stuff and obtaining loot. It's nice when all areas of the map have something going on, not so nice when there are large, empty fields with no reason to explore them. High walls can create a sense of claustrophobia, but mostly just make the map hard to see. Speaking strictly for myself, I'd like to ask mapmakers to bear a few thing in mind.