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Simple DnD Map V3

For this iteration of the map, we were given the same basic concept with a brand new set of rules to follow.

For this iteration of the map, we were given the same basic concept with a brand new set of rules to follow. There were many different and new things on the rule sheet, such as a new theme (Post-Apocalyptic Alien Abduction Prisonbreak), a checkpoint system, an additional character stat, new items, etc. This meant that there needed to be a serious overhaul of the map. In fact, I opted to make a whole new map entirely. Considering the alien and sci-fi themes, I chose to create a map that takes place on a spaceship. It took a while, but I slowly built up the map and ended with this result:


Here you can see the layout of the map, with a neat graphic of the ship itself going through space I created to add some visual interest. The players begin in the upper left corner, in the jail of the ship. They then speak to the Whistleblower to learn the unique mechanics of the map, such as the drones and the goal. From there, they traverse the various rooms in order to collect keys needed to access locked areas of the ship until they make it to the Control Deck, take down the bosses, and hijack the ship in order to escape.


The image above is a screenshot showing the state of the game when the playtest ended. Only Leland was in class this day, so I only had one player going through the map. Overall, it went pretty well, I did a much better job of updating player and enemy stats, and it was overall easier to manage. The main thing that went bad was definitely that the enemies were too strong. Leland ended up dying at least a handful of times, most of which occurred before he reached the first checkpoint in the bathroom. I will definitely have to lower some of the enemy stats and move around the checkpoints. I think the flaw in the checkpoint system should be easy to fix because the problem stemmed from them being rushed into place, so I should be able to greatly improve that. With the enemy stats, I'll lower them all by a certain amount and use trial and error to figure out a good general balance, I think that is the best way for me to fix it.


Something else I think I might change about the map is the layout of the first area, shown above. I might try to add some other objects to try to introduce mechanics in a better way, possibly a checkpoint or an item, just to show the player how it works straight away and get them more comfortable in the game environment.


I'm quite happy with the aesthetics I was able to achieve while still keeping the map somewhat simple in order to make it more simple to edit. I definitely believe that the visual style of a game is almost as important as the gameplay, and it certainly helps to draw in the player and keep them immersed. I do try to be less concerned about aesthetics though, because I do notice a tendency within myself to get overly focused on that aspect at times.


One last thing I think I'll change for now is the lack of items strewn throughout the map. I think it would be more interesting and provide motivation for the players to explore the map. I also think it would help to better balance the combat system to give the players some kind of advantage if they're in a tight spot. I'm sure I'll think of even more improvements to be made, but for now, I think these will provide a much-needed boost in playability.

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