gamer_extreme_101 wrote:
I'd like to make a suggestion if I may:
[twocents]
I'm finding most of your mazes a bit "dry" just because they don't incorperate the DROD elements enough. Yes, the trapdoor one in "Catacombs" TE is good, but that was the most challenging one I found. Plus, just adding monster rooms to leave a break doesn't fit in to the theme enough.
However, what I'd like to suggest is to add mazes that incorperate strategy and action. Some good ones off-hand include :
Beethro's First Job - Level 1, 2E
- Level 2, 2S 1E
King Dugan's Dungeon- Level 3, 2N 1E
- Level 13 (Full Level Maze)
Nightmare Dungeon - Level 3, 1N 1E
Smith Basement - The Vault
All of these rooms/levels have good examples of creative mazes. All I'm saying is that I think a lot of people would enjoy this hold more if it was more DRODish.[/twocents]
Remember - these are only suggestions.
I think this is incorporation of several themes in one.
If you want to create mazes with other purposes than the original idea of just finding your way around it, you should try incorporating other themes into the rooms, as gamer_extreme_101 said. Many rooms like this often involve manipulation of monsters, in which case the monster is the one who must be guided around a maze to the exit point.
Roaches in a maze can be found in Dugan's L3 2N 1E, as already noted.
Other ideas you can try are manipulating a goblin round a maze (Timed version in Bavato's Dungeon L4, 1W), a Wraithwing (Bavato's Dungeon L4 1S or Deep Hold L21 2E? - I don't know), a serpent (Claythro Tower L4 1N), or even a roach queen (Although it's hard to do it without invisibility).
Moving mimics around trapdoor mazes can also prove interesting, although tricky to make, especially if you yourself are on a trapdoor maze - (I Ching Contest Hold, L3 Entrance) and, also tar itself can prove tricky to cut through in maze-like passages (Dugan's Dungeon L17 1N 2W, L24 1S 2W and 1S 1W).
Also suggested above, mazes can be spread over many rooms, (Dugan's Dungeon L13, Bavato's Dungeon L12) and can use force arrows to great advantage either as the dominant form of square (Contest Hold 1N 1E) or in directional one-way passages.
As for some of your other rooms, not involving mazes, some like L3 1N 2E are a bit like plain hack and slash since the brain can be killed before the other monsters. Another example would be L5 1N 1E, where you could make a more challenging version with some queens behind arrows, and you must use roaches spawned from them to kill the serpent before attacking the queens, for example.
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Resident Medic/Mycologist