I've created a model to explain suggestion for non-linear vertical dungeon design.
Intention of the level is that player have fun exploring because level itself is cloaked with mystery.


Map legend
  • Sphere - point where engine seamlessly loads upper floor/level and indicates where player can go back down.
    These are usually stairs.
  • Icosphere - secret item/weapon ... which can be obtained solving the puzzle or is hidden behind secret wall
  • Torus - mysterius portal; some are working, some are not
  • Pyramid - quest and/or boss area with boss encounter or some other tough A.I.

notes:
Walls and pillars are not scaled to exact measure.
They need to be placed to hide some A.I. encounter or secret door to another area
[Linked Image]

edit: updated

Last edited by cyseal; 09/10/16 06:18 PM.