My map’s story was loosely based on a Zelda dungeon, while still pertaining to the theme of a post-apocalyptic alien invasion. The players are prisoners on an alien ship and must solve puzzles and defeat enemies in order to escape. There are several items scattered on the ground that they can use to heal, attack, and solve puzzles, as well as some chests, both locked and unlocked that they can open. There are plenty of enemies for the players to defeat, each increasing in difficulty to defeat. As they get closer to escaping, they run into the general, and later the boss of the entire ship, both of whom they must defeat in order to escape.
My playtesters really liked the puzzles I put into my map. One of the puzzles was solving a simple cryptogram puzzle in order to figure out the code for the cell so the players could escape. My playtesters said that it was a simple puzzle but it was still a fun way to unlock the door, and an alternative to simply rolling a die. They really liked the subtle implementation of electronic keypads and high-tech themed checkpoint to keep consistency with the alien theme. My playtesters had no problem getting through most of the rooms with relative ease before time was up.
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| The Map |
One of the biggest issues with my map was the difficulty of the enemies. By the third set of enemies, they were very overpowered and could easily one-shot the players. Also when I had made the map, I had forgotten some key items for the players, and it was suggested that I give it to the enemy to drop after they have been defeated. One of the playtesters commented that although they were given plenty of healing items, it wasn’t very useful if the enemies could simply one-shot the players, giving the players a very minimal chance at success, essentially a Dark Souls moment.
In future iterations of the map, I would definitely lower the enemies strength. Previously, I had assumed that because the players had so many healing items that it wouldn’t be too hard for them, however due to the fact that they wouldn’t get a chance to use the items at all, they were simply too strong. If I were, however, to make the enemies stronger, I would also have less of them. In the second to last room, there are 3 enemies and one mini boss, all of which were very strong. Even with the extremely strong combo of warrior and ranger, they stood no chance against the opponents I put up. I would also give some of the enemies the keys or healing items, so that when they’re defeated they can drop the items. Also, more strategically placing items closer to the coordinating puzzle would help clarify the map.
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| One of the items you can pick up, key to the puzzle. Pun intended. |
The path was generally pretty straight forward. There is one part of the map where it branches off to a shadowed room, which characters must illuminate and unlock in order to access the room where two vital keys were. This could be considered a little obscure, however, due to the locked door where the general and enemies are, they are forced to explore that part of the map.
The overall flow was very smooth, with no dead ends or unnecessary corners or rooms. It was very straight forward, going from one end of the map to the other. The pacing and placement of enemies eased players into the action, and had a good combination of battles, puzzle solving, and exploration.
As the items were relatively close to the puzzle they were associated with, and with a bit of narration, it was easy to teach the players how to use the different items. For example, the severed hand was obviously the key to the electronic keypad. The flashlight was in the chest near the darkened corridor, and the keys were only found after the players found one of the locked chests.
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| Skeleton Keys on an advanced tech alien ship. |
The main circulation elements were the corridors that connected the rooms, some stairs, and the two “lobbies” - the prison cell where they start, and the final control room. This map is more about puzzles, and thus the balance of circulation elements to rooms (where action occurs) means there are a lot more rooms.
I think this map was a success. There are definitely components that can be adjusted to make it easier for players, and perhaps some longer corridors with some little Easter eggs could help make it a little more interesting.






