Dungeon Maker - User Manual

Tactical Myzzrym
Level 14
Tactical Adventures Dev
Discord Link Steam Link Newsletter Link Developer Badge
4 months ago (edited)

In order to keep all the information up to date in a single place, please visit our Dungeon Maker User Manual Guide on the Steam Workshop (no account required): https://steamcommunity.com/sharedfiles/filedetails/?id=2498466913

Where can I upload / download Custom Dungeons?

  1. Steam Workshop: https://steamcommunity.com/app/1096530/workshop/
  2. NexusMod: https://www.nexusmods.com/solastacrownofthemagister
  3. Mod.io: https://solasta.mod.io/
sarge33rd
Level 12
3 months ago (edited)

What is the precise format to be used, when designating exit/entry points? As in, if I use a single digit to designate the point, what if I make multiple dungeons/modules? If I use for ex exit 2 to entry 2 in module A; how will the game know whether I mean entry 2 in which module? Since each level has to be remapped and the file named, what ties file "BCD" to "ABC" and not to "XYZ"?

I was thinking of using a 6 digit code 010101 for the 1st dungeon, 1st level, primary entry. Then the exit to the 2nd level would become 010201 and the exit from 2nd level back to 1st would be 010102. A 2nd dungeon, would start 020101 for its primary entry. 

I have absolutely no clue what happened to my 1st dungeon. I had the 1st floor completely done and tested, then built a 2nd floor. Put an exit from the 1st to the 2nd and one from the 2nd back to the 1st; and if you look on STEAM under the DUNGEON MAKER thread I started, when I went to reload the dungeon to playtest the transition, it loads black and grey polys and the party is dead.

Schlobb
Level 8
Steam Link Newsletter Link Kickstarter Backer
3 months ago (edited)

I think you should be using single digits. Say for instance you have 2 dungeons, Dungeon A and Dungeon B. In Dungeon A you have entrance point 1 where the party starts and in Dungeon B you have an entrance point 1 as well. All you have to do is create an exit point in Dungeon A where you select the entrance point 1 in Dungeon B. 

If you want the party to be able to go back to Dungeon A, create an exit point in Dungeon B where you select entrance point 1 in Dungeon A.

You can also have multiple entrance and exit points on the same map. I created a test map that has a room with an entrance point 0 and 3 exit points to 3 different rooms (entrance points 1,2 and 3), each of which has an exit back to entrance point 0 in the first room. When you create the exit point don't select a different map but instead type in the current map name.

Hope that helps.

sarge33rd
Level 12
3 months ago (edited)

This post has been deleted.

sarge33rd
Level 12
3 months ago

I think you should be using single digits. Say for instance you have 2 dungeons, Dungeon A and Dungeon B. In Dungeon A you have entrance point 1 where the party starts and in Dungeon B you have an entrance point 1 as well. All you have to do is create an exit point in Dungeon A where you select the entrance point 1 in Dungeon B. 

If you want the party to be able to go back to Dungeon A, create an exit point in Dungeon B where you select entrance point 1 in Dungeon A.

You can also have multiple entrance and exit points on the same map. I created a test map that has a room with an entrance point 0 and 3 exit points to 3 different rooms (entrance points 1,2 and 3), each of which has an exit back to entrance point 0 in the first room. When you create the exit point don't select a different map but instead type in the current map name.

Hope that helps.


I do not believe you are following me.


I build a module...5 levels and the theme is goblins and orcs. I have exit from level 1 to lv; 2''s entry. I have an exit from level 2 to a 2nd entry on lvl 1, (the 1st entry being where the party began). Then I have an exit from 2 to 3 and from 3 to 2. Then from 3 to 4 and 4 to 3 and lastly from 4 to 5 and 5 to 4.


Now I do an entirely different module. This time Soraks are the central theme and it is 3 levels. As ab9ove, I have an exit from 1 to 2 and from 2 to 1 and from 2 to 3 and from 3 back to 2.

Now, how does the DM know WHICH entry, a given exit is pointing to, if they all have the same numbers assigned? The DM asks for an "index" to be entered when you create the entry/exit. Generally speaking, an index will be a numeric value. Are they asking here for a file name and a numeric value? 

Schlobb
Level 8
Steam Link Newsletter Link Kickstarter Backer
3 months ago

When you create an exit point you don't just give an index you have to select/type the map name as well. That's why you can have the same index numbers in different maps. So in your first example you would select the goblin/orc maps when creating exit points and in your second example you would select the Sorak maps.


sarge33rd
Level 12
3 months ago

I'll give that a shot.

2 months ago

Tile Set 1:

The first tile-set I would like to see is a forest/outdoor tile-set with running streams and rocky cliff-sides that the characters could climb. There would also be entrances for caves and underground passages, which would be apart of the second tile-set.

Tile Set 2:

The second tile-set would feature an underground cavern system with winding passages, which would lead to larger cavernous chambers, some of them having under ground pools of water. There should be rocky platforms for the characters to climb and traverse.

Tile Set 3:

The third tile-set would consist a collection of prefab buildings, which the characters could enter and explore. The village tile-set could be populated by the Game Master with merchants and NPCs. Some of these NPCs can give the characters quest and give them rewards for completing a quest; such as, coins, XP, magical artifacts or weapons and equipment. Some of these NPCs will be able travel through the village along predetermined paths set up by the Game Master.

These are the things that I would like to see done with the Map-Editing tool provided with the game.

2 months ago (edited)
In-game magic item creation seems limited to me. Will it be extended in the future
 (or at least in the dungeon creation tool)? examples: fusions of items (flaming, keen sword +5,
 cloak of elvekind +2 to AC)?
2 months ago

Tile Set 1:

The first tile-set I would like to see is a forest/outdoor tile-set with running streams and rocky cliff-sides that the characters could climb. There would also be entrances for caves and underground passages, which would be apart of the second tile-set.

Tile Set 2:

The second tile-set would feature an underground cavern system with winding passages, which would lead to larger cavernous chambers, some of them having under ground pools of water. There should be rocky platforms for the characters to climb and traverse.

Tile Set 3:

The third tile-set would consist a collection of prefab buildings, which the characters could enter and explore. The village tile-set could be populated by the Game Master with merchants and NPCs. Some of these NPCs can give the characters quest and give them rewards for completing a quest; such as, coins, XP, magical artifacts or weapons and equipment. Some of these NPCs will be able travel through the village along predetermined paths set up by the Game Master.

Hey David!

Good suggestions! Some of it is coming soon, some hopefuly later on.

Cheers,

IXI
Level 14
2 months ago

please host a contest for the best 1st level adventure to replace the tutorials 


yellow flower of courage

IXI
Level 14
2 months ago

please host a contest for the best 1st level adventure to replace the tutorials 

i call dibs on a bar fight, assuming that is possible with the dungeon maker, i've not yet tried using it


yellow flower of courage

Silverquick
Level 10
2 months ago

Tile Set 1:

The first tile-set I would like to see is a forest/outdoor tile-set with running streams and rocky cliff-sides that the characters could climb. There would also be entrances for caves and underground passages, which would be apart of the second tile-set.

Tile Set 2:

The second tile-set would feature an underground cavern system with winding passages, which would lead to larger cavernous chambers, some of them having under ground pools of water. There should be rocky platforms for the characters to climb and traverse.

Tile Set 3:

The third tile-set would consist a collection of prefab buildings, which the characters could enter and explore. The village tile-set could be populated by the Game Master with merchants and NPCs. Some of these NPCs can give the characters quest and give them rewards for completing a quest; such as, coins, XP, magical artifacts or weapons and equipment. Some of these NPCs will be able travel through the village along predetermined paths set up by the Game Master.

These are the things that I would like to see done with the Map-Editing tool provided with the game.


Well I do like your Ideas but Outdoor environments won't be a "tileset" in the classic sense. 

Those are no longer done in this age as a tileset, they're literally hand painted down and cannot be swapped in and out as components. So what we would likely get would be something akin to the way the NWN2 Toolset worked where you would height map an area, then paint the textures and throw in placables like houses and such. 

I have actually been trying to push the Devs into releasing like one or two of their Outdoor/City environments as a "prefab". Perhaps all of them, I mean you could do a lot with the Dark Keep as a generic prefab, or using that dwarven town as a home base/hamlet type area to kick start an adventure for a party so they're not just dropped on their butts in the middle of a dungeon at the start of a module. 

Basically it would allow for a setup to an adventure. I consider this type of thing a critical addition.

 BUT... 

I definitely agree with the need for the Caverns (with water props) tileset. It is the one thing lacking to create a real full dungeon. 

The Necropolis tileset we're currently using is VERY adaptable, I've been able to create both Crypt, Classic Dungeon, and Underground City type environments with it. That just needs more Props like weapon racks, porticullis, bunks, tables, fountains, trapdoors, stairwells, etc... but the base tileset for this is highly flexible and able to create multiple environments if you only get more of that they call "Props" which were called Placables in previous Toolsets. 


 

SpaceDuck
Visitor
2 weeks ago

Above all else I would like to see dialog added.  If we have dialog we can make the rest work.  Quests and merchants are great to of course as is more stuff.  But dialog, that's the spark we need. (also the Rogues Level 10 feet but thats for diffrent post)