Pretty Maps; Bad Design.
#7
I agree with what you stated yet I think those could easily be employed as a dungeon gimmick.

The fog, for example, could be intentionaly used to hamper the exploration by offering a limited vision of the place and the gimmick could be igniting torches to light up the area for a limited time.

Non-walkable tiles can be used to make a man-made labyrinth. Let's say the dungeon is an abandoned warehouse and the played is forced to navigate a maze made entire of discarted goods and assorted junk.

Of course, problem is still when those desings are used solely to provide atmophere and nothing more.
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Messages In This Thread
Pretty Maps; Bad Design. - by MechanicalPen - 05-08-2013, 02:55 AM
RE: Pretty Maps; Bad Design. - by penguwin - 05-08-2013, 06:21 AM
RE: Pretty Maps; Bad Design. - by cosmickitty - 05-08-2013, 08:58 PM
RE: Pretty Maps; Bad Design. - by Taylor - 05-08-2013, 11:09 PM
RE: Pretty Maps; Bad Design. - by MechanicalPen - 05-09-2013, 12:03 AM
RE: Pretty Maps; Bad Design. - by Taylor - 05-13-2013, 10:46 PM
RE: Pretty Maps; Bad Design. - by Steel Beast 6Beets - 09-30-2013, 02:16 PM
RE: Pretty Maps; Bad Design. - by JayRay - 01-18-2023, 11:06 AM
RE: Pretty Maps; Bad Design. - by JayRay - 01-19-2023, 01:18 AM
RE: Pretty Maps; Bad Design. - by KasperKalamity - 01-21-2023, 06:42 PM
RE: Pretty Maps; Bad Design. - by JayRay - 01-25-2023, 05:55 PM

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