> There are some very deep random dungeons. The problems I have with some > of them is that since they only use 'standard' monsters, the difficulty > can jump pretty good. The giant race dungeon comes to mind - you start > with things like ogres, then small trolls, hill giants, and then goes to > trolls. There is a pretty big gap (I find) between the hill giant and > trolls - I might be able to slice my way through the hill giants without > much trouble, but once the trolls show it, it becomes quite difficult. > > The real solution is more dungeons. I don't necessarily think that the > entire series should necessarily go from level 1 to 30 - by series, I > mean something like the set of quests you get in scorn. Most of the good > commercial games I have played have good side quests to fill in some > level and exp you may need. > > but realistically, the amount of maps in crossfire have not increased > much in recent time, and thats probably the bigger issue - having more > maps, even if not part of a larger quest, but rather something like > 'there is a cool item at the end of this (which the raffles basically > are))' to fill in for more of the levels would be most useful. But the monsters aren't the only part. Well-designed dungeons can be physically harder even with the same monsters due to fewer places to hide/escape or combinations of monsters and traps. Random dungeons can help with the monsters being well- scaled, but the really interesting parts come from dungeon layout itself. Catch there is that we need people to do the careful design. If this were a commercial product we'd be paying people to do that part. Since we aren't, the next best thing is to make the process fun to plan && well-streamlined. Emphasis there would be on allowing people to lay out "effective" dungeons [whatever definition we come up with] with minimal overhead. -- Steven Lembark 2930 W. Palmer Workhorse Computing Chicago, IL 60647 +1 800 762 1582