I have locked the thread because I am no longer particularly interested in continuing it. If it is possible to transfer ownership of a thread, I would be happy to have someone take over.
The dungeons are bigger, they almost always have corridors connected to them, and sometimes those corridors connect to another spawner room, with a different kind of monster spawner. More commonly, they simply connect to a dark, mostly empty room. The spawner is no longer in plain sight, it is usually hidden in the floor, and dungeons close to the surface will rarely have an entrance open to the outside.
For the full details, click the spoiler.
1. Increase Dungeons' size. Make the spawner rooms 11x11, 11x13, 13x13, and rarely 13x15 (Dungeons are currently 7x7, 7x9, and 9x9). This allows more space for monsters to spawn and adds more of a challenge. Last but not least, when the spawner is hidden (see #2) it makes it more difficult to dig down and knock the spawner out from below.
2. Spawner block location changes!
A. The spawner is level with the floor, and a silverfish monster egg covers it. Up to 3 decoy blocks (also silverfish blocks) are placed on the floor randomly to hide the spawner.
B. The spawner is close to the corner of the dungeon, and is surrounded by iron bars.
3.Give each block that makes up the dungeon walls a 2.5% chance to be a silverfish monster egg.
4. Dungeons close to the surface (up to 10 blocks deep) will have a chance to have a staircase up to the surface.
5. Various aesthetic effects, including cobwebs, cobblestone walls, and iron bars.
6. Dungeons have the potential to have corridors, empty rooms, and multiple spawner rooms.
Traps- Descriptions and Pictures!
In short, chests will sometimes be trapped, and may ignite TNT, drop an anvil on your head, or open the floor beneath you and cause you to fall (not far enough to kill you). Occasionally, non-lethal holes in the floor will form as well. Not all traps are built using the same triggers and mechanisms. None of the traps are designed to be lethal; in fact, only one can kill you if you have full health, the TNT/trapped chest trap.
Full details in the spoiler.
Triggers
1. Trapped chests 2. Levers or buttons found on the floor, walls, or ceiling.
Tripwire and pressure plates are not used because of monsters' persistent tendency to activate them.
Traps- pictures of each are in their respective spoilers.
1. A pair of TNT blocks that will ignite and destroy chests. Note: These only spawn with chests, and they are intended mainly to destroy loot, not to kill the player. The only reason there are two TNT blocks is that a single TNT block would do little to no damage and would not destroy the chest, let alone the loot. Only one block of TNT is pictured below, the second was removed.
2. 2x8x2 (2 blocks long, 8 deep, 2 wide) pitfalls that can be found anywhere in the dungeon.
Most commonly found where you least want them! Keep in mind, they are only 8 blocks deep and will not kill you unless your health is low.
3. Traps that, when triggered, will stop powering pistons, and the floor (gravel) in front of the trigger (in the pictures, the trigger is a trapped chest) will fall 9 blocks down. Keep in mind it is 9 blocks, so not enough to kill or even seriously hurt you.
4. "Anvil Traps" will sometimes cause a "very damaged" anvil to fall two blocks in front of the chest. If you're wondering, the anvil falls two blocks in front of the chest because most people do not open chests or flip levers from the block directly in front of them.
5. Regular-chest traps are chests that have inverters beneath them, wired to TNT. If you dig around under them, you're probably going to break the inverter and trigger the TNT. Not really a trap, but I like the thinking behind it. Suggested by Bagelface, the pictures are his as well.
6. Collapsible-room traps, made by Malloon, are best explained by him, as seen in the spoiler below.
This trap is non-resetable, but so are most of the trapped chest traps. It is simply a chest conected to redstone, which in turn is connected to a block of TNT. Just one. The room is 7*7*3 large (inside space), and right ontop of the ceiling in the middle is the TNT. Above that is a 7*7 layer of cobblestone, and on top of that there is a block of gravel 7*7*3 big.
This is what it looks like after the TNT exploded:
What I like most about this trap is that, while is is big, it is very simple and can easily be combined with other things. The room could be anything, but the trap stays the same.
Dungeon Generation!
Additional Generation, Methods A and B
When dungeons first begin generating, two rooms, connected by a corridor, and only one having a Monster Spawner, will generate. One chest (with loot, not trapped) with form in the room with the monster spawner.
Additional Generation: version A
In addition, dungeons can generate up to two of the following items, generated randomly, and without repeating an option:
-An extra, empty room
-An extra room with a spawner (the type of spawner must always be different) and a chest
-A TNT trap rigged to a trapped chest
-A pitfall trap rigged to a trapped chest
-An anvil trap rigged to a trapped chest
-Two regular pitfalls (holes in the floor)
If, by some chance, two options that do not add a chest are chosen (such as an empty room and two regular pitfalls), an extra chest, non-trapped chest will spawn in the dungeon. This way, at least two chests are guaranteed. You may also wish to note that no more than three chests can spawn using this method.
Additional Generation: Version B
Dungeons generate additional rooms and traps, which must add up to a value of 3. Each option can be repeated, as long as the final value is 3.
-Empty rooms are worth 1.
-Rooms with Monster Spawners (the type of spawner must always be different) are worth 2.
-TNT traps (wired to trapped chests) are worth 1.
-Pitfall traps, wired to trapped chests, are worth 1.
-Anvil traps, wired to trapped chests, are worth 1.
-2 Pitfalls (holes in the floor) are worth 1. This effectively makes each worth 1/2, but as they are the only things with 1/2 value, they will spawn in pairs. This is to offset the relative ease of defeating these traps, compared to the others.
With this method, you are guaranteed to have two chests (but no more than three) without any extra chest addition. You are also, like Method A, limited to two spawners. Unlike A, however, it is possible to have three additional things generate.
Dungeon rooms will all be predetermined geometries (similar to village structures), but will have modular corridor connections so that any room may be connected to any other room. Each room will have exactly 2 'openings' (which form connecting corridors when joined with another room, or simply lead nowhere if no room borders it on that side)
Dungeon Rooms will then be randomly determined and assembled (by ID).
For what I based dungeon generation off of, click the spoiler.
Each dungeon will have exactly 2 Chests.
Each dungeon will have 2 Rooms and 1 Monster Spawner in addition to 2 of the following items, generated randomly:
-1 Extra Room
-1 Extra Room & Spawner
-1 TNT Trap
-2 Arrow Traps
-1 Pit Trap
The 1st chest will always spawn inside of one of the 2 original rooms. This is determined independently of where the Monster Spawner is placed.
The 2nd chest will be paired with the first of the two randomly selected features. A chest paired with a room will spawn in that room. A chest paired to a trap will be linked to that type of trap, but spawn in a random room (including any additional rooms).
Dungeon Rooms will all be predetermined geometries (similar to village structures), but will have modular corridor connections so that any room may be connected to any other room. Each room will have exactly 2 'openings' (which form connecting corridors when joined with another room, or simply lead nowhere if no room borders it on that side)
Dungeon Rooms will then be randomly determined and assembled (by ID).
The following is an example 'generation' of this type of randomly determined dungeon:
1. The world seed dictates that a dungeon will occur at this X, Y, and Z value, so generation commences.
2. The dungeon features are generated: It will have 1 extra room, and 2 arrow traps.
3. The 2nd chest is paired to the extra room, and will spawn in it.
4. The two original rooms have IDs randomly selected: the 1st room is a Room Type 2, and the 2nd is a Room Type 7.
5. The additional room gets a random ID. It is also a Room Type 7.
6. The two original rooms are placed connected to each other VIA their openings.
7. The 1st chest placement is randomly determined. It goes in the 1st room.
8. The Monster Spawner placement is randomly determined. It also lands in the 1st room.
9. The Additional room is connected to one of the 2 remaining openings, determined randomly. It lands next to the 2nd Room.
10. The 2nd chest is then placed in the Additional room.
11. The Arrow traps are placed in any of the available predetermined positions (positions for traps and mechanisms would have to be pregenerated as well)
12. The dungeon is fully generated.
Additional Generation, Method C
This method is much more random than the others; it is also much more confusing. I think I can best explain it through a list, so here goes:
A monster spawner room generates, with anywhere from 1 to 3 entrances. This room has a 80% chance to form another room.
That 80% probability is shared equally by the room's number of entrances, which will vary; with 1 entrance, the probability is 80%; with 2, 40% each; with 3, 26.667% each.
Each new room generated from the central, spawner room has 1/2 the original probability it's generation for it's own room. As stated before, room #1 (the original room) has an 80% probability; room #2 would have a 40% probability (if that room had two unconnected entrances, the probability would be 20% per entrance); room #3 would have 20%, and so on and so forth.
When rooms have two or more entrances/exits, one exit would generated until it comes to an end, then the other exits' generation would begin.
This method would lead to dungeons of wildly different sizes, which may or may not be a good thing. Each "room" could be an actual room, a set of corridors, a dead end (which would have no exits, and would stop the generation), or a spawner room. Spawner rooms would be the only ones to generate with chests, and would always have at least one exit. All rooms would have to be pre-made structures, complete with traps and corridors; this would allow monster spawner rooms to be tailored to the specific mob it will be spawning. I'm sorry this method is so confusing.
When I say "exit", I mean any exit other than the exit that connects it to the already-generated structure. You couldn't have two rooms generate onto the same exit.
Generation Method D
Did Method C confuse you? Well, you're in luck, because Method D is incredibly simple! All it requires is some number of different models of dungeons, preferably more than 10. When the seed decides to generate a dungeon, it simply picks a model and generates it.
Models range in size from tiny (current dungeon size) to huge ("Massive Dungeon Model" size), but the majority of the models are found somewhere in between. This method is very simple, and allows for more complex, though-out dungeons, but it also allows experienced players to memorize dungeon layouts. However, this could be minimized by having more models.
Map Downloads and Pictures! Map Downloads
Small Dungeon:
About as small of a dungeon I could make while still being remotely interesting. Shouldn't take more than a few minutes to complete. http://www.minecraft...3/64/798/-1/0/0
ThePatriarch's Massive Dungeon (the best):
Details can be found in the link! Built with snapshot 13w19a- you're going to need it, because some of the loot is name tags and horse armor (thePatriarch took a stab at how common they would be)! It's great, just go for it!
There are two pairs of arrow-filled dispensers and two pitfalls in the picture.
The bottom-right chest is wired to TNT, the spawner is hidden under one of the stone blocks.
The diamond block represents the spawner. The bottom right chest is trapped and is wired to TNT.
Dungeon model #2. Also outdated, but there's no grass to ignore. Not in the flooring, anyway.
Acknowledgments!
ThePatriarch
-Is responsible for about half the things in the thread, you might as well ask what I myself have done.
-Made (with a bit of my assistance) the large dungeon
-Made the "common criticism and responses" section.
Badprenup
-A whole bunch, provided the framework for what the dungeons are now. Proposed traps for the first time, helped me de-cluster dungeons, etc.
Woutan
-created an ingenious and simple way to solve the double spawner problem.
ChaoticPorkchop
-pointed out (accidentally?) the problems with pressure plate traps.
Code_Name_D
-thought of great ways to make dungeons more "devious" and interesting.
Ouatcheur
-made a way to fix the double spawner problem and the XP farm problem at the same time.
Bagelface
-came up with the regular-chest trap
Malloon
-made the "collapsible room" trap, and a lava-pitfall trap that is not featured here.
Common Criticism and Responses!
They're too big.
Even the large-sized dungeons (which are very rare) are /much/ more compact than mineshafts and strongholds, which generate with many arms of passages webbing out in every direction. Since the proposed dungeons share many walls, the shape of dungeons is more centralized, which would be easy to work around.
It'll get torn up by caverns.
This depends entirely on how the terrain generation works, and it could be reworked if this idea were seen to be valuable enough. Also, as stated above, they don't take up very much space and so would be naturally somewhat resistant to being torn up.
They're too dangerous now.
Well, I don't really agree. In my opinion, the dungeons that currently exist in vanilla minecraft are a bit too difficult to find, but also too easy to conquer once found. The increased size and danger of these dungeons is really what improves them, especially with Jeb upping the loot found in them.
Keep in mind you can just build walls if you want, or flood it!
The spawners make an easy XP/loot farm.
You got me, at least for now. There are quite a few proposed fixes for this, and most of them are actually quite simple. I'll have something up here soon.
Should you happen to be interested in supporting, comment and/or press the "rep" button; each is helpful in different ways. Anyone who wishes to make a mod out of this is welcome to do so, although I would appreciate a private message first.
There is another, older thread on Dungeons that you can see here. The author of that thread has given me permission to use his ideas, so feel free to suggest ideas from that thread here.
Suggestions and criticism are welcome! I feel as though it needs something...
I like it, you could add more elements to the dungeon though, kind of like stronghold, maybe a jail cell or something like that, to give it a darker, un-discovered look. just some brainstorming ideas
I like it, you could add more elements to the dungeon though, kind of like stronghold, maybe a jail cell or something like that, to give it a darker, un-discovered look. just some brainstorming ideas
Thank you. Actually, thank you very much. I applaud you for not doing what I did to your post.
Jail cells are already in strongholds, so I'm not too sure about those in particular. I'll thing along those lines for something, though.
Thank you. Actually, thank you very much. I applaud you for not doing what I did to your post.
Jail cells are already in strongholds, so I'm not too sure about those in particular. I'll thing along those lines for something, though.
I'm not going to disagree with a good idea, just cause you don't like mine, that's how the world is ruined, personal vendettas. Anyway for the jail cell part, although that is so, but, the definition of dungeons is usually interpreted as a jail cell, so maybe they could be improved to larger prison like complexes with an armory for the prison guards, and what not, these are suggestions, I have no idea how to make these better but, they definitely could use some revamping, and possibly more of a challenge.
I'm not going to disagree with a good idea, just cause you don't like mine, that's how the world is ruined, personal vendettas. Anyway for the jail cell part, although that is so, but, the definition of dungeons is usually interpreted as a jail cell, so maybe they could be improved to larger prison like complexes with an armory for the prison guards, and what not, these are suggestions, I have no idea how to make these better but, they definitely could use some revamping, and possibly more of a challenge.
Well, still, thank you. I guess some lava or something might fit in somewhere. And I think these dungeons are more in the sense of "dungeon crawling" (you know, areas with lots of monsters). I'll give it some thought; maybe it could have some non-spawner rooms, or maybe spawner rooms that have some other functionality? What about--I know I'm stealing this from strongholds--libraries with spawners in the middle? Something like that?
Well, still, thank you. I guess some lava or something might fit in somewhere. And I think these dungeons are more in the sense of "dungeon crawling" (you know, areas with lots of monsters). I'll give it some thought; maybe it could have some non-spawner rooms, or maybe spawner rooms that have some other functionality? What about--I know I'm stealing this from strongholds--libraries with spawners in the middle? Something like that?
it could definitely use more mobs, I mean it's dungeon and all. Traditionally speaking, they are usually used as trials for the hero, so have more than just 1 or sometimes 2 spawners, and have like 5-7 spawners, spread out over a considerable area. Then upgrade the loot as well, maybe put in an equation that increases loot as amount of spawners increases. For the physical design though, you could give it a "confined" look, make it claustrophobic (not as bad as a mineshaft), and make cell rooms, a "grand hall" where the prisoners would originally congregate, for meals and what not, maybe a bathing area, and kitchen.
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They could be made so that they have a randomly generated one way entrance into a boss room, with a boss that is related to the type of spawner in the dungeon.
Not bad, although the pictures kind of look a tad clustered, I think it is because of the Iron Bars around things. I get what you were going for there and the concept of blocking them off to make them harder to get to is a good idea. But not that much. Here are some things I would suggest:
Don't make the floor out of Obsidian. I say it should be made out of Smooth Stone, and the walls should be made of Cobblestone and Mossy Cobble. Why?
People mining it from the bottom isn't too big of an issue
It would make setting traps easier (see below)
Use the Smooth Stone to your advantage. Here is an example of a floor plan of a dungeon. Smooth Stone is floor, Diamond Block is a spawner, and Mossy Cobble represents where the walls would be.
When we get closer to the floor, we see that there are 2 chests and a Stone Pressure Plate. A more observant player might notice one of the chests is a Trapped Chest.
That is because below the floor, there is TnT that lines up with the Pressure Plate and the Trapped Chest. In an actual game, there would not be more than one TnT per dungeon room. This is an example.
While this is all obvious during the day under the sun, it would be harder to make these out in the dark, especially with possible mobs spawning. So you have some potential new loot in TnT, Trapped Chests, and Pressure Plates. However, one final change to the dungeons. You saw that the spawner was even with the floor right? Well why not cover it (and up to 3 other random Smooth Stone) with a block of Stone?
That way it makes the spawner harder to get to. Not only do you need to clear the Stone on top, but you might not guess right. That would add a layer of challenge and make the other traps I mentioned harder to see. Here is the same room in a dungeon style setting with low light:
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Ah, your ideas are too good for me. Now I have a whole bunch of questions/comments, but do not feel at all obligated to answer any of them.
First, You're right about the pictures being clustered. Perhaps a column or two of iron bars, on just one wall? I like your spawner idea, so it no longer needs all of that in the middle.
Second, for the flooring, I was just reading the wiki and trying to counter the strategies they had. What about if it was a 75% chance of smooth stone flooring, and 25% obsidian? I guess that might be unnecessary or difficult.
Third, can we agree that chests should be moved towards the center more? This is from the wiki again.
Fourth, I like your traps, and it would provide the first use of trapped chests. Although I wish there were some way to keep the traps from becoming so easy, like in desert temples.
Fifth and lastly, what do you think of having silverfish blocks in the flooring or the walls? You could even have them as the blocks that cover up where the spawner is (or might be).
Ah, your ideas are too good for me. Now I have a whole bunch of questions/comments, but do not feel at all obligated to answer any of them.
First, You're right about the pictures being clustered. Perhaps a column or two of iron bars, on just one wall? I like your spawner idea, so it no longer needs all of that in the middle.
Second, for the flooring, I was just reading the wiki and trying to counter the strategies they had. What about if it was a 75% chance of smooth stone flooring, and 25% obsidian? I guess that might be unnecessary or difficult.
Third, can we agree that chests should be moved towards the center more? This is from the wiki again.
Fourth, I like your traps, and it would provide the first use of trapped chests. Although I wish there were some way to keep the traps from becoming so easy, like in desert temples.
Fifth and lastly, what do you think of having silverfish blocks in the flooring or the walls? You could even have them as the blocks that cover up where the spawner is (or might be).
Yeah the spawner being in the middle makes it all too easy to hit from below. Just moving it from the middle would seriously damage the "mine it from below" strategy because they wouldn't know where it is. They could spend the time to find it but it would be faster to go in from the top.
The main problem with that is any TNT traps would be useless on an Obsidian floor because of it's blast resistance. But I suppose those traps could just not generate on Obsidian floor dungeons. But I still think just hiding the spawner in the floor and not having it centered makes the mining from below strategy tedious enough that people will avoid it. And if not, then the Obsidian floor wouldn't stop them either.
That can happen too without a problem. Hell, if they are all random then you could see one of the Stone that a Spawner could be beneath is right up against a wall and a chest is in the middle. That would make them kind of harder to mine and make them more interesting
I think the main problem with the Desert Temple chest is the fact that there is no Sandstone Pressure Plate and the fact that the layout is entirely the same, which is basically the same problem here. More randomization of trap and chest placement while keeping a few common structure designs would make them all more interesting, challenging, and fun.
I was thinking that too. I like it.
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They could be made so that they have a randomly generated one way entrance into a boss room, with a boss that is related to the type of spawner in the dungeon.
A new boss... I would like it (there's not much to it, so it's hard to like and dislike), but it's a lot to ask.
Now I see what you mean about the obsidian, I wasn't thinking about completely randomizing the spawner location. That would really work, especially combined with increased dungeon size, and I already thought the obsidian flooring looked pretty funky. Then you also don't have to do the "25% chance of obsidian flooring" or the "no TNT if obsidian". Thanks for that.
Oh, what do you mean by "go in from the top"? I saw numerous come-from-above strategies on the wiki, just wondering what you were thinking of.
I'll get working on combining all these things tomorrow afternoon, hopefully it will come out well and it appeals to most people.
Oh, what do you mean by "go in from the top"? I saw numerous come-from-above strategies on the wiki, just wondering what you were thinking of.
What I meant was approaching it normally, and not going in from below. Moving the spawner from the middle and hiding it under one of up to 4 Stone blocks would make trying to find it from below a pain, and it wouldn't be that much harder to find it normally.
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What I meant was approaching it normally, and not going in from below. Moving the spawner from the middle and hiding it under one of up to 4 Stone blocks would make trying to find it from below a pain, and it wouldn't be that much harder to find it normally.
Right. I just thought you meant actually attacking the dungeon through the roof.
The idea is not bad, but having multiple spawners in the same place could be very overpowered when the dungeon has been conquered. It would allow for a lightning fast XP collection, leveling up to 30 in a matter of minutes. Hiding the spawner in the floor might not be the best idea as well, as it restricts the available space for spawning.
The idea is not bad, but having multiple spawners in the same place could be very overpowered when the dungeon has been conquered. It would allow for a lightning fast XP collection, leveling up to 30 in a matter of minutes. Hiding the spawner in the floor might not be the best idea as well, as it restricts the available space for spawning.
.....You speak the truth. I didn't think about XP farming because I never use them myself (I use blaze farms sometimes). However, I'm not sure what you mean by restricting the spawn area. From what I got from the wiki, the difference would be negligible.
While I was writing this I was looking at the wiki for inspiration about fixing the double spawner problem. Apparently, spawners will only activate if there is a player within 16 blocks, so you could make spawners generate no closer than 33 blocks from each other, and the problem would be fixed.
Structural Changes!
The dungeons are bigger, they almost always have corridors connected to them, and sometimes those corridors connect to another spawner room, with a different kind of monster spawner. More commonly, they simply connect to a dark, mostly empty room. The spawner is no longer in plain sight, it is usually hidden in the floor, and dungeons close to the surface will rarely have an entrance open to the outside.
For the full details, click the spoiler.
1. Increase Dungeons' size. Make the spawner rooms 11x11, 11x13, 13x13, and rarely 13x15 (Dungeons are currently 7x7, 7x9, and 9x9). This allows more space for monsters to spawn and adds more of a challenge. Last but not least, when the spawner is hidden (see #2) it makes it more difficult to dig down and knock the spawner out from below.
2. Spawner block location changes!
A. The spawner is level with the floor, and a silverfish monster egg covers it. Up to 3 decoy blocks (also silverfish blocks) are placed on the floor randomly to hide the spawner.
B. The spawner is close to the corner of the dungeon, and is surrounded by iron bars.
3. Give each block that makes up the dungeon walls a 2.5% chance to be a silverfish monster egg.
4. Dungeons close to the surface (up to 10 blocks deep) will have a chance to have a staircase up to the surface.
5. Various aesthetic effects, including cobwebs, cobblestone walls, and iron bars.
6. Dungeons have the potential to have corridors, empty rooms, and multiple spawner rooms.
Traps- Descriptions and Pictures!
In short, chests will sometimes be trapped, and may ignite TNT, drop an anvil on your head, or open the floor beneath you and cause you to fall (not far enough to kill you). Occasionally, non-lethal holes in the floor will form as well. Not all traps are built using the same triggers and mechanisms. None of the traps are designed to be lethal; in fact, only one can kill you if you have full health, the TNT/trapped chest trap.
Full details in the spoiler.
Triggers
1. Trapped chests
2. Levers or buttons found on the floor, walls, or ceiling.
Tripwire and pressure plates are not used because of monsters' persistent tendency to activate them.
Traps- pictures of each are in their respective spoilers.
1. A pair of TNT blocks that will ignite and destroy chests. Note: These only spawn with chests, and they are intended mainly to destroy loot, not to kill the player. The only reason there are two TNT blocks is that a single TNT block would do little to no damage and would not destroy the chest, let alone the loot. Only one block of TNT is pictured below, the second was removed.
2. 2x8x2 (2 blocks long, 8 deep, 2 wide) pitfalls that can be found anywhere in the dungeon.
Most commonly found where you least want them! Keep in mind, they are only 8 blocks deep and will not kill you unless your health is low.
3. Traps that, when triggered, will stop powering pistons, and the floor (gravel) in front of the trigger (in the pictures, the trigger is a trapped chest) will fall 9 blocks down. Keep in mind it is 9 blocks, so not enough to kill or even seriously hurt you.
4. "Anvil Traps" will sometimes cause a "very damaged" anvil to fall two blocks in front of the chest. If you're wondering, the anvil falls two blocks in front of the chest because most people do not open chests or flip levers from the block directly in front of them.
5. Regular-chest traps are chests that have inverters beneath them, wired to TNT. If you dig around under them, you're probably going to break the inverter and trigger the TNT. Not really a trap, but I like the thinking behind it. Suggested by Bagelface, the pictures are his as well.
6. Collapsible-room traps, made by Malloon, are best explained by him, as seen in the spoiler below.
Dungeon Generation!
Additional Generation, Methods A and B
When dungeons first begin generating, two rooms, connected by a corridor, and only one having a Monster Spawner, will generate. One chest (with loot, not trapped) with form in the room with the monster spawner.
Additional Generation: version A
In addition, dungeons can generate up to two of the following items, generated randomly, and without repeating an option:
-An extra, empty room
-An extra room with a spawner (the type of spawner must always be different) and a chest
-A TNT trap rigged to a trapped chest
-A pitfall trap rigged to a trapped chest
-An anvil trap rigged to a trapped chest
-Two regular pitfalls (holes in the floor)
If, by some chance, two options that do not add a chest are chosen (such as an empty room and two regular pitfalls), an extra chest, non-trapped chest will spawn in the dungeon. This way, at least two chests are guaranteed. You may also wish to note that no more than three chests can spawn using this method.
Additional Generation: Version B
Dungeons generate additional rooms and traps, which must add up to a value of 3. Each option can be repeated, as long as the final value is 3.
-Empty rooms are worth 1.
-Rooms with Monster Spawners (the type of spawner must always be different) are worth 2.
-TNT traps (wired to trapped chests) are worth 1.
-Pitfall traps, wired to trapped chests, are worth 1.
-Anvil traps, wired to trapped chests, are worth 1.
-2 Pitfalls (holes in the floor) are worth 1. This effectively makes each worth 1/2, but as they are the only things with 1/2 value, they will spawn in pairs. This is to offset the relative ease of defeating these traps, compared to the others.
With this method, you are guaranteed to have two chests (but no more than three) without any extra chest addition. You are also, like Method A, limited to two spawners. Unlike A, however, it is possible to have three additional things generate.
Dungeon rooms will all be predetermined geometries (similar to village structures), but will have modular corridor connections so that any room may be connected to any other room. Each room will have exactly 2 'openings' (which form connecting corridors when joined with another room, or simply lead nowhere if no room borders it on that side)
Dungeon Rooms will then be randomly determined and assembled (by ID).
For what I based dungeon generation off of, click the spoiler.
Additional Generation, Method C
This method is much more random than the others; it is also much more confusing. I think I can best explain it through a list, so here goes:
When I say "exit", I mean any exit other than the exit that connects it to the already-generated structure. You couldn't have two rooms generate onto the same exit.
Generation Method D
Did Method C confuse you? Well, you're in luck, because Method D is incredibly simple! All it requires is some number of different models of dungeons, preferably more than 10. When the seed decides to generate a dungeon, it simply picks a model and generates it.
Models range in size from tiny (current dungeon size) to huge ("Massive Dungeon Model" size), but the majority of the models are found somewhere in between. This method is very simple, and allows for more complex, though-out dungeons, but it also allows experienced players to memorize dungeon layouts. However, this could be minimized by having more models.
Map Downloads and Pictures!
Map Downloads
Small Dungeon:
About as small of a dungeon I could make while still being remotely interesting. Shouldn't take more than a few minutes to complete.
http://www.minecraft...3/64/798/-1/0/0
ThePatriarch's Massive Dungeon (the best):
Details can be found in the link! Built with snapshot 13w19a- you're going to need it, because some of the loot is name tags and horse armor (thePatriarch took a stab at how common they would be)! It's great, just go for it!
Original:
http://www.minecraft...4/64/156/-4/0/0
Revised (Built with 1.5):
http://www.minecraft...om/worlds/4_psP
Pictures- outdated, but still relevant
Dungeon model #1 (outdated). Ignore the grass.
There are two pairs of arrow-filled dispensers and two pitfalls in the picture.
The bottom-right chest is wired to TNT, the spawner is hidden under one of the stone blocks.
The diamond block represents the spawner. The bottom right chest is trapped and is wired to TNT.
Dungeon model #2. Also outdated, but there's no grass to ignore. Not in the flooring, anyway.
Acknowledgments!
ThePatriarch
-Is responsible for about half the things in the thread, you might as well ask what I myself have done.
-Made (with a bit of my assistance) the large dungeon
-Made the "common criticism and responses" section.
Badprenup
-A whole bunch, provided the framework for what the dungeons are now. Proposed traps for the first time, helped me de-cluster dungeons, etc.
Woutan
-created an ingenious and simple way to solve the double spawner problem.
ChaoticPorkchop
-pointed out (accidentally?) the problems with pressure plate traps.
Code_Name_D
-thought of great ways to make dungeons more "devious" and interesting.
Ouatcheur
-made a way to fix the double spawner problem and the XP farm problem at the same time.
Bagelface
-came up with the regular-chest trap
Malloon
-made the "collapsible room" trap, and a lava-pitfall trap that is not featured here.
Common Criticism and Responses!
They're too big.
Even the large-sized dungeons (which are very rare) are /much/ more compact than mineshafts and strongholds, which generate with many arms of passages webbing out in every direction. Since the proposed dungeons share many walls, the shape of dungeons is more centralized, which would be easy to work around.
It'll get torn up by caverns.
This depends entirely on how the terrain generation works, and it could be reworked if this idea were seen to be valuable enough. Also, as stated above, they don't take up very much space and so would be naturally somewhat resistant to being torn up.
They're too dangerous now.
Well, I don't really agree. In my opinion, the dungeons that currently exist in vanilla minecraft are a bit too difficult to find, but also too easy to conquer once found. The increased size and danger of these dungeons is really what improves them, especially with Jeb upping the loot found in them.
Keep in mind you can just build walls if you want, or flood it!
The spawners make an easy XP/loot farm.
You got me, at least for now. There are quite a few proposed fixes for this, and most of them are actually quite simple. I'll have something up here soon.
Supporters!
deutsch_krieger
Wircea
flaminghawk83
ChaoticPorkchop
Malatak1a
Giggity123
uknounx
unitedsquadron3
CreeperXplosion
vadagar
Cerlied
Concerer82
RaGeMoDe
3Shades
Over9000Guy
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Ikranoid
Kyte314
SharkShabab
TheMinerzDisappointmentz
MegaMiner3333
Phoenix3270
LesserLoops
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fseftr
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souls
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Yourself797
itachixhate
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malloon
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EnderFawful99
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RaGeMoDe
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Phoenix3270
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LesserLoops
Xorjt
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souls
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Teh Flubausterus
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Stronghold257
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Malloon
Enosphorous
NitrogenSnow
There is another, older thread on Dungeons that you can see here. The author of that thread has given me permission to use his ideas, so feel free to suggest ideas from that thread here.
http://www.minecraft...ranged-weapons/
Thank you. Actually, thank you very much. I applaud you for not doing what I did to your post.
Jail cells are already in strongholds, so I'm not too sure about those in particular. I'll thing along those lines for something, though.
http://www.minecraft...ranged-weapons/
Well, still, thank you. I guess some lava or something might fit in somewhere. And I think these dungeons are more in the sense of "dungeon crawling" (you know, areas with lots of monsters). I'll give it some thought; maybe it could have some non-spawner rooms, or maybe spawner rooms that have some other functionality? What about--I know I'm stealing this from strongholds--libraries with spawners in the middle? Something like that?
http://www.minecraft...ranged-weapons/
#TeamRowlet
#TeamInstinct
#TeamIronMan
Don't make the floor out of Obsidian. I say it should be made out of Smooth Stone, and the walls should be made of Cobblestone and Mossy Cobble. Why?
When we get closer to the floor, we see that there are 2 chests and a Stone Pressure Plate. A more observant player might notice one of the chests is a Trapped Chest.
That is because below the floor, there is TnT that lines up with the Pressure Plate and the Trapped Chest. In an actual game, there would not be more than one TnT per dungeon room. This is an example.
While this is all obvious during the day under the sun, it would be harder to make these out in the dark, especially with possible mobs spawning. So you have some potential new loot in TnT, Trapped Chests, and Pressure Plates. However, one final change to the dungeons. You saw that the spawner was even with the floor right? Well why not cover it (and up to 3 other random Smooth Stone) with a block of Stone?
That way it makes the spawner harder to get to. Not only do you need to clear the Stone on top, but you might not guess right. That would add a layer of challenge and make the other traps I mentioned harder to see. Here is the same room in a dungeon style setting with low light:
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2775557-guidelines-for-the-suggestions-forum
Ah, your ideas are too good for me. Now I have a whole bunch of questions/comments, but do not feel at all obligated to answer any of them.
First, You're right about the pictures being clustered. Perhaps a column or two of iron bars, on just one wall? I like your spawner idea, so it no longer needs all of that in the middle.
Second, for the flooring, I was just reading the wiki and trying to counter the strategies they had. What about if it was a 75% chance of smooth stone flooring, and 25% obsidian? I guess that might be unnecessary or difficult.
Third, can we agree that chests should be moved towards the center more? This is from the wiki again.
Fourth, I like your traps, and it would provide the first use of trapped chests. Although I wish there were some way to keep the traps from becoming so easy, like in desert temples.
Fifth and lastly, what do you think of having silverfish blocks in the flooring or the walls? You could even have them as the blocks that cover up where the spawner is (or might be).
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2775557-guidelines-for-the-suggestions-forum
A new boss... I would like it (there's not much to it, so it's hard to like and dislike), but it's a lot to ask.
Now I see what you mean about the obsidian, I wasn't thinking about completely randomizing the spawner location. That would really work, especially combined with increased dungeon size, and I already thought the obsidian flooring looked pretty funky. Then you also don't have to do the "25% chance of obsidian flooring" or the "no TNT if obsidian". Thanks for that.
Oh, what do you mean by "go in from the top"? I saw numerous come-from-above strategies on the wiki, just wondering what you were thinking of.
I'll get working on combining all these things tomorrow afternoon, hopefully it will come out well and it appeals to most people.
What I meant was approaching it normally, and not going in from below. Moving the spawner from the middle and hiding it under one of up to 4 Stone blocks would make trying to find it from below a pain, and it wouldn't be that much harder to find it normally.
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2775557-guidelines-for-the-suggestions-forum
Please read these two threads:
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2572194-please-read-this-before-making-a-suggestion-v2-0
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/44180-for-the-critics-ftc
Right. I just thought you meant actually attacking the dungeon through the roof.
I'm glad you like it, and I hope you like what I've just done with it even more.
.....You speak the truth. I didn't think about XP farming because I never use them myself (I use blaze farms sometimes). However, I'm not sure what you mean by restricting the spawn area. From what I got from the wiki, the difference would be negligible.
While I was writing this I was looking at the wiki for inspiration about fixing the double spawner problem. Apparently, spawners will only activate if there is a player within 16 blocks, so you could make spawners generate no closer than 33 blocks from each other, and the problem would be fixed.