Dungeon Defenders

Dungeon Defenders

375 ratings
Arcane Tavern
 
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60.185 MB
Jul 20, 2012 @ 5:14pm
Aug 21, 2012 @ 11:16pm

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Arcane Tavern

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Description
Last Updated Aug 11

WIP - The Arcane Tavern is a tavern for mages to go to, relax, and have a drink with their esteemed colleagues. A few mages got themselves into a drunken bar fight, and the magical energy they used has attracted malicious creatures. It is you up to you to defend the tavern.

A contestant in the Dungeon Defenders Mod Contest.

Update Version 0.4 - Aug 11
- Fixed enemies getting stuck in spawn

Update Version 0.3 - Aug 6
- This version is primarily for testing, but please feel free to play it and continue to give me feedback
- Tweaked lighting
- Tweaked enemy spawn number, added Ogre
- Added assets, particles, and decals, to make the scene look like a battle has happened between mages.
- Added dead mages

Things to work on:
Refining art based on feedback
- Flat lighting
- Too cluttered
- The fact that there was a bar fight between two drunk mages isn't that apparent.
Refining layout based on feedback
- Enemies get stuck
- Choke points are too easy to find.
Enemy encounters aren't that interesting. Needs ogres or bosses.


Issues:
Missingtextures in staves.
No Minimap.
No Collision in some objects.
Incompatible with Summoner class.
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80 Comments
Runesai Dec 25, 2016 @ 2:56am 
Alright map except for one major glitch. one of the spawns is right over a crystal. Which means the mobs are spawning above then landing right infront of one crystal.
Sheikh bin Dhiyab Al Nahyan May 23, 2015 @ 4:31am 
how do you access the map?
LeyShade Jan 26, 2014 @ 3:50am 
Totally broken map. Floors ca be fallen through, enemies walk through blockers, mana can damage you. Worst map I've played. DO NOT WASTE YOUR TIME!
slothjelly Jan 1, 2014 @ 1:33pm 
it sucks
people just spawn on the crystal the whole game
snapper.woods Aug 31, 2013 @ 1:24am 
alsome
Apostle of Dank Oct 14, 2012 @ 5:42pm 
Heavy: You did well!
Saltberry Oct 12, 2012 @ 7:42pm 
Speaking of cock: ZING! Stripper poles ZING! You f***ing guy! ;) ... I Seriously love that idea! No f***ing lie! ...A bit of a mature reference for this game, but not anywhere as bad as this official DD art that is practically rule 34!

http://images.phxxgaming.com/images/131419373214_131419372165_huntress_sweatywallpaper_logo-2.jpg <<< Fo' serious hommie!
Saltberry Oct 12, 2012 @ 7:41pm 
On another completely unrelated gameplay note because standard maps bore me...

Perhaps you could have sections of the map that you cannot summon towers on to limit the places where players can defend. NoTowerAllowance Volumes are the sh** for this and the purple no summoning circle could help add to an additional level of immersion when players see the default message "A dark magic prevents you from summoning on this location." I think the combination of those two things would be so thematically appropriate that it would rock my cock right off!
Saltberry Oct 12, 2012 @ 7:41pm 
Err let me elaborate. You made a choice to not give decorative meshes like the floating Wizards collision. You have collision where it is most important for gameplay, which is truly all you need, but I tend to prefer having everything in the level that you couldn't walk through in real life having collision because it adds a further level a realism. For instance, the floating wizards. However, doing so would add a hefty amount of time to your development cycle and you would need to reconsider every bit of decoration for a certain gameplay purpose. Perhaps the floating wizards *which I inexplicably keep going back to* form a ladder up to a monster spawn point and players can climb up them to get an advantage.
Comrade Questions  [author] Oct 9, 2012 @ 4:54am 
Hm, I wasn't aware of mobs spawning ON crystals before. Wyvern pathing definitely needs to be fixed, and I could've sworn I added collision to everything... Thanks for the feedback!