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번역 관련 문제 보고
I think a common problem with custom maps is that they are too quick / keen to show off or do fancy things rather than just being a more gradual slow burn.
I've done a few custom maps now, and things like a changing maze of epic size that alters depending what path you take or 6 ogres / trolls only 2 minutes into a new game when you barely have a single dagger (I know the point is to avoid, but really...) just comes over as kids playing hardball too far, too fast.
Keep what you have, but make it more... accessible, have the usual snails, slow build up of items before hand - make the newly created characters for the maze feel like they have been fairly treated or have investment in the level and they will stick with the challenging sections, so pick and mix the challenges with standard dungeon crawling sections.
Thanks once more, and good luck!
While I was browsing the workshop, I noticed a lot of incomplete releases and didn't want to put up yet another incomplete dungeon. Unfortunately, that left me a bit lacking for feedback and so the dungeon ended up a lot more oldschool than I had wanted. :/
I'd be willing to go back and tweak things here and there to make it less frustrating (particularly that second room), just need some feed back or suggestions from people.
Anyway, thanks again for giving is a shot.
Can see its more 'old skool' in its approach, fireballs flying everywhere, teleporting around and a few traps right at the start just broke any induction like flow for me to bother continuing further.
Good try mind, but a too irritating / frustrating to bare going further. Keep working at it though.