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Of the various parameters that a
team leader provides as input into the Dungeoneering floor generation
process, the floor size is arguably the most important. The size
of the dungeon selected has a very large impact on how much time it
takes, on strategy for coordinating the activities of players, whether
or not it is worth making armor and other equipment, and how much XP
players get when the floor is completed.
Ill introduce the various floor
map sizes here and describe them in general terms, including some of
the pros and cons of each. I explore some of the trade-offs and discuss
under what circumstances you may want to use different floor sizes in
the section
on overall strategy.
Small Floor Maps
Small floor maps have a maximum of
16 rooms laid out in a 4x4 configuration. This is the only size available
to solo players, but teams can also do them if desired. The 16 room
size is the most that a map can have, but it is common for maps to be
quite a bit smaller than this; it depends on how the layout is generated.
The main advantages of small maps
are speed and simplicity:
You can do them while playing solo (which is
of course important if you like to train by yourself!)
It usually takes only a few minutes to explore
the entire map; medium and large maps are much more time-consuming.
There arent as many doors, so theres
less hassle managing colored door keys.
You dont have to travel as far when its
necessary to return to a door at a later time, or to get back somewhere
after returning to the starting room for something; using the Gatestone
Teleport spell often isnt even necessary.
If you enjoy fighting bosses, youll spend
the greatest percentage of your time fighting them when you do small
maps.
The drawbacks of small maps are the
complement of their advantages:
You end up churning through the floors
very quickly, which means a lot more repetition. Many players find small
maps tedious because the starting over element of Dungeoneering
occurs so frequently.
It is often not worth making armor or weapons,
because you end up using them for such a short amount of time before
they disappear.
They are less interesting than larger maps.
There are fewer resources available, so its
more difficult to get items you may need, especially when playing as
a team.
You do not get as much XP per hour playing small
maps.
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Many players prefer to do small maps
for the lower-numbered floors to get through them quickly, switching
to larger maps for the deeper levels.
Medium Floor Maps
Medium-sized floor maps have a maximum
of 32 rooms, laid out in a 4x8 pattern (4 rooms west-to-east, 8 rooms
north-to-south) . You must have a team of at least two players to select
a medium map. As with small maps, 32 is the limit, but maps often have
fewer rooms; on a percentage basis, though, youll get closer to
the maximum with medium maps than the limit with small maps.
The main advantages of medium maps
are associated with them being a, well, happy medium between
small and large maps:
You only need two players, which is much easier
to arrange than the four required for large maps.
They can often be explored in about a half hour
or so, which means less time starting new maps than if you play small
layouts, but without the long time commitment required for a large floor.
There are more doors and keys to manage than
small maps, but it is still not that tough to keep track of where everything
goes.
You get a nice amount of starting material and
resources.
Unlike small floors, it is usually worth making
armor, weapons and runes.
You get more XP per hour than on small floors.
Theres a good balance, overall, between
resource gathering, mundane monster killing, puzzle solving and boss
fighting.
The drawbacks of medium-sized floors
are associated with them being not the best at anything:
You need a team.
Medium maps are faster than large maps but still
require a fair bit of time to complete.
There are enough doors and keys that you really
need to keep track of them outside the game if you want to avoid wasting
a lot of time.
Coordinating activities among team members can
be an issue.
You may have to deal with traveling potentially
long distances to ferry keys to doors, or meet up with teammates for
puzzles.
You dont get as much bang for the
buck with armor and weapons as you would for a large map.
The XP bonus is decent but not nearly as good
as on large maps.
The amount of resources may be insufficient for
larger groups.
Medium-sized maps are ideal for small
groups of friends, especially duos, and represent a good compromise
overall between the pros and cons of small and large maps.
Large Floor Maps
Large maps have a maximum of 64 rooms,
arranged in an 8x8 matrix. As with the other sizes, there are usually
fewer rooms than this, due to the particular layout generated not using
every space in the grid. Large maps can only be selected if the team
has four or five players.
If medium sized maps are the happy
medium, then large ones are for those who like to go large. :)
They take a long time to do and can be rather chaotic, especially when
combined with the fact that youll be in a large team as well.
However, they have a number of important benefits, chief among them
that they are the best way to get the most Dungeoneering XP per hour.
These are the key large map advantages:
You receive substantial XP bonuses compared to
small and medium maps.
Lots of resources of every type are available
all over the place.
If you invest the time and effort to make armor
and weapons, you get to use them for a long period of time. The same
applies to familiars.
A much lower percentage of your time is spent
killing bosses, which many players find the most annoying part of finishing
a floor.
There is much less of the feeling of starting
over constantly that you get with smaller maps, since each one
takes longer to do.
Overall, these are the most interesting and dynamic
maps.
Of course, large maps are not for
everyone:
You must have four or five players, and getting
large teams together can be very difficult for some players.
A large map is a substantial time commitment,
nearly always taking more than an hour to do properly, and depending
on the pace of the players, sometimes more than two hours. If you need
to leave early you will take a major XP hit and likely annoy your teammates.
The large number of rooms, doors, puzzles, monsters
and keys combine to make large maps much more confusing than small or
even medium-sized floors.
It is often necessary for players to travel long
distances across the map when needed by teammates (for keys, to solve
puzzles or share resources).
Use of the Gatestone Teleport spell is pretty
much a must, taking up several inventory spaces.
It is essential that at least one team member
spend much of his or her time keeping track of locked doors and resource
locations so that activity among players can be properly coordinated.
Far more time is spent solving puzzles and killing
mundane monsters than fighting bosses, which some consider boring.
Large maps represent the ultimate
Dungeoneering challenge, and are preferred by the most experienced and
highest-level players. They are most often used when exploring deep
(high-numbered) floors, in order to get the most XP possible for the
floors that grant the most XP.