Dungeon Generation
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Dungeons Of Eternity > The Outpost > Mission Map Table > Dungeon Generation
Dungeons Of Eternity > The Outpost > Mission Map Table > Dungeon Generation
Every 20 minutes Missions on the Mission Map Table are regenerated and each location is given a name consisting of two words, typically an adjective followed by a noun, sometimes linked with an article or preposition like "Darkened Calamity", "Profitable Halls", "Lair of Death" and "The Stygian Maze".
Generated mission names are unique in any given generation, players may see two missions with the same name across generations. Identical names will not have the same dungeon layout as duplicate dungeons are essentially impossible.
There are always at least one of each type of mission in each of the four realms. The Underworld Realm will always have a Raid Dungeon named "Forgotten Tombs", at least one raid dungeon and the Sandbox Arena mission.
Realms
Dungeons exist in one of four Realms. The Realms represent biomes with specific fauna, flora and atmosphere. Dungeons are made up of hallways and rooms, collectively known as chambers.
Chambers
Dungeons are made of some 100 or so uniquely designed chambers that are connected together like lego pieces to make a unique dungeon layout. No dungeon layout will ever have two of the same rooms in a single instance.
Chamber Doorways
Chambers are connected via large square, circle and irregular open doorways. In some dungeon layouts, some chamber exits will not be connected to another chamber and this is represented by caved in rocky debris that is impassable.
Circular chamber exits will always be connected to circular entrances of other chambers. Square chamber exits to square chamber entrances, and irregular doors connected to like doors in the next chambers.
There are also atmospheric doorways that are always caved in:
Chambers and Chest Tiers
When a developer designs a chamber, they assign chest rarity to locations in the room. Legendary chest locations will always have a Tier 3 Chests in that location on every saved run of the dungeon. Common chest locations may have Tier 1 Chests or Tier 2 Chests in that location on each saved run of the dungeon.
Secret Rooms
Chambers, except for the end room where "Save The Drone" occurs, may have a number of walls where a door can appear. These are affectionally known as "secret doors" and lead to "secret rooms". On saved dungeon runs secret doors will appear in the same locations.
Secret rooms, like chambers, are also assigned chest rarities to locations in the in the room. And similar to chambers, legendary chest locations will always have a Tier 3 Chests in that location on every saved run of the dungeon. Common chest locations may have Tier 1 Chests or Tier 2 Chests in that location on each saved run of the dungeon.
Key Locations
Keys can be found located in predetermined places in chambers. These keys are known as "room keys". A room key can be located in one of many different locations in a single chamber. Most chambers, but not all, have one or two room keys.
Players can also get keys as drops from mobs after killing them.
Identifiable Chambers
All chambers are shown on the mission map at start time. Some chambers can be identified by their size and shape.
Dungeon Layout
The dungeon team starts in an empty (of enemies) room searching through the chambers for the missing drone. The start room is label green on the map.
The Start Chamber
Some chambers can be where players start their adventure. Some chambers can be where the Save The Drone event occurs). Some of them can be either. The start/end chambers can also appear anywhere in the dungeon layout. When a chamber appears as the start-room, it will have one exit. When a chamber appears as an end-room, there will only be one entrance into it. When these chambers appear in in any other part of the dungeon they can have multiple entrance/exits as well as secret doors.
No chamber is repeated in a single dungeon layout.
Central Chambers
Boss Event Chambers
at most one per dungeon
End Chamber
Skeleton Key
Some dungeons will have the end portion of the dungeon locked away behind a gate that can only be opened with a Skeleton Key. The team must first find the skeleton key located on a sconce in some are of the dungeon and unlock the gate using that key.
Switches
Floor Pressure Plates
Wall Pressure Plates
Gates
Hazards and Traps
Dangerous dungeon features abound. These can be biome dependent like lava, in Lavaforge Realm and Sewer Tentacle or universally found across all realms like exploding barrels and Mimics.
Traps can come in many forms: pits, crushing walls and ceilings, fireball and laser machines, as well as large swinging axes that the players must dodge.
Lights above switches and doors
don't seem to mean anything.