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"Kid" dungeon
Posted: Thu Sep 21, 2000 8:00 pm
by Ian Clark
What did everyone think of it??? I am sure most of you have it by now ?) <p><font face=arial>Ian
Pulp - Styling the pattern for life!</font></p>
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Posted: Fri Sep 22, 2000 7:00 am
by isamu
Don't worry! I'll get to it as soon as I complete Return and letcha know what I thoughnk...
Kid Dungeon - where?
Posted: Fri Sep 22, 2000 9:00 am
by Gambit37
I ahevn't got it - where can I get it from??? <i>Edited by: <A HREF=
http://pub17.ezboard.com/ugambit37.show ... ambit37</A> at: 12/1/00 11:40:12 am
</i>
Games and alcoves
Posted: Fri Sep 22, 2000 11:00 am
by beowuuf
I suddenly had a creative spurt in dungeon building, but no doubt when I have tried the millionth hex code variation on a trap and still not got it to work, I'll get round to play it so I can kill something!
Oh, and I have just managed to get a cool idea for gaining the firestaff + that doesn't involve the power gem to work, so hopefully I can get this dungeon completed and let you see it!
Kids
Posted: Fri Sep 22, 2000 2:00 pm
by Zyx
I never played the original kids dungeon, but this version fits perfectly for an introduction to beginners.
The purple dragon is cool!
Re: Kids
Posted: Fri Sep 22, 2000 6:00 pm
by Ian Clark
I was going off someones' description of the original one and created a dungeon to fit it.
Gambit37 > Email me at
ianlclark@yahoo.co.uk for the Kid dungeon.

<p><font face=arial>Ian
Pulp - Styling the pattern for life!</font></p>
Kid dungeon
Posted: Sun Sep 24, 2000 7:00 pm
by beowuuf
Just took a quick play through of it - it's quite a cool way of getting someone used to DM, and training up. I don't remember there being any flasks though - a room with spells to practise, then a room full of gigglers that you have to use them on, might have been cool! And the purple dragon does indeed rock.
flasks
Posted: Mon Sep 25, 2000 2:00 pm
by Zyx
There are flasks under the pits. A rope would have been welcome.
Re: flasks
Posted: Mon Sep 25, 2000 6:00 pm
by Ian Clark
I don't know if the flasks were there in the original one but the idea was to have them so that if you dropped down the pits, you would be able to heal. You're right, a rope would be good too in case they want to look down there

. <p><font face=arial>Ian
Pulp - Styling the pattern for life!</font></p>
:) :) :)
Posted: Fri Sep 29, 2000 3:00 pm
by isamu
Cool little dungeon Ian. Was I supposed to find a way to get across the row of pits? Also, there was a *SEVERE* graphical glitch on the third level. Right as you go downstairs to where the dragon is, if you turn back and go back upstairs and take a couple steps you will see that the space between the walls(your point of view) turns into a green space. It's hard to explain. You can see the walls on the sides but in the middle there's nothing but blank. Wierd. Otherwise, a great dungeon...for 2yr olds

Beware those!
Posted: Fri Sep 29, 2000 5:00 pm
by Toni Y
Isamu, if you see such graphical anomaly in any dungeon I advice you to look the other way quickly!
It is caused when DM can't find the suitable graphics (error in dungeon building) and reads garbage. As there is no way of knowing what the garbage contains it is potentially crash inducing.
glitches
Posted: Fri Sep 29, 2000 5:00 pm
by beowuuf
Yep, if you want to get rid of it, best place to look is at any pressure pads used as switches, etc (hidden away) - they always start at default graphic 3, which lots of levels don't seem to have (level 2 i know doesn't, as i had a whole section mess up i did, then changed the tile and all was right)