Favourite Level?
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- ADDF_Toxic
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Favourite Level?
Just wondering what your favourite level is in Dungeon Master Original Version(Not RTC,CSB,DMII,etc.). Please tell wether you are refering to the hall of champions as level 0 or 1.
(Hall of Champions is level 1) Mine is level 3. I like how you have to get a gold key from each chamber. Level 5 is similar, but it doesn't have a similar objective in each room. I also liked level 6 for a little while, because it was similar in the first part-solve a riddle and get a key, but it lost the point.
(Hall of Champions is level 1) Mine is level 3. I like how you have to get a gold key from each chamber. Level 5 is similar, but it doesn't have a similar objective in each room. I also liked level 6 for a little while, because it was similar in the first part-solve a riddle and get a key, but it lost the point.
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In general, I love the whole design because every level seems to have a certain "identity". Level 7 only consists of long corridors, level 8 is one giant hall, the treasure troves in level 5 are mostly optional and so on...
As you can see, I refer to the HOC as level 1. That said, I always considered the levels 10-12 as the best. By that point, your character's are fairly strong, and the monsters and traps pose a reasonable challenge. In level 10, I like the scorpions as nasty monsters. The "Zoooom" area almost freaked me out the first time I was there, I just wasn't able to get to the other side for a long time. There are also quite a lot of secrets there, like the Hardcleave, the Torso Plate and especially the Boots of Speed (never found them before looking into CSBuild). The opportunity to take two paths in the beginning of the level was also very nice.
Level 11 features the very cool poison trap where you find the Diamond Edge. The first room of the level with all the invisible teleporters is one of the best crafted areas in the dungeon IMO. And once again, three routes you can choose from that are actually quite different. I also liked that you were finally rewarded for carrying so many coins so far in the end of the level.
Level 12 features some very interesting monsters, the Knights and the Materializers are very different to fight, forcing you to switch fighting style frequently. The "Oitu cave" with the Boots of Speed was also very nice.
Of course, level 14 will always hold a special place in my heart, as I just love the dragon!
As you can see, I refer to the HOC as level 1. That said, I always considered the levels 10-12 as the best. By that point, your character's are fairly strong, and the monsters and traps pose a reasonable challenge. In level 10, I like the scorpions as nasty monsters. The "Zoooom" area almost freaked me out the first time I was there, I just wasn't able to get to the other side for a long time. There are also quite a lot of secrets there, like the Hardcleave, the Torso Plate and especially the Boots of Speed (never found them before looking into CSBuild). The opportunity to take two paths in the beginning of the level was also very nice.
Level 11 features the very cool poison trap where you find the Diamond Edge. The first room of the level with all the invisible teleporters is one of the best crafted areas in the dungeon IMO. And once again, three routes you can choose from that are actually quite different. I also liked that you were finally rewarded for carrying so many coins so far in the end of the level.
Level 12 features some very interesting monsters, the Knights and the Materializers are very different to fight, forcing you to switch fighting style frequently. The "Oitu cave" with the Boots of Speed was also very nice.
Of course, level 14 will always hold a special place in my heart, as I just love the dragon!
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Oooh where do I start...Progressively, I suppose...
Screamers are kinda cute...level 2 is generally easy anyway, as it's meant to be. Bit of a bugger to spot a grey iron key on a grey stone floor whilst running along at about 50 miles an hour but anyway...
.
I quite like the layout of level 3 - each part of the level is as a separate section through its own door and each is self-contained so you don't need to worry about getting something from one room in order to enter another. The Rock Monsters are a pain but I just use one of my trusty button-operated friends to deal with them
.
Level 4...hmm...Worms, blech. More Rock Monsters, blech. But again, not too hard. Erm...well, I'm doing this from memory so I can't remember offhand specifically what's on that level puzzle-wise, lol.
It can be a bit of a pain getting across the pit room on level 5. I can get across to the back-right corner easily enough, but getting to the other corner always takes several minutes of running around the room trying to get the right pit to close
.
I like the riddles (surprise
) on level 6. Beholders are a bloody pain - I hate caster mobs in any game
. The Grave of King...erm...it's Filias who's the Explorer of Combinations isn't it? Or Milias? Well, the room with the buttons...that's annoying
. But Skellies are fun to kill
.
Not much to say on level 7. Skip it, come back to it, do loads and loads of running, unlock a few doors, pick up some stuff, run some more, get the Firestaff, and run all the way back out again. And don't forget the Winged Key in that secret corridor in the corner...
Hmm now level 8...Ghosts are easy - one Des Ew is normally enough. Mummies and Skellies are wusses. Thieves are bastards but only if they manage to steal something and run away. And it's also a bugger if you get twatted by that Fireball trap thing. More manic running and pressing buttons and stuff, that level.
Ooh level 9...scary-sounding ratties, annoying Vexirks (well, that's what their names mean, isn't it?
), weird Generic Monsters...that very handy come-bkac-when-you're-knackered room with the button door and the fountain inside it right near the Rat Room. Endless food too (though I'm normally still working my way through the Screamer Slices from level 2/4..). Nice.
Level 10 - Giant Scorpions, EEEEEEEEEEEEEEEKKKK the terrifying noise
. And Beholders again, blech
. Hardcleave though, woo
. And lovely friendly doors for use on the plated, sting-wielding, pincer-waving, gleaming yellow arachnids
.
The start of level 11 is interesting, the running in circles thing. Quite a good little idea, as well as the "choose a path" thing. I always take the Blue Trolls path 'cause Giant Wasps are annoying 'cause they're so fast and they poison you, and Water Elementals are annoying 'cause they're kinda tough and rude by slipping under doors and being non-material and stuff
.
Ahh, now level 12. I can cope with the Black Knights (doors and monster barriers, hooray!) and the Giant Spiders (doors and monster barriers, woo!), but the Spell Vines, ick ick ick blech poooooooohy! Gawd. Yeah, I just kinda run away and hide round a corner, then peek out and chuck a spell at 'em. Bloody things. And at the end bit of the level...I never bother with the Spider Room, and I just kinda leg it the rest of the way from there since I can't be arsed to kill all those bloody Spell Vines. I normally make it out okay
.
Levels 13 and 14...well 13 is annoying if there's Fire Demons in my spot I use to build the Fluxcage. Level 14...Dragon, wheeee
. The noise is still scary, since dragons can still sneak up on you and blast your brains out from the side or behind, but fighting them is fun and easy. I normally don't bother to pick up the steaks since I'm kind of lacking in inventory space, plus I STILL usually have Screamer Slices left. I normally get the Fire Gem before I do the Dragon so I have a little extra spell power in blowing him up. Of course it doesn'e help much if the staff chucks an Open Door spell or a Harm Non-Material Being, but...well...maybe it will annoy him so much he runs into the wall and knocks himself out so I can jump on his head and laugh a lot /shrug.
Right, now how many pages did I write...and I still didn't answer the original question. Erm...I don't think I have a specific favourite level - they all have bits I enjoy and bits I'm less keen on
.
Screamers are kinda cute...level 2 is generally easy anyway, as it's meant to be. Bit of a bugger to spot a grey iron key on a grey stone floor whilst running along at about 50 miles an hour but anyway...

I quite like the layout of level 3 - each part of the level is as a separate section through its own door and each is self-contained so you don't need to worry about getting something from one room in order to enter another. The Rock Monsters are a pain but I just use one of my trusty button-operated friends to deal with them

Level 4...hmm...Worms, blech. More Rock Monsters, blech. But again, not too hard. Erm...well, I'm doing this from memory so I can't remember offhand specifically what's on that level puzzle-wise, lol.
It can be a bit of a pain getting across the pit room on level 5. I can get across to the back-right corner easily enough, but getting to the other corner always takes several minutes of running around the room trying to get the right pit to close

I like the riddles (surprise




Not much to say on level 7. Skip it, come back to it, do loads and loads of running, unlock a few doors, pick up some stuff, run some more, get the Firestaff, and run all the way back out again. And don't forget the Winged Key in that secret corridor in the corner...
Hmm now level 8...Ghosts are easy - one Des Ew is normally enough. Mummies and Skellies are wusses. Thieves are bastards but only if they manage to steal something and run away. And it's also a bugger if you get twatted by that Fireball trap thing. More manic running and pressing buttons and stuff, that level.
Ooh level 9...scary-sounding ratties, annoying Vexirks (well, that's what their names mean, isn't it?

Level 10 - Giant Scorpions, EEEEEEEEEEEEEEEKKKK the terrifying noise




The start of level 11 is interesting, the running in circles thing. Quite a good little idea, as well as the "choose a path" thing. I always take the Blue Trolls path 'cause Giant Wasps are annoying 'cause they're so fast and they poison you, and Water Elementals are annoying 'cause they're kinda tough and rude by slipping under doors and being non-material and stuff

Ahh, now level 12. I can cope with the Black Knights (doors and monster barriers, hooray!) and the Giant Spiders (doors and monster barriers, woo!), but the Spell Vines, ick ick ick blech poooooooohy! Gawd. Yeah, I just kinda run away and hide round a corner, then peek out and chuck a spell at 'em. Bloody things. And at the end bit of the level...I never bother with the Spider Room, and I just kinda leg it the rest of the way from there since I can't be arsed to kill all those bloody Spell Vines. I normally make it out okay

Levels 13 and 14...well 13 is annoying if there's Fire Demons in my spot I use to build the Fluxcage. Level 14...Dragon, wheeee

Right, now how many pages did I write...and I still didn't answer the original question. Erm...I don't think I have a specific favourite level - they all have bits I enjoy and bits I'm less keen on

______________________________________________
Ameena, self-declared Wordweaver, Beastmaker, Thoughtbringer, and great smegger of dungeon editing!
Ameena, self-declared Wordweaver, Beastmaker, Thoughtbringer, and great smegger of dungeon editing!
There's soemthing satisfying about level four, I think...more than any other level it's just a straightforward progression of walking around corridors and building up your skills and charatcers (and hacking things)! Put some puzzles to bar your way and it would be a brillaintly balanced progression of a level. With everywhere else it's more areas and sections that I look forward to, rather than the level itself.
It was mroe a case of which levels scared you - used to be four when I first started...then it ewas five with the coatyls (even later - as they were tough monsters for a middle party at the time) then it was level 10 for ages....now I'm blaze about everywhere!
It was mroe a case of which levels scared you - used to be four when I first started...then it ewas five with the coatyls (even later - as they were tough monsters for a middle party at the time) then it was level 10 for ages....now I'm blaze about everywhere!
- ADDF_Toxic
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The firestaff level is the one I like most because it marks the turning point in the game. Twice.
First on the way down it's the halfway point. Prelude ends, and (on next level) you gain access to the skeleton stairs. The challenge increases.
The second time when you obtain the Firestaff and it marks the beginning of endgame. You can open the top of skeleton stairs, open the winged keyhole and obtain the powergem.
As for best level, I don't think there is one in the game. They're all good for various things. And each has some weak parts.
However, I nominate the skeleton stairs for the single best dungeon feature in the game!
First on the way down it's the halfway point. Prelude ends, and (on next level) you gain access to the skeleton stairs. The challenge increases.
The second time when you obtain the Firestaff and it marks the beginning of endgame. You can open the top of skeleton stairs, open the winged keyhole and obtain the powergem.
As for best level, I don't think there is one in the game. They're all good for various things. And each has some weak parts.
However, I nominate the skeleton stairs for the single best dungeon feature in the game!

Toni Ylisirniö
Author of Grave of King Millias, Return of Chaos, and DM2 dungeons.
Author of Grave of King Millias, Return of Chaos, and DM2 dungeons.
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The 'Arena'. It is the only place you can really get disoriented
because of the lack of a hallway to follow and different types
of monsters pushing you around in every direction. Also the
puzzle of the fireballs (I'd never have figured it out completely
without an editor). It's also the beginning of the skeleton stairs,
a feature that was quite unexpected whien first discovered.
Like level zero of CSB, it is really difficult to "Master" without
some sort of cheating.
because of the lack of a hallway to follow and different types
of monsters pushing you around in every direction. Also the
puzzle of the fireballs (I'd never have figured it out completely
without an editor). It's also the beginning of the skeleton stairs,
a feature that was quite unexpected whien first discovered.
Like level zero of CSB, it is really difficult to "Master" without
some sort of cheating.
- ADDF_Toxic
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From what I remember of the other levels (having never made it really past four myself, I believe), three - "choose your door, choose your fate" - is probably my favorite just because it's so well-done. It's so clever. It's a lot of mini-adventures that I can take on my own time, and if you've ever seen me play DM (which you haven't, unless you're BFS) you'll know that I can only handle about thirty seconds before I have to press the game frozen button and catch my breath. I also like how the different rooms have their own themes.
I also agree that the skeleton staircase is one of the coolest features of the game. It's kind of magical ... like, hey, where did that come from? When I was tiny and watched my dad play this game, I LOVED that part. I had a dream in which my friends and I were an adventuring party going down the skeleton staircase to fight the dragon. It was pretty exciting. I still remember it, even though it was probably about 15 years ago and I was, as said before, a very tiny little girl. Awesome dream. Definitely gives me good feelings about that place.
I also agree that the skeleton staircase is one of the coolest features of the game. It's kind of magical ... like, hey, where did that come from? When I was tiny and watched my dad play this game, I LOVED that part. I had a dream in which my friends and I were an adventuring party going down the skeleton staircase to fight the dragon. It was pretty exciting. I still remember it, even though it was probably about 15 years ago and I was, as said before, a very tiny little girl. Awesome dream. Definitely gives me good feelings about that place.
- ADDF_Toxic
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My favourite is level 8 (The Arena. HOC=level 1). It is possibly the most simple level in the game (all you have to do is collect the Solid Key and exit) but it appears very complex and your party can easily be weakened by the monsters, fireballs and pits. The never-ending corridor is fantastic, it took me ages to figure it out.
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