Starting today, we’re showing off Dungeon Defenders II in earnest: new levels, new enemies and new features, along with more design philosophies on how we’re shaping the game.
Today, I’d like to share a new level the Council will be playing very soon: Siphon Site D. This underground level is one of our most compact maps in Dungeon Defenders II, making for exhilarating, fast-paced matches.
http://www.youtube.com/watch?v=8iCS-qMndT0
Creating a Compact Level
The main goal for Siphon Site D was to create a level in which the player could access all enemy lanes with a minimal amount of travel time. To pull this off, a large focus had to be placed on player paths and how the player reaches important points on the map.
A compact map creates a number of issues, though. To make the level work well, you have to add more height so the lanes can remain separated and ultimately more engaging for the player. This is a bit of a double-edged sword, as adding more height limits the player’s ability to reach every path quickly.
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