xf1313 wrote: Sun Jun 19, 2022 3:10 pm
There are two, not too much to say about the first one, just...is it really nesessary to make map that big?
The Underdark has a great many small dungeons. I wanted to add something very large, for those that wish for such.
xf1313 wrote: Sun Jun 19, 2022 3:10 pm
Onto the second one with the Queen, did it mention in writ intro that certain type of class is required or one may get really stuck... there should be a warning
Nobody should get stuck, even if one can't defeat the queen, there is an exit portal.
xf1313 wrote: Sun Jun 19, 2022 3:10 pm
Again, this place is huge, really? I spent more time running silly than killing.
It is definitely large, or at least the Nexus area is. It doesn't need to all be covered though, and I've seen groups doing the writ that don't fully explore, which is absolutely fine.
xf1313 wrote: Sun Jun 19, 2022 3:10 pm
The areas ( barrack and queen’s chamber) are full of dangerous and non-disabling traps, is it intended or is it a bug?
It isn't a bug. There a lot of traps on Arelith that can't be disabled, but can be both detected and avoided. A trap that can be disarmed can also be recovered, and when it comes to powerful traps, that can be an issue.
If you move slowly, you can both see the traps, and take a path to avoid them. This is why characters have the ability to flag traps. I have also been known to add secret doors that entirely bypass them. If, for some reason, a trap cannot be detected, or has a very high DC to do so, I normally put some kind of visual clue - a body, a scorch mark, some blood.
xf1313 wrote: Sun Jun 19, 2022 3:10 pm
I cannot report about the boss fight because someone beat my group to it and we had no heart to travel back through a rainforest of traps.
In the end, if you don't like a dungeon, don't do it. They appeal to different tastes, and many get gradually improved or adjusted over time, as I've already done with this one. I should add too, that the Formian dungeon is two writs, and includes a something of a short cut to make the first of the two easy (and quick) to pass. I've been watching players in the dungeon, some get through in as little as 30 minutes, while others can take around 3 hours.
I do get the point though, it's an absolute slog to get through in its entirety, and I should likely add an exit portal half way through for those that really want to turn back, or have exhausted their supplies.