Dark Dungeons
Expert. Layout, paths, obstacles and map mechanics.
Dark Dungeons
DarkDungeonsLayout
The map as loaded (sandbox, Easy), in game coordinates. Hover an area to see its type; click an obstacle to remove it with its areas. Dashed: the path is off at the start and a map mechanic turns it on. Purple dotted: a hidden path, not marked on the track in the game. Moving parts show where they were at load.
Paths
| Path | Length | At start | Who enters | When it changes |
|---|---|---|---|---|
PathLeft | 430 | active | bloons except MOABs, also in Reverse mode | – |
PathMiddle | 336 | active | bloons except MOABs, also in Reverse mode | – |
PathRight | 393 | active | bloons except MOABs, also in Reverse mode | – |
PathMiddleMoab | 326 | active | MOABs only, also in Reverse mode | – |
PathTopMoab | 505 | active | MOABs only, also in Reverse mode | – |
Paths are named as in the game files. Length in game units. “Who enters”: which bloons the spawn point sends onto the path; the other paths continue the entry ones. Identical paths from several spawn points show as one row.
Mechanics
| When | What happens | Once | Where |
|---|---|---|---|
| object clicked | fires a projectile, DarkDungeonsFireTriggerAction, turns on a map event, turns on a map event | no | on the map |
| every 60 s | turns on a map event, turns on a map event | no | – |
| object clicked | fires a projectile, DarkDungeonsFireTriggerAction, turns on a map event, turns on a map event | no | on the map |
| every 60 s | turns on a map event, turns on a map event | no | – |
Map events from its model: condition and actions. Hover or click a row to see it on the map: yellow where it fires (a click, an obstacle), green what appears or turns on, red what goes away or turns off, blue what moves. A click applies the event to the map and shows the result; a second click undoes it.