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Table Of Contents  RuneScoop.com
 >  The RuneScoop Ultimate Skill Guide for RuneScape
      >  The RuneScoop Ultimate Skill Guide - Dungeoneering
           >  The RuneScoop Ultimate Skill Guide - Dungeoneering - Understanding Floors, Rooms, Doors and Related Features

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The RuneScoop Ultimate Skill Guide - Dungeoneering - Understanding Floors, Rooms, Doors and Related Features
Dungeon Floor Map Sizes
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Understanding Dynamic Floor Generation

All dungeon floors in Daemonheim are instanced, which means that they are unique to each team, not shared among teams. When you enter the dungeon, you will never see any players other than your teammates, and all of the resources within that dungeon will be exclusively for your team. There is no competition for resources in Dungeoneering, unlike in some other skills. (As an aside, other examples of instances in RuneScape include farming patches, player-owned houses, and certain quest dungeons and areas.)

Jagex didn’t just make these dungeons as carbon copies for each team. Rather, every time you go into Daemonheim, a unique floor is dynamically generated for your team. The game creates a floor map “on the fly”, with a unique arrangement of rooms, doors, keys, monsters, skill resources and other features. This means that you’re pretty much guaranteed never to play the same floor twice—even if you go for that crazy level 120 stuff. ;)

Some element of randomness is employed to ensure that every dungeon floor is different. However, the algorithm that creates floors must actually be very intelligent. Each floor has to be designed so that it can be solved, which means that (for example), you can’t just put a bunch of rooms in there with random doors and hope that it all works out. Similarly, a purely random approach might result in a blue pentagon key being placed in a room that is blocked by a blue pentagon door!



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The dynamic system not only improves playability; it allows Jagex to intelligently tailor the contents of a floor to match the characteristics and desires of the team that enters it. The game will take all of these issues into account when creating a floor:

  • The floor number, and “theme” that the floor is in.

  • The map size (small, medium or large) specified by the team leader.

  • The map difficulty setting (which is related to team size) specified by the team leader.

  • The floor complexity level chosen by the team.

  • The skill levels of all of the team players.

Once all of that is known, the floor generation routine creates an appropriately laid out customized floor, while still following a mandated overall floor structure. Here are some of the more important places that the game tweaks dungeon contents based on the number of players and their skill levels:

  • Amount of starting gear and supplies.

  • Number of monsters in each room where monsters are located.

  • Monster difficulty (combat level).

  • Boss difficulty.

  • Resource tiers; teams with players who have high skill levels are more likely to encounter high level ore rocks, trees and other resources.

  • Puzzle configuration and difficulty.

It should be noted, though, that the floor generator uses not the absolute number of players on the team to determine how challenging the level is, but the difficulty setting, which may be less than the size of the team.

The fact that all Dungeoneering floors are instanced and created dynamically means that this skill represents a fairly significant resource load on the RuneScape servers. This is one reason why larger maps are only available to bigger teams.


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The RuneScoop Ultimate Skill Guide - Dungeoneering - Understanding Floors, Rooms, Doors and Related Features
Dungeon Floor Map Sizes
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