Posted 14 June 2008 - 12:02 AM
Well, I had a water dungeon theme that is quite complex, but if someone thinks they could use it, go to it!
It takes a bit from Golden Sun, just a disclaimer.
How I'd do it, in full detail, and in 2.5, feel free to take the gimmick, if you don't want all of the details. This is just how I'd, and probably will do it.
In the very center of the dungeon is an enormous fountain fixture. There are 5 or so waterfalls flowing into it. Which has relevance later.
Branching off from the main fountain, there are 4-5 different branches off from the chamber. One branch has no door, and is just a hallway, with dungeon rooms branching from it. 1 of the branches should have a shutter, one requires the dungeon item to pass through, 1 should be regular locked, and 1 boss locked. Note: for deception, you should probably make one of the passages behind a false wall, which leads to another chamber which requires the needed object to open the door. And it probably would be a good idea not to make the part that requires the dungeon item too obvious.
The passage with no lock, should be like, a hallway with a room branching off that requires the dungeon item. The rest of the passages in it should remain unlocked or able to be opened by a switch from another door. The objective in this hallway is to find a trigger that activates something at the fountain.
When the trigger is hit, stepping stones appear at the fountain everywhere, providing access. In the middle of the fountain, is the mini boss, a water elemental in an iron gourd. Once defeated, the water elemental retreats into the gourd, pours out a key from itself, and flies off.
Now, you are able to go into the chamber that requires the key, probably a good idea to have it a long bendy hallway with a river flowing in the middle with difficult-to-access bridges as the only way to cross the river. When you get to the end of this place, you find a switch, which effects the pond again.
Back at the pond, if you travel about a bit, you'll find that one of the waterfalls that you can access via stepping stones are actually now flowing UPWARD. You now can ride the waterfall to a section of the 2nd floor.
Now, you just repeat the process eventually enabling the player to get through all the passages, all with unique properties concerning the rest. Two of them should be the same long corridor with the river in the middle, just different ends of it. One should be like, a water current maze with the raft. And it is easy to get caught in the rapids and have to start over. All of the waterfalls should have to be activated at one time or another, but only allow ONE to be active at the time. The very middle waterfall, being the final one to be active, and at the very top of where it takes you should be a switch that makes ALL of the waterfalls run up at the same time to force the entire pond to lift up into the sky, riding the enormous upward waterfall, you get to the ceiling of the temple, where you'll fight the water elemental for the 3rd time (the second time was another encounter with it somewhere in the temple, probably after the boss door, once it was defeated, it vanished into the water of the temple, leaving the gourd as the dungeon item.). This time, the water elemental has infused with all of the water of the fountain, and is enormous. Forcing you to fight it.
Yeah, so I'm probably gonna do that dungeon someday, but feel free to take the gimmick of a giant fountain with waterfalls that flow into it that change from downward flowing, to upward flowing. If anyone would really LIKE to take the entire idea, feel free for that as well.
Hey, don't worry, I can come up with others as well, I had an idea, where you'd have a temple where there were rivers of water, and rivers of fire, and when a certain switch was hit, they'd reverse each other, thus changing the environment and enemies, and so forth.