We have also added new chunktypes to all of our interior dungeons this time around. Rooms are much more densely detailed with decorations, have new effects, and lighting tricks that help push the mood and atmosphere. From a technical standpoint, we’ve really tried to raise the bar with interiors since the last game. We'll leave what those different types are for players to discover themselves. What about good old fashioned dungeons from Torchlight? There are several new fully randomized dungeons scattered across the different regions to explore in Torchlight II. Landmarks are constant, they will always be present in every new game, but where they are and what they look like can randomize each time. Each of these has a corresponding tailored dungeon beneath it. The Slavers Camp and the Garden of Tears cemetery are just a few landmarks you will find in this area. The Temple Steppes is an open sandbox that houses multiple random dungeons, quest specific dungeons, landmark areas, and random events. The direction of the river randomizes every time a new game is created and the area generated. It is lush green tundra, with rolling and hilly terrain, and has a landmark river running through it from one end to the other. The first overworld area players will experience is "The Temple Steppes". A typical overworld area in Torchlight II can contain up to around 23 chunks in size. Torchlight I's largest levels were towards the end of the game in "The Black Palace." The largest floor was about 6-7 chunks in size, and very linear. To give you a sense of the scale these typically are, let's do a comparison. They also fully randomize just like dungeons do, so the possible variations are endless. Players can easily spend a lot of their time just exploring and finding little surprises everywhere. They are the big playgrounds of Torchlight II. As soon as you enter one, you are free to go off in any direction you like. Overworld areas are larger, more open and fully explorable. The area is lined with graves, and shrines, and is home to the dungeon, "The Defiled Crypt", the first dungeon players will encounter in the game. This pass is the cemetery/memorial of the Estherian Enclave. This area is dark and dreary, covered in fog, and crawling with all types of walking dead. One of the early Passes in the game is called "Path of the Honored Dead". There are multiple versions of each pass that can roll, and even within each version, there are several random elements that can change your gameplay experience every time. These are more of a push your way through to the other end type of levels. They offer players a different feel and gameplay experience from the Overworld areas. Passes are tighter and typically more heavily themed areas that connect between other zones. Let's talk about Passes first, and give a few examples of what makes them different. All offer random dungeons, random events, and lots of exploration for players. There are multiple Passes and Overworld areas in each Act of the game. We have broken down our outdoor areas into two different types: Passes and Overworld areas. Torchlight II introduces randomized outdoor areas throughout the game, in many sizes. Making the World of Torchlight II by Patrick Blank In addition, we have a Level Design Q & A with Patrick Blank and Jason Beck with questions asked by Runic Forums members. We will be explaining a bit about what to expect from the different types of areas, how they are technically different from each other, and how the environments compare to the first Torchlight game. This week, we have a double feature! Here we are pulling back the curtain and giving players a sneak peek into a few environments of Torchlight II with an introduction by Patrick Blank, Lead Level Designer. Every other week until E3, Runic Games is giving you a glimpse of the awesomeness that is Torchlight II! Last time around, we gave you a sneak peek of the music you will hear on your journey.
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