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In Super Dungeon Maker, you'll spend your time crafting unique dungeons for your players to traverse in minutes or hours - up to you! It gives you all the tools you need to create masterpieces that are uniquely your own.

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Doors are an essential part of the dungeon-building process, since they're how your player will progress from one room to another! Thankfully, there are lots of options in Super Dungeon Maker for you to play with.

Updated May 14, 2022, by Gabrielle Huston: Super Dungeon Maker is in early access on Steam and the creators are often adding updates with new content! We've updated this guide to include the new door/switch options available for you in the game!

Corridor

Super Dungeon Master - Hallway Door
  • Requirements To Open: None

Or should we say... CorriDOOR? No?

The Corridors are the most basic door type. It generally doesn't require anything to pass through it! Of course, you could always block it with traps or monsters, but that's your prerogative.

Cracked Wall

Super Dungeon Master - Cracked Wall Door

The Cracked Wall is a crack that can be blown open by the Bomb Power-up. By using decorations and other tools, you can even hide these cracks and get some players to skip over them entirely. Of course, that might be a problem if what's hidden behind the crack is essential, but it's also a great way to reward thorough puzzlers.

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Monster Door

Super Dungeon Maker - monster door

The Monster Door forces the player to defeat all the monsters in the same room as the Monster Door before it will open.

To add a Monster Door to your room, start by placing a Corridor. Then, choose the Monster Door from the menu. Hover over the floor near the Corridor and left-click and hold. Then, drag the Monster Door over the Corridor to attach it.

Keep in mind that...

  • for the Monster Door to work properly, you'll need to add monsters to the room
  • you can place Monster Doors on either side of a Corridor, but you don't need to; each Monster Door will consider the enemies on its side of the Corridor when deciding whether to open or shut
  • if you place a Monster Door in a room that the player hasn't entered yet, the Monster Door will start open, then slam shut when the player enters

Locked Door

Super Dungeon Maker - locked door

To open the Locked Door, the player will need the Key Power-up. The Key is consumed after opening the door.

To add a Locked Door to your room, follow the same steps as for a Monster Door. Start by placing a Corridor. Then, choose the Locked Door from the menu. Hover over the floor near the Corridor and left-click and hold. Then, drag the Locked Door over the Corridor to attach it.

Keep in mind that...

  • you'll have to add a Key to your dungeon somewhere the player can reach it before going through the Locked Door
  • you can place a Locked Door on both sides of a Corridor, but that will mean your player will need two Keys to unlock both sides

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Decorative Locked Door

Super Dungeon Master - Decorative Locked Door

To open the Locked Door, the player will need the Jewelled Key Power-up. What separates the Decorative Locked Door from the regular Locked Door is the fact that Jewelled Keys aren't consumed after use. So, keep in mind that if you place more of these Decorative Locked Doors in your dungeon after giving the player a Jewelled Key, they'll have no problem getting through.

Stairs

Super Dungeon Master - Stairs
  • Requirements To Open: None

Stairs will take the player to a higher or lower level of your dungeon. You can see what level you're working on on the left of the building menu. Stairs are a good way to make extra space for building rooms, but they're especially valuable when you're using the Pit Floor! That way, players can fall from one floor to another.

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Moveable Rocks

Super Dungeon Maker - Moveable Rocks

Moveable rocks look just like one of the decorative items, but the player can approach them and hold E to move them. After they've been moved once, they won't be moveable again. You can determine the direction that the player can move the rock, or let them move in whichever direction they choose, by clicking on the symbol that's above them in the builder mode; it'll cycle through your five options.

Moveable Pillars

Super Dungeon Maker - Moveable Pillars

The Moveable Pillars are just like the Moveable Rocks, with a few key differences. First, the player can move the pillar as many times as they want. Second, you can't limit the direction(s) that you want the player to be able to move the pillar in, except through the environment you build around the pillar.

Coloured Switches

Super Dungeon Master - Switches

The Switches are also under the 'Door' menu. To use switches, you'll need three key components: red blocks, blue blocks, and the actual switch.

The premise is pretty simple: when the switch is glowing blue, the blue blocks will activate and block your path; when the switch is glowing red, the red blocks will activate and block your path. This is a great way to develop large or small puzzles for your player! Just keep in mind that switches can be interacted with over long distances if the player has the Hookshot Power-up.

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Event Triggers And Fields

Super Dungeon Maker - Event Triggers

We've grouped the new items, event triggers and event fields, into one section because they're all pretty much reliant on one another.

Basically, you can trigger the dungeon to react to the player's actions in unique ways.

First, consider the five new triggers:

  • Circle Button Trigger: placed on the ground where players walk on it and it activates for only as long as they are standing on it
  • Square Button Trigger: placed on the ground where players walk on it and it activates permanently, even if they walk off
  • Lever Trigger: placed on the ground where players attack it to activate it
  • Pull Trigger: placed on a wall where players must approach and use the E button to grab it, pull it out of the wall, and subsequently activate it for as long as it takes for it to return to the wall
  • Invisible Trigger (represented with a lightning bolt): placed on a 3x3 ground area and, when players walk into that 3x3 area, it is activated
Super Dungeon Maker - Event Fields

These triggers all have numbers associated with them - 1 through 9 - so that you can match them with the appropriate event field, of which there are two:

  • Subtracting (-) Event Field: when the associated trigger is activated, this event field causes the item to disappear
  • Adding (+) Event Field: when the associated trigger is activated, this event field causes the item to appear

The event fields aren't anything in-and-of-themselves, but rather get placed on top of items in the dungeon (use the same method as placing a monster door in a corridor). So, for example, if your player activated the lever trigger, the item with the same number on its trigger field would dissapear or appear, as the case may be.

Super Dungeon Maker - Event Fields example

In the example above, you can see that the lever trigger and the coloured switch are both marked with a one. There's an adding event field on the coloured switch, so it will appear when the player has activated the lever. Then, the player will be able to activate the coloured switch and reach the Golden Egg.

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