Maze layouts
Good mazes manipulate steps per trap. A long straight line feeds crossbows; a winding path feeds darts and steam. Choke points stack damage density; wide rooms dilute it unless you add swirl or tentacle control.
Patterns
- Winding paths — double back segments for DoT.
- Rotating passages — reset aggro lines mid-wave.
- Shifting gates — pair with doors for tempo.
- Choke + rail — funnel into rail cannon lanes.
Trap pairing matrix
Spikes want commitment; mimics want greed—read adventurer AI. For elites, prefer burst lanes documented under Daedalus.