Well, I've recently noticed a thread about King Tinkinzar in T4, but I thought it was a little overpowered. I believe it was made by... wait... Ah yes, Heavy-Duty. And yes, I do like his ideas. I am actually going to draw from his ideas to post what I expect of T4.
No, I am NOT claiming the entire thing as my own. I am just building on it.
OK, like Heavy-Duty suggested, I would also expect 15 floors instead of 7 or 8. And also, the Spiral Warden and Basil advise you to return and blah blah blah. I liked that. But what I would like to change the monsters.
The Elite Crimson Order
Appearance: Basically the same as other Gremlins, except they ALL wear helmets similar to the demo Gremlin helmet. They are colored red, and have hammers on their back. Also wears a Com Unit accessory and a Helm Mounted Display accessory (Apart from the Scorchers)
Crimson Hammer:
These guys are basically the bread and butter of the Crimson Order, resembling thwackers. However, they do NOT use actual thwack hammers, they use swords and shields. Like Mecha knights, they can block projectiles from guns and such. Also, the frontal-left part of the Crimson Hammer is shielded. THIS IS NOT THE SAME AS THE TROJAN/SLAG GUARD/MECHA KNIGHT SHIELD!!! This shield only covers a fourth of his body, leaving his right side and back open to attack. They have their hammers on their backs, and can switch between their swords or their pulsars. That's right, pulsars.
Combat Medic:
Also armed with pulsars, they would take potshots at you from afar, and run around the room, healing fellow gremlins if needed. There is a large + sign on his helmet, and carries a white briefcase, also marked with a +.
Crimson Pyro:
Wears a gas mask and a helmet. Essentially the same thing as T3, but could actually MOVE while flaming, as well as change direction. These flames also arc towards a player. Flames have longer range and Pyros are immune to fire.
Crimson Grenadier:
These guys are armed with an autogun-like weapon, with no shields equipped, but, like T3, have them on their backs. These guys plant bombs that resemble land mines and are difficult to see, and they chuck explosive grenades at you. Their assault rifle like weapon does elemental damage, just so you know, and are also equipped with an accessorized helmet.
And again, I must stress this enough so that people do not frame me of stealing ideas, I AM NOT CLAIMING RIGHTS TO THESE!! THESE ARE JUST MY IDEAS FOR WHAT I WANT TO CHANGE. So please don't rage.
Other monsters: OOO, be creative. ;) But I have some suggestions:
The gun puppies are painted Red and gold, shoots 5 shots rapidly in a straight line and then a scattergun shot.
Blast Cubes instantly detonate, giving no warning.
Mecha Knights can cloud themselves with steam, reducing 25% dmg done against them.
Trojans and Lumbers react more quickly.
Red Rovers can rotate when they flame, much like the Crimson Pyro.
The last five floors belong to the gremlins specifically.
Abandoned Gremlin Outpost:
First floor is a Deconstruction Zone, Patrolled by Ironclaw and Darkfang, along with a few Crimson Order units supervising them. Oh, and a ginormous amount of mecha knights. There are also plenty of Gun puppies.
Crimson Order checkpoint:
Much more densely occupied with Crimson Order, plenty of Red Rovers and Gun Puppies. There are a couple of Ironclaw technicians working on a project. Few Darkfang, usually only accompanying Crimson Order Patrols.
Outer Core:
100% Populated by Crimson Order and Mecha Knights and Gun Puppies. The groups of Ironclaw technicians don't fight you--they just run away in fear, only to be slaughtered by the Crimson Order. Now you know what the project they were working on was; to repair and improve Project Roarmulus.
Inner Core:
This is a mini-boss area, resembling an arena, with four levels of arenas where swarms Gremlins and Mecha Knights try to stop you. The first one is populated by Ironclaw, second by Darkfang, and third by Crimson Order. The fourth one is like a boss. The Crimson Order Commander meets you personally. He greets you surprisingly in Spiral speech. He asks if you are suprised he speaks your language, and then calls in waves upon waves of Crimson Order and Mecha Knights to assist him to try to pummel you. He is roughly 1.5x the size of the average gremlin, wears a commander's billed cap, and uses his 2h Golden Thwack Hammer, with his shield strapped to his left arm, so the only way to attack him is on the right.
At about 25% hp left, you cannot hurt him anymore. You have to finish off the last wave he calls on you. Then he summons Roarmulus, and this time they cannot be damaged at all. They have shields around them, and move randomly. Now the Commander is vulnerable to your attacks, once you kill him, Roarmulus will shut down. VICTORY!!!
The King of Kings: King Tinkinzar
(Refer to Heavy-Duty's Version: http://forums.spiralknights.com/en/node/27520)
:P
And yes, again, SOME of these ideas WERE drawn off of Heavy-Duty. I just think I could improve it. Tell me what you think.
I always imagined the inside of the Core being a bright white plane, with almost no map features. The area itself would be of limited size, whose edges will wrap around and meet each other, effectively making it spherical in nature, but still appear flat to the players. Keep walking to the right, and you'll eventually come up on the left side of the team. Its a mechanic I haven't seen used since the 16-bit era.