Danger Mission: Construct Criticism
After some reading and talking to a few people, I have concluded not one danger mission has a large array of constructs. So, I've created one. Behold.
Floor One: Outer Factory
The stage is built like a Power Complex, starting off with more tunnels than rooms. Gremlin Jumpers crawl the area, 3 of them every 3 inches of screen space. After two or three turns in the tunnel, the corridor opens up into a large arena room with shock grates in each corner. Volt Knight Spawners are in the middle of the northern and southern ends of the room.
Wave One:
Six Gremlin Jumpers spawn in different parts of the room. Eight Surge Bots spawn as well also in different parts of the room. All the while, the spawners are spawning Volt Knights.
Wave Two:
Eight Surge Bots spawn, accompanied by two Sparkies on either side of the northern spawner. All the while, the spawners are spawning Volt Knights.
Wave Three:
The Spawners disappear. Ten Volt Knights appear, accompanied by two menders. Two Surge Bots spawn as well.
Once the arena room is taken care of, several normal rooms filled with Volt knights, Surge Bots, and Sparkies have to be taken care of. The final room in the depth has four Sparkies in each corner, and ten Volt Knights which spawn in the middle of the room.
Floor Two: Source of Destruction
The stage is built like a Power Complex, starting immediately into a room. Two Electreants each flank the left and right sides. One Sparky sits in the middle of the northern side of the room. Eight Volt Knights spawn in the middle, along with two menders.
Once the room is taken care of, the player will have to go to a corridor to the left, where they will go through several more corridors, before coming out into a dreaded eight Sparky room, four on each side. In addition to the Sparkies, there will be two Volt Knight Spawners in the middle of the room.
After that, the player must go through several more rooms filled with Electreants, Volt Knights, and Gremlin Jumpers.
The final room is the size of the Seerus Boss room. Also like the Seerus Boss room, there will be three Shock Battlepods on the northern wall. They must be killed three times also like the Seerus Boss room. Before the player kills the Battlepods the first time, they must defeat Eight Volt Knights. Once beaten, they move on to defeat the Battlepods for one time. Eight Volt Knights spawn again, and after they are destroyed, the player must beat the Battlepods a second time. Now Eight Volt Knights will spawn accompanied by two Electreants. Finally, the player must destroy the Battlepods once and for all.
Once defeated, the player moves on to the prize depth.
Floor Three (Prize Depth): Final Escape
A large rectangular room filled with red and green treasure boxes is before the player. After all the boxes are opened, the player can advance to the elevator to Haven at the end of the hall.
Soo… Whatdya think?
As with all mission concepts I was hoping for an original mechanic or something which would make it stand out. Something that makes anyone who walks in the room think to themself: why has no one thought of that? The weird stalking gremlins are alright, but it seems more like the little puff balls we have in that one mission where you take a Brandish to a grave. Other than that this is basically recycling a couple things and switching the enemy type. Nothing too extreme, but nothing too disagreeable. Alright.