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Maze levels and Survival levels~!

5 replies [Last post]
Sat, 06/08/2013 - 19:40
Blue-Elephant's picture
Blue-Elephant

Nothing to complicated about what this is going to be about or how its going to be set up.

Maze

Construction

This level will be something similar to a part of Legion Of Almire where your view is changed to a top view, that way you would be looking down on your character. The change would be something nice i believe because most people complain about how they cant see in a certain area or see what is below them, with this kind of view it would be simple, complicated and all-around fun.

But i would also like these maps to be HUGE! like a normally sized level not something as small as the Bomby and Kat area in LOA.

Monsters

Monsters would spawn indefinitely, i don't know what type of monsters would be the best for this, more then likely mini's as it would add an interesting twist if your caught in a dead end and have a swarm following after you. Although there in my opinion should be certain monsters that spawn so that the level has some kind of milestone that lets you know "you have not been here yet", this way you can keep track of where your going. I also don't think it would be a bad idea to have points where mini's can crawl under certain areas that we cant enter, this would allow the mob to either keep up with you or surprise you on your adventure in the maze.

Area's

Area's are a key part in the Maze, it would almost be something like a deconstruction zone where there are usually three rooms blocked with Key gates, and one key being somewhere on the map. That would go for the Maze as well, enclosing any creature that may be lurking in the Maze. (As i wrote this i though of something like a Minotaur, thought for a moment and remembered the Tortodrone). Continuing on, the areas would provide the bulk of the money earned from the level, making it a key purpose to look for the Golden Gate key, maby even unlike the Deconstruction zones, have multiple keys around the area and not one key that would allow access to the other keys after defeating monsters. This would keep the player in the level for a longer time unless they want to skip finding keys.

Difficulty

As for difficulty in these floors ranging from Tier One to Tier 3, i would like to suggest that the maze keeps the maze feel with bushes, this way when you are in tier 2 and above there can be walls that when backed up to can have thorns that hurt you (but do not let you go through them like current thorns). this would decrease the room that you are allowed to fight in. The amount of thorny bushes and even the appearance can change depending on the tier, also the kind of Status they give off, some may even give off fire damage or even Gasp's, Shock!

As for the look im sure we don't all want them to be traditional bushy maze's but unless someone can come up with an idea for walls that can give off status effect in the upper tiers im at a loss, i was almost thinking of graffiti'ed walls in Devilite area's because it would give another one of those sense of humor type of things that the Devilites currently have. But then again im not to sure on it.

As for specialty monsters on these maps i cant think to further then Mini-monsters unless OOO feels like bringing back Tortodrones any time soon.

Survival levels/objective = PvE

Construction
So for this type of level it would be something almost like a boss room or the Arena rooms. The only difference is, you would be protecting something. Say it be a generator or some kind of crystal or some or another. They would have different themes and maby even their own floor in the clockworks and or missions.

If there was to be a mission then i would do something kind of interesting, as of right now we buy crystal energy from the Strangers in Haven, mostly because they go out and mine for it around the clock. In this level it would be something interesting in such that the Strangers are having an even more strange problem. Monsters have seemed to have found where the strangers have been mining. In this mission it is our duty to go down to the mines and help keep the strangers safe.

Upon arrival we would be in almost a rocky like level and the background would be reminiscent of a cave, maby with some twinkling spots across the rocks. Their would be mine trolleys filled with crystals and other such things, maybe a few pieces of mining gear here and there. and maby some tracks there and here as well.

But to move onto the main battle point it would be a room about the size of Vana's it would have two shining giant crystals in the bottom left and right corners, and up around the top a Fence and some tunnels in which monsters would spawn, im not to sure on how many waves would first attack before you are allowed to move onto a party button on the right that was blocked by a gate when you started, but lets say 4 or so. After going on the party button you will be able to heal on pads or with some boxes (5 tops) and a small amount of crowns and boxes.

Your only option after healing and feeding your little grubby money bags is to turn back to the party button in the center of the crystal room where you will then again fight about another 5 waves of monsters. And then even a final wave with some strong monsters to end. After you defeat the last couple of waves you would move on to the left where there would be a party button that you couldn't access before. This would bring you to the end where you can heal and grab loot and then continue onto the Elevator.

Wait... What about those Generators/ Crystals?

Well that's something we can go over right now~! To start off monsters wont only attack you but if you leave them alone or shield bump them close to a Crystal/Generator, they will start to attack it. Your generators also don't have much life, So if you leave lets say one zombie over by it and he's just whacking maby 3 or 4 times at it it will probably take out 1/3 or 1/2 of its health, which is allot but also not allot. In harder stratum it will become a real struggle when monsters are just swarming in and attacking it will be a frantic struggle to hold them back.

What about when they break?

When your Crystal/ Generator breaks you will see one of two things happen, either your crystal will spit out a random mist or it will rain down crystals, sort of like the explosives that the Roarmulous Twins shoot out and are like bombs where you can see where they'll land.
But when the last Crystal/ Generator is destroyed all characters will be immediately swarmed with min's or some other monster until everyone is unable to play.

How would we finish the level then?

If your generators do get destroyed reviving them is the only way, you can revive them when either one is down or when everyone is dead, the second you revive the monsters would disappear and one generator will come back. It will then continue. Reviving a generator takes time though, and you cannot attack. so having someone watch your back is crucial.

So let me know what you think of these~!

Fin

Thank you for reading if you did, or even skimming.
Please leave comments and suggestions below and give feedback on some things that could be changed or managed to make this Suggestion better.

Also please be respectful to others that comment. Good discussion is welcome but dont flat out say its a horrible idea without haveing any great evidence to say so.

Sincerely,

VanillaTeddy~!

Edit: Having some problems with strong will be fixed asap~!

Sun, 06/09/2013 - 16:45
#1
Blue-Elephant's picture
Blue-Elephant
Construction underway~!

You know for Suggestions and stuff~!

Waffleconecake seems to have fallen asleep, but he also seems interested.
It doesn't really seem like that last sentence even makes any sense. Asleep and interested how does he do it?

Orangeo brings up a good point for some of the areas which you unlock, moving the screen back into a basic view would make fighting in these certain areas less awkward. I also don't want our view to be to far away from the character, mostly so we can see what we are doing. He also brings up party buttons and getting lost (which should happen), honestly I wouldn't have party buttons in these levels for that exact reason, mostly it would just be everyone free roaming until they find all gates and keys.
As for picking off stragglers, it doesn't sound like a bad idea but more of an idea if people were to be falling behind and there are party buttons, which im not to fond of for this particular level.

Sat, 06/08/2013 - 21:48
#2
Waffleconecake's picture
Waffleconecake
one Sloom, Two slooms, Three slooms Fo-yawn- Slooomss...

Seems intresting... haven't read, too tired. Will read tomorrow... -yawn-

Sun, 06/09/2013 - 03:42
#3
Orangeo's picture
Orangeo
I would like this, but if it

I would like this, but if it was all at the super high view, that might get old fast. The arenas should be at normal angle. You would also need ways to keep the party together, possibly reusable party buttons, so that if you want to run off in one direction, your team has to follow. If everyone stands on the button again though, the gates will reverse again. This might not be the best way to group people, in fact it might not even be necessary. Still, I'm imagining waiting on a party button forever as one guy strolls through completely lost. Perhaps you could make the mazes or maze mobs kill of stragglers that are too far away from the right route. Danger level monster spawners that appear behind you when you go ingo a dead end? Tortodome? Since spawner monsters only drop HP, and occasionally vials I think, people wouldn't get increased drops for going the wrong way. Tortodome is just downright cool. Either way, group people up or kill off stragglers.

Tue, 06/11/2013 - 16:53
#4
Blue-Elephant's picture
Blue-Elephant
Update's and Problems

I have some problems with strong and em, which im not even sure if im using correctly.
Help with this would be much appreciated.
Here is how i was doing it, Replace ( with <.
(strong)Word(strong)
But strong continued until the paragraphs were broken up.

Updates~!

Updated comment thread, which usually is where you will find my reply to what you've had to say while also making it easier to follow what has been Suggested.

Cant wait for Waffles Remarks on this idea and I would like to hear everyone else's~!
Stay tuned for more updates and suggestions to come~!

Update Tuesday, the 11th:

Added survival levels.
Enjoy~!

VanillaTeddy~!

Fri, 06/14/2013 - 16:45
#5
Agenta
Nice idea.

I really like the idea of a survival level. But survival levels i think would have ONE goal, and that is SURVIVE. So i was thinking of get rid of the crystals (possibly they could be involve later if you make it far enough, crystal energy can be a reward) and make this a new thing for coliseum co-op. In which the party fights as long as possible, and it ends when everyone is dead. And the rewards will be the following, krogmo coins, materials, crowns, low star gear, mini mist tanks, higher stared gear, crystal energy, mist tanks, some new type of costumes. Only an idea. The maze i say is fine, but make it literally a huge hedge-like maze in which the whole party needs to find a way through, and each party member will have their own path (so its not "follow the guy who did this level before") and at the end is a large room with a party button in the middle, and monsters will spawn (depending on the monster/status theme of the level, finally leading to a rather large room filled with red treasure blocks, and gold crowns, and minerals. This is only and idea.

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