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The Unruly Underworld: A new boss level

3 respuestas [Último envío]
Jue, 11/29/2012 - 15:20
Imagen de Xenonguard
Xenonguard

The Unruly Underworld

This is an idea I had for a fiend boss level with 4 Depths, which involves elements from previous boss levels, all mashed together by some dark magic.
Basically, a rogue fiend mage who used to work in the Market Research sector but ran away because he was tired of the mind-numbing work he had to do there. He reconstructed sections of the Clockworks which resonated with dark power to the Underworld to build his Empire of Entropy. Any knight who would want to defeat him would have to go through parts of previous boss levels manipulated to suit the fiend (I never realised how appropriate the name was until now). In the first two levels, you will find ghost forms of the bosses. These ghost forms can attack through shields, attack once before disappearing and they can be "disrupted" by attacking them. When they are disrupted, they disappear for 10-20 seconds before appearing again. Going through them will not do you any damage. They also deal shadow damage instead of their normal damage. Otherwise, they have the same stats as the original boss.

Depth 1
The Fiendish Forest: This is the fiend mage's "remake" of the Gloaming Wildwoods. All of the depths in the Unruly Underworld will contain fiends along with the original enemy family. In this depth, the portion of the Gloaming Wildwoods that the fiend reconstructed has been set on fire.

Enemies:

Fiends:
Firebranders
Firebrander Overtimers (appears instead of a Firebrander 20% of the time)

Beasts:
Ghost form Snarbolax
Ash Tails
Alpha Ash Tails
Salamanders

The Fiendish Forest will look normal, with the same background as the Gloaming Wildwoods except for some burning trees, but several chunks will be taken out of the ground, to show that the Fiend Mage reconstructed the original forest but in the Underworld. The depth is already quite hazardous with Fire themed monsters roaming around but you also have to deal with the Ghost form Snarbolax trying to take a bite out of you.

Depth 2
The Palace of Pandemonium: When the Royal Jelly Palace and Ironclaw Munitions Factory were being transported to the Underworld, a sudden spike in dark power caused the two areas to be merged together. In this level, you will have to deal with not one, but two ghost forms at the same time (Royal Jelly and one Roarmulus Twin). The collision also caused some hazardous chemical containers in the IMF to break, infecting
everyone within.

Enemies:

Fiends:
Blarfuls
Blarful Overtimers (appears instead of a Blarful 30% of the time)

Constructs:
Ghost form Roarmulus Twin
Blight Knights
Isotrodes
Sick Puppies
Hazbots
Vilewoods

Slime:
Ghost form Royal Jelly
Caustic Polyp
Toxigel
Toxilargo

The Palace of Pandemonium will look like the peaceful Royal Jelly Palace with sections of the IMF mixed in somewhat randomly. The background will have a somewhat green haze, to indicate it being a poison themed level. As with the Fiendish Forest, there will be gaping holes in the ground, but this time in inconvenient locations making you have to go through elemental grates and spikes to get to the elevator. During the depth, one of the Roarmulus Twins' ghost form may pop up from the gaping holes and shoot rockets at you. The Royal Jelly ghost form may sometimes go through walls doing its spinning attack in a straight line towards your general direction. It will not chase you however.

Depth 3
The Calamitous Citadel: The fiend mage chose to make his home hidden deep in his reconstructed Firestorm Citadel. To negate the fires however, he put the entire citadel under a deep freeze. You will have to go through the frosty castle to get to the elevator to the fiend mage. You may sometimes find Lord Vanaduke wandering down the cold hallways of the reconstruction who will attack on sight.

Enemies:
Fiends:
Layoafers
Layoafer Overtimers (appear instead of a Layoafer 50% of the time)
Trojans

Undead:
Bloogato
Chilling Howlitzer
Frozen Shambler

Frozen Souls
Ghost form Vanaduke

This level will look just like the normal Firestorm Citadel, except with Ice instead of Fire. A light blue haze will have settled around the Citadel, similar to that found in Heart of Ice. Lord Vanaduke's ghost form stumbles through walls towards knights, adding extra challenge in the already difficult level. The same gaping holes found in the previous levels appear here.

Depth 4
The Empire of Entropy: Unlike normal boss fights which consist of a place to heal then the boss, this depth will have a hallway with enemies before the healing area and then a road intersection in a city. The depth will be a Devilish Drudgery themed with only fiend enemies. The Fiend Mage is a normal devilite wearing a dark blue wizard robes and a mask with the curse symbol on it. In this stage, ghost forms will require 3 hits to be disrupted.

Hallway Enemies (In order of appearance):
4 Devilite Overtimers
4 Greavers
1 Knightmare

Fiend Mage (Boss)

Battle (5 Phases):
Phase One: The Fiend Mage shoots orbs of shadow at you which have high knockback in an attempt to stop you from getting closer to him while he prepares his dark ritual (the kind you see Konjuring Kat doing). Once you deal 5000 or more damage to him he moves on to the next phase.

Phase Two: The Fiend Mage's robes turn from purple to black and red to match the Snarbolax's colour scheme. In this phase he is weak against piercing and strong against elemental. 4 wolvers appear in the corners of the arena. He becomes much faster than normal and leaves black and red spikes behind when he runs. He shoots Snarbolax thorns at you most of the time, but when you don't attack him for 10 seconds he starts his "charge attack" which summons a ghost form Snarbolax around him which bites three times in quick succession until it is disrupted. Once you deal 5000 or more damage to him he moves on to the next phase.

Phase Three: The Fiend Mage's robes then turn to purple, and becomes strong against piercing but weak against shadow. 4 polyps appear in the corners of the intersection. He is slower than before and shoots 5 polyp spikes at you in a frontal cone. When you don't attack him for 10 seconds he summons a Royal Jelly ghost form around him which attempts to tackle you until you disrupt it. Once you deal 5000 or more damage to him he moves on to the next phase.

Phase Four: The Fiend Mage then turns his robes to grey and becomes strong against piercing but weak to elemental. 4 gun puppies appear in the corners of the screen. The Fiend Mage is now stationary in the centre of the screen and shoots shock infilcting energy balls rapidly. When he is left for 10 seconds, he summons ghost forms of the Roarmulus Twins in the two side roads of the intersection. They shoot their rockets towards you until you disrupt one of them, then they both disappear. Once you deal 5000 or more damage to him he moves on to the next phase.

Phase Five: For his final stand, the Fiend Mage turns his robes the colour of volcanic magma and becomes weak against elemental but strong against shadow, and shoots fireballs at you three at a time. When he is left alone without being attacked for 10 seconds he summons the ghost form of Vanaduke, who will use his mace attack until he is disrupted. Once you deal 5000 or more damage to him he makes the trojan death animation and drops 3-4 Dark Scrolls.

Token Rewards so far(Brinks):
40 Dark Scrolls: Rune Bomb ****
30 Dark Scrolls: Demonic Mask ****
30 Dark Scrolls: Demonic Robes ****

Rune Bomb: This is a new kind of bomb which acts somewhat like a landmine. After charging it for about the length of a Nitronome, you place it leaving a purple Curse symbol Rune which lasts for 5 seconds. If an enemy steps on the rune in that time it explodes, dealing shadow damage and gives a low chance of causing Mild Curse.
**** Rune Bomb: A mysterious bomb which can place a rune which explodes when stepped on.
***** Infernal Rune Bomb: A deadlier Rune Bomb that would give anyone unlucky enough to be within range when it explodes, have seven years bad luck.

The Infernal Rune Bomb leaves a glowing purple Cure symbol for its rune and gives a low chance of causing strong Curse.

Demonic Mask: A helmet which looks exactly like the one worn by the fiend mage. It has shadow protection and sword Charge Time Reduction Low.

**** Demonic Mask: The mask worn by the feared Fiend Mage. It has a mysterious Curse symbol instead of eyeholes that can somehow be seen out of.

***** Diabolical Mask: An evil mask infused with dark power. Even the undead fear the powers of this mask.

The Diabolical Mask is like the Demonic Mask only the curse symbol pulses occasionally and has Sword CTR Medium.

Demonic Robes: Same stats as mask. Same robes as worn by the Fiend Mage.

**** Demonic Robes: The robes worn by the infamous Fiend Mage. The fabric pulses with power like no other.
***** Diabolical Robes: Robes which have become filled with dark magic. No one has faced a bearer of this cloak... And survived.

Coming Soon: Shadow Lair

Jue, 11/29/2012 - 16:53
#1
Imagen de Apophis-Set
Apophis-Set
Impressive!

Nice, finally a thread with more than 0.1% of the detail of the floors.
I think instead of ghost form, it should be a swarm form, sort of a black quivery style...

I also think this should be P2P, as it looks as if all the bosses are involved, which is a pretty big deal
The shadow lair would also have to be P2P, only accessible by those who bought the pack... As I'm guessing the shadow lair version of the bosses in swarm form will appear :3

Not a bad idea actually, I'll keep an eye on it :3

P.S. I think 2000 damage is a bit small, that's 5-6 BTB hits
P.P.S. NO swarm/ghost boss forms during the boss battle, that's way too much material...

Vie, 11/30/2012 - 00:50
#2
Imagen de Xenonguard
Xenonguard
@Apophis-Set

Glad you like it. :3 It tooke me a while to make. I think that it shouldn't be a swarm form that appears for the original but the see through ghost form. The swarm form would be more appropriate for the shadow lair (obviously). Damage wise, I guess I could up it to 5000. However I'm not sure about the boss battle. How would you suggest that I involve the bosses but not put them in the battle?

Vie, 11/30/2012 - 15:27
#3
Imagen de Darkshaodw
Darkshaodw
Would be this be like a dark

Would be this be like a dark shadowing place? We already have some hellish world with fsc. Other than that, it's good!

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