Author Topic: New Dungeon Ideas for current PCRPG!  (Read 5481 times)

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Talliun

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New Dungeon Ideas for current PCRPG!
« on: July 10, 2003 08:35 pm CDT »
Hey,

I’ve recently been thinking that PCRPG could use some extra dungeons dotted around the zones. I speak of this because I believe some overload dungeons could be a good idea, especially for current dungeons such as Traveler’s Den and Minotaur Lair. What I’m thinking is, in addition to the newly made Gran’Kar ruins we add the following new dungeons (a total of a possible 3). I know Particle has already mentioned that a new unknown dungeon will be added for the later leveling in Minotaur, so one of these might not be needed or could be used for that “unknown� dungeon (probably the Troll Nest idea).

-Traveler’s Den Overload Zone (Bandit Camp) 30-50
-Minotaur Lair Overload Zone (Troll Nest) 90-101
-Remort Bonus Dungeon (Darkened Sanctuary) R3, +80



Bandit Camp Dungeon Idea:

Traveler’s Den can get busy sometimes, and especially when there is one monster being spawned at a time and an excess of three people at this dungeon – crowding can occur. To get around this idea, I’d say we do a mirror dungeon that has the same level of monsters. Where its location is chosen, will be up to the PCRPG staff, but I have some design elements on what the bots will be (skin, weapons, drops, levels, names) and the dungeon layout (buildings, spawn points, challenge presented).

The Bandit Camp will use the Jaten Outpost building with some outlying basic houses. Scattered around the outskirts of the Outpost and houses will be some various rocks and trees for some decoration. There would be only about two extra houses, which would sit at the front of the entrance to either side on a slanted angle facing towards the outer wilderness. There would be a total of two spawned bots at any given time. The first spawn would be just outside the gate near the right-hand house (spawn area 1). The other spawn location would be near Jaten Outpost’s merchant location (spawn area 2).

Here is a look at the four types of bots that would spawn here; (they are in order of weakest to strongest)

    Bandit Rogue (basic melee) – Rusty Shortsword (drops wpn/coins)
    Bandit Assassin (basic ranged) – Cracked Light Crossbow (drops wpn/coins/ammo)
    Bandit Enforcer (medium melee) – Rusty War Axe (drops wpn/coins)
    Bandit Lord (heavy melee) – Rusty Longsword (drops wpn/coins/c-bluepotion)

Those bots would follow the same equivalent level and difficulty as the Travelers; going from Brigand, Royal Knight, Paladin etc. Also, all of these Bandits would probably use the same skin as the Travelers – unless you can make bots with an “armored� look on them, like the classic Travelers in RPG map 1. Most likely, just use the Traveler skin.

Perhaps something that is missing is that there is no casting bot; but, fighters and mages will have to deal with a heavy melee unit instead; and in open combat. Most ranged and magic users would probably favor this dungeon if they use the walkway. To stop exploitation of using the walkway on the outpost to shoot down on defenseless bandits, the stairs should be blocked by a boulder or two (and a tree), position them so you cant get up there (yet, still, boots of gliding will easily get around this, and there you have a non-challenging dungeon that is exploited like several others). If this poses to be a problem, you could use a different building (the building idea I gave is optional, if a better and more challenging building is found, use that). The Bandit Rogue and Enforcer would spawn on the outside of the outpost in spawn point 1 (mentioned earlier). The Bandit Assassin and Lord would spawn inside the outpost (This is so that both of the higher bots don’t spawn always inside, mixing things up a bit; although the strongest bot, Bandit Lord, would spawn inside the outpost walls). I also picture this place being on a cliff, instead of being in a valley area (like Yolanda, crypt etc.). If you believe that a magic user is needed for this dungeon feel free to replace the Bandit Enforcer with a Bandit Evoker whom would have casting abilities like the Traveler Paladin (then add Iron [121 coins] as its drop for the Evoker, instead of a Topaz [128 coins]).

Troll Nest Dungeon Idea:

Unfortunately Minotaur lair can only efficiently accommodate three melee users, and perhaps one extra magic user in most cases. As of late, there are many Remort level 0’s and 1’s that are using the Minotaurs causing a slowing in leveling – to get around this we could add either a permanent or temporary overload dungeon that players could use. I hereby present the Troll Nest dungeon. Now this dungeon will have a maximum of two monsters spawned at any given time, and only two bot types like the Minotaurs. This dungeon would probably be designed for the later levels of Minotaurs that can take awhile (85/90-101). I don’t know what building to use for this dungeon, so I will leave the PCRPG staff to fill this blank in.

Here is a look at the monsters players will possibly see at this dungeon;

    Troll Chieftain (heavy melee) – Spear or Battle Axe (drops wpn/coins)
    Troll Shaman (heavy caster) – Magic User (drops coins/turquoise)

Troll Chieftain would be in most cases like the Minotaur’s melee unit; I gave a choice on what weapon it can use. The monsters here can go for the same exact weapon and drop layout like the Minotaurs or can use something new. Perhaps the Chieftain can drop a spear (which would be his main weapon), and the Shaman can drop a ruby instead of a turquoise (since these monsters will be a little higher then standard Minotaurs, to help higher levels with EXP – thus a greater different chest drop). The skin used by these monsters will be the Gnoll skin; if you’d like to use a different monster skin that is fine. We could definitely use some more input from one of the staff members, or board members on possible building ideas that would present some challenge, yet still remain somewhat simple.

Darkened Sanctuary Idea:

To give some more options for remorts debating between Ubers and Knights I decided to bring you this new dungeon idea geared for remorts past level 3.  It would have the same idea as Minotaur and Uber Zone with a level requirement portal. The portal would require that you are Remort Level 3 or higher, and possibly a Magical Rune (See DS Layout Idea 1).

DS Dungeon Layout Idea 1: (Idea we should use if possible)
There will be two parts to this dungeon, one will be the actual dungeon, and an entry area (like the Uber Zone Portal-Castle/Underground Temple). Now for the entry-area it would probably be the Keldrin Bridge flipped on its side with several rocks spread around, and some trees. Inside the bridge (think Thorin’s Dust Quest) there would be a portal and a single monster. The monster would spawn just before the two pillars (picture the bridge sideways, meaning you would have to fight the monster, then take his items, then jump over pillar, into portal) and would hold the key to your entry. This monster would be a high-level melee monster carrying a new lore item (lore items: Enchanted Stones, Skeleton Bones etc.) called “Magical Rune�. The Magical Rune would simply be used to gain access into the dungeon area. The lore item would disappear after you enter, requiring you to re-fight the bot to gain future entry. Unlike Uber Zone, if you die you will spawn inside the dungeon, past the entry portal (to prevent the possibility of dieing and not being able to enter again, because inability to fight the portal bot). Once inside the portal you will be teleported high into the air where the dungeon will be (explained later).

DS Dungeon Layout Idea 2: (If Idea 1 doesn’t work, or proves too much work)
Simply use the abandoned well that serves no purpose as of now, and have that have the portal deep inside it. Two options; Have the portal guarded and require that you have a rune to enter, or have an unguarded portal that only requires you to be Remort Level 3. The difference between the ideas is the building layout, entry design and the idea of an item-based entry. From here, you guys can determine what sounds like a probable idea of entry.

Main Dungeon Layout:
After you gain access to the dungeon you be teleported into the clouds (like Traveler’s Den). The building design will be a Tribes base that everyone should have that came with his or her Tribes game (server side). I don’t know its actual .dis filename, perhaps Evil_INC can find it, but Ill go ahead and describe it – A giant black pyramid with a large stairwell at the front [let me know if you need a picture – hopefully someone will be able to recall]. Now, if you know what building I’m talking about, this will be easy to follow – if not you may be lost without knowing the building. You will be teleported just within the doorway; boulders, like Uber Zone, will block the entryway out of the temple. At the bottom of the dungeon there will be an exit portal that will lead you just outside the Bridge entry dungeon/or well. From here you can then drop down the hole and fight the denizens of the sanctuary. There will be a maximum of two spawned monsters at any given time (spawn points discussed later). Here is a look at the monsters (the first one being the Entry Monster that drops the rune);

    Skeleton Warden (medium melee) Rusty Longsword (drops wpn/coins/magicalrune)
    Skeleton Mastermind (heavy melee) Bastard Sword (drops wpn/coins)
    Skeleton Magus (insane caster) Magic Caster (coins/drops
[choose which one it will drop] Gold or Emerald)
Uber Myrmidon (insane melee) War Maul (chance to drop wpn/coins/c-bluepotions)[/list]

As you can see, the monsters will all use existing bot skins (skeleton + uber). The Warden will not spawn inside the actual dungeon, only at the entry area (just to restate).

Spawn Idea I:
The Mastermind and Magus will share a spawn together near the bottom most level of the temple (just near the platform base). Meanwhile an Uber will always spawn on the balcony of the basement area (it will usually fall off the balcony and join the Skeletons).

Spawn Idea II: (this one would be better long term, I think)
Now a problem I could potentially see with this layout is ranged and magic users once again firing away at defenseless ubers and skeleton masterminds. To fix this we could have it so the Magus is always spawned (so it would have its own unique spawn, thus switching spawns with the Uber). So this would make the Uber and Mastermind share their spawn, and the Magus would have the balcony spawn (formerly the Uber’s). This way we could make for a more challenging environment (having a constant caster to make ranged/magic users need to take caution so they cant unfairly take-on melee units from higher elevations). So in this case, if we see the caster/ranged exploit and lack of challenge – go with this format for spawning the monsters.

If people wish to leave the dungeon, all they need to do is go the bottommost level of the dungeon, and use the portal there. The portal will be on the bottom so people who run out of mana aren’t sitting ducks waiting to recharge or gulp down a potion to wind walk back near the top level of the temple (why the exit portal is not at the top of the temple). And thus we have a new unique dungeon that is full of challenges and good experience.


Music:
Dungeon Music will just be ones from previous dungeons; Ill let you guys decide on what music should play in each of the three dungeons.

---------------------

This concludes the new dungeon ideas, and I hope you guys enjoyed the read – and find some of this interesting and would enjoy leveling in them. Please post your input on any other accompanying ideas for these dungeons if you’d like. Particle and Undergod, please take a look – and see if these are feasible and analyze anything that could be a problem. Well, maybe if things go well we might see some of these dungeons on Particles Custom RPG soon.

Thanks again,

Signed,

Talliun
« Last Edit: December 31, 1969 06:00 pm CST by Talliun »

Vorter_X_

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« Reply #1 on: July 11, 2003 01:14 am CDT »
o.0 jesus how long did that take you to type lol


i cant stand typing more than one line usually lol

good ideas ummm if you can sort of make one of the zones and provide a pic that would be nice cus ppl hate to think with their own brains
« Last Edit: December 31, 1969 06:00 pm CST by Vorter_X_ »

BlAcK-IcE

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« Reply #2 on: July 11, 2003 05:30 pm CDT »
Well i kinda read the whole thing and those are really outstanding zone ideas. I've nerver seen so much detail put into a post.(Not that I've recalled) The Bandit camp idea is an excellent idea because T-den is usually full. Same with minotaurs. I mean i dont play at the moment but If i come on I dont want to do the same old leveling system.

Also I read the Darkened Sanctuary one also and I like the idea of the getting the rune so then you can go threw the portal. Yeah i like the part where you have to go threw the keldrin bridge thingy. And its like you have to be level 60+(windwalkers).

Awesome ideas though. :P
« Last Edit: December 31, 1969 06:00 pm CST by BlAcK-IcE »

BlAcK-IcE

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« Reply #3 on: July 11, 2003 05:31 pm CDT »
Quote from: "Vorter_X_"
o.0 jesus how long did that take you to type lol


i cant stand typing more than one line usually lol

good ideas ummm if you can sort of make one of the zones and provide a pic that would be nice cus ppl hate to think with their own brains



If you read the whole thing its pretty easy to understand. Unless your retarded.  :twisted:  :P
« Last Edit: December 31, 1969 06:00 pm CST by BlAcK-IcE »

-Triton-

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« Reply #4 on: July 11, 2003 08:21 pm CDT »
wow
« Last Edit: December 31, 1969 06:00 pm CST by -Triton- »
icl0lnz: ur a forking loser ass son of a unsavory woman
DainBramage559: oh i should just go to hell!

Pecker - "PULL YOUR HEAD OUT OF YOUR ASS AND ANSWER AIM!!!"

LastWish

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« Reply #5 on: July 11, 2003 08:59 pm CDT »
Very nice, very nice--you have thought it out well :)
« Last Edit: December 31, 1969 06:00 pm CST by LastWish »

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« Reply #6 on: July 13, 2003 06:18 am CDT »
Great ideas..

Paaaarticle, let me do some mapping for you.. alot of your players have seen my mapping abilities. I could easily make these zones.. (I would need your help with the runestone/key item though, I don't specialize in item customization.)

Here's my old map, and some of my old zones I made

Stonehedge Village- Had atleast six new NPC quests,  and two teleportals to seperate dungeons.
<img src = "http://pic6.picturetrail.com/VOL154/1258888/2389577/29353831.jpg">

Traveller's Tavern
<img src = "http://pic6.picturetrail.com/VOL154/1258888/2389577/29353823.jpg">

This was a free for all zone, where people could walk across to Ethren from Keldrin (If they could survive) called Outlaw's Bridge
 <img src = "http://pic6.picturetrail.com/VOL154/1258888/2389577/29353783.jpg">

And this is a remort town/dungeon called Village Sewer. Down in the water, there's a 'UberRat' that you can fight, while up above in the safety there is a banker and merchant
<img src = "http://pic6.picturetrail.com/VOL154/1258888/2389577/29353789.jpg">
<img src = "http://pic6.picturetrail.com/VOL154/1258888/2389577/29353793.jpg">
<img src = "http://pic6.picturetrail.com/VOL154/1258888/2389577/29353795.jpg">
« Last Edit: December 31, 1969 06:00 pm CST by Newbie »

Vorter_X_

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« Reply #7 on: July 13, 2003 07:35 am CDT »
o.0 omg you used the same name for a monster that i did =\


and im stealing your bridge, idea anyway
« Last Edit: December 31, 1969 06:00 pm CST by Vorter_X_ »

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« Reply #8 on: July 14, 2003 04:09 am CDT »
You thief!
« Last Edit: December 31, 1969 06:00 pm CST by Newbie »

eViL

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« Reply #9 on: July 14, 2003 05:46 am CDT »
now if only you noobs knew what the hell you were actually doing, maybe then you could produce some very interesting and unique zones.
« Last Edit: December 31, 1969 06:00 pm CST by eViL »
Quote from: "LastWish || NextWish"
eViL, you were probably the coolest but most misunderstood person in this community.. maybe the rest will find out how cool of a person you are some day, and don't get too mad at the people who dont understand you.. its their loss in the end.

Vorter_X_

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« Reply #10 on: July 14, 2003 06:02 am CDT »
ive got some unique zones


http://www.picturetrail.com/vort1


those are just a couple anyway ive got hella more
« Last Edit: December 31, 1969 06:00 pm CST by Vorter_X_ »

Zero

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« Reply #11 on: July 14, 2003 06:16 am CDT »
i love new ideas and zones :D i hope this stuff gets done
« Last Edit: December 31, 1969 06:00 pm CST by Zero »

Vorter_X_

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« Reply #12 on: July 14, 2003 06:25 am CDT »
dont worry









































































they wont
« Last Edit: December 31, 1969 06:00 pm CST by Vorter_X_ »

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« Reply #13 on: July 14, 2003 06:29 am CDT »
Quote from: "eViL"
now if only you noobs knew what the hell you were actually doing, maybe then you could produce some very interesting and unique zones.


Evil, you're all talk as far as I'm concerned. I don't see you posting screenshots.
« Last Edit: December 31, 1969 06:00 pm CST by Newbie »

eViL

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« Reply #14 on: July 14, 2003 12:55 pm CDT »
why the fork should i?  i get unsavory womaned at by people for not coding every last forking thing they want.  i just got done helping ozzy code something for the server and he didn't even say thanks to me....  and you want screenshots?  go try and restore the 3 250 zip disks i cleared with all my tribes stuff on it, you will find tons.  and if you don't have enough proof there, go ask pecker, go ask the rest of the Meltdown players, they have all seen my work and know what i am capable of.
« Last Edit: December 31, 1969 06:00 pm CST by eViL »
Quote from: "LastWish || NextWish"
eViL, you were probably the coolest but most misunderstood person in this community.. maybe the rest will find out how cool of a person you are some day, and don't get too mad at the people who dont understand you.. its their loss in the end.