Chambers

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"In Azora's house there are many rooms, and in each a little terror lurks"

So this struck me the other day, what if there was a map filled into by little squarish chambers. The idea is to progress across all chambers to reach the end.

Each Chamber is part of a larger Coloured Corridor . Each corridor is like a larger overzone of sorts, it sets the theme/aesthetic of the chambers it encompasses.

When you begin a challenge in a chamber, the entrance and exit doors are sealed until you complete the task at hand. Once you clear the entire corridor all doors are broken and you can walk freely.

The challenges will be part puzzle part combat, there will be recycled set of Chamber Denizens which you recurring battle through the map. However heres the catch, there will be no plain monsters.

Every monster has an ability that needs to dealt with and the simple act of changing the number of say Ghouls in a room changes the way you have to approach this encounter.

Thoughts?
 
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From what I gather its a maze,where you have to get out of the smaller zones by completing tasks and finishing monsters.But I didnt get what you meant by this
Kino said:
Every monster has an ability that needs to dealt with and the simple act of changing the number of say Ghouls in a room changes the way you have to approach this encounter.
Explain?
 
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Ok say there is a Necromancer, necromancers can ressurect other monsters including other necromancers.

Scenario A: 1 Necromancer + a few skeletons.
This one is pretty straight forward, you simply nuke down the Necromancer or he basically will ress everything you kill.

Scenario B: 2 Necromancers + Stuff
This one is much more difficult since both Necromancers will need to die within moments of each other. Or else they chain ress the whole room.

Scenario C: 2 Necromancer + Illusion Trap
Basically the same as Scenario B except we now have an Illusion generator which makes makes copies that scramble around the real Necromancers.
Ive personally made something like Scenario C before and the execution required for such an encounter is amazingly difficult.

So Im looking at scenarios where simply changing the number/combination of a certain, monster/trap changes the difficulty/approach to a encounter
 
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In a room there are levers on the walls and several monsters (let's say Lava Spawn). Lava Spawns are not very strong, but when you bring one to 10% health, it becomes invulnerable and a countdown starts ticking over it head - like 10 seconds or less. When countdown reaches zero, the Lava Spawn explodes, dealing huge damage to players. To prevent that, player must reach a lever and pull it (which lever will prevent the explosion is chosen randomly). To make matters worse, pillars of fire appear on the ground, turning the chase to the lever into a mini-maze (as pillars deals substantial damage and it is a bad idea to go through them).
 
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Here is an excellent idea. So, there is a room. At the begining of the room there are 2 levers. In the middle there are 25 square platforms, witch can have 3 heights. When a player pushes/pulls the lever, the platforms change height according to the lever pushed/pulled. The players have to make their way to the other side. If a player reaches the lowest height, than he dies.On the other side, there are additional 2 leavers, and a monster, that is comeing after the player. There is no way to kill the monster, and he won't die if he reaches lowest height and he will kill you instantly.

So, you have to have absolute faith in your allies, and you have to plan ahead, because only 2 players can stand on a platform at once, and some1 has to pull/push the levers on one side. And don't forget the monster.

You can enter the platform maze on E3 and exit on A3.

Here is a sketch:

Goal-Monster
levers
A1 A2 A3 A4 A5
B1 B2 B3 B4 B5
C1 C2 C3 C4 C5
D1 D2 D3 D4 D5
E1 E2 E3 E4 E5
levers
Start
 
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Sure it is. It's a very interesting idea, and also a demanded one, since good puzzle/logic/maze/etc maps are quite scarce.
 
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