(Yes, I'm new to the posting thing. Don't blow me off. Please.)
Before you read the the body and ask tons of questions (if any), I would suggest reading this first. This thread was created to show an idea for my unsatisfied dungeon/boss mob craving. Bosses in minecraft feel half-baked. The wither is hard, until you realize it can be farmed using pistons and the bedrock layer. The elder guardian's temple is half decent, but does not present much of a challenge once you get the proper enchantments. The ender dragons' lair presents a strategy: shatter all the ender crystals before going in for the kill. However, the enderdragon has a weak AI. He just flies in circles and can even clip through objects. This is better in the xbox version because he shoots fireballs (there's another idea for a thread: ender dragon projectiles). Do I even need to go into why our current 1-room dungeons need improvement?
Floating dungeons. The dungeons would have different biome variants. Stone brick for grassy/forest, sandstone for desert, ice for snowy biomes, etc. They would be massive. I mean massive. At least 50x50x50 blocks in size, if not larger. They would be largely cuboid, the walls being the same size as the roof and floor. Each would be made out of intricate patterns of the respective materials. One door would be located on each side of the cube, placed in the middle. The cubes' interior would be composed of many rooms and 5 floors. Each floor would have one "core", and all five of which would need to be broken in order to reap the temples' treasure.
Let me now explain the "Floating" part. Upon entrance to the dungeon, the temple would rise out of the ground (using a system to /clone the temple and /tp entities upwards repeatedly), so it would be difficult to leave and the outside environment could not interfere until the dungeon was defeated. The idea is that you would battle not only mobs within the temple, but the temple itself should now be treated as the boss mob. Each temple would have specific exterior and interior defenses, ranging from fireballs to arrow barrages. Upon defeating each core, the conditions inside the temple would become progressively harsher. When all of the cores are destroyed, the temple will start to crumble into fallingSand entities, including its loot. This would take place over the time span of a few minutes, enough time to secure an escape plan. This would create a huge wreckage that can be looted at the player's leisure.
The temples' treasure would use a loot pool system, with a unique combination of loot pools for each temple. Each loot pool would have an equal chance of spawning a chest of that theme in the corresponding temple, meaning that a Pool 1 and Pool 2 temple would spawn an equal number themed chests of each.
Pool 1 (Dungeon Themed):
Iron/gold/diamond Horse armor
Randomized enchanting book
Pool 2 (Plant Themed):
Pool 3 (Desert Themed):
Pool 4 (Mushroom Themed):
Pool 5 (Ice Themed):
Pool 6 (Water Themed):
Pool 7 (Fire Themed):
Each temple spawns exactly one of these items. Each item would have to have an enchant level sum of at least 5, Such as a diamond sword with sharpness 2, fire aspect 2, and looting 1. The enchant sums can be higher, depending on the player's death count, experience, and kill count. The level of an enchantment can exceed the normal survival limit, and enchantments that are normally incompatible can be used together, like Sharpness and Smite. Each item would have a random name composed of a prefix and a suffix, the suffix being the normal name of the item, for example, "Mythic Diamond Chestplate."
Prefix List (Incomplete):
(The following were suggested by Kholdstare)
Each temple would have 5 difficulty levels, determined as the cores get broken. Each core puts out a Mining Fatigue 4 aura, making it very difficult to break the temple. However, depending on your difficulty settings, the temple will start out at stage 0, 1, 2, or 3, for peaceful, easy, normal, and hard respectively. At stage 0, no monsters will spawn and no traps will fire. At stage 1-5, traps will fire more and more sensitively, and the monster spawn cap will raise. Stages 1-5 will specifically ignore the peaceful difficulty setting and spawn monsters anyway. When a core is destroyed, the temple goes up a level.
Temples will spawn about as often as strongholds and in their respective biomes.
Cores would appear in their own room in random locations on each floor. They would need to be broken in order to progress, but would be protected by numerous traps and one random "mini boss" mob. The mob would be an enhanced version of one of the spawn-able mobs in the temple, but with either strength, resistance, speed, fire resistance, jump boost, absorption, regeneration, or any combination. The total potion strength numbers, when added up, cannot be more than 5. The boss mob would have a particle effect to distinguish it from a normal mob. The core blocks themselves have durability akin to that of a glass block, and have luminescence like that of glowstone. Below is a possible layout for a Temperate Dungeon core room. Note that each room is 10x10x10, meaning there are 5x5x5 rooms in each dungeon, stacked in a square pattern.
Farther below, you also see a set of Face-spencers, dispensers that automatically lock onto a target within their range and fire their contents. They are craftable. The have a normal dispenser gui, meaning they can fire snowballs, fireballs, tnt, arrows, and potions. They have some added options such as range, targets, rate, force, etc. Setting an option higher costs xp, where setting one lower refunds it. When crafted, they have the lowest settings by default. This would encourage balanced Face-spencers, whilst not limiting their applications.
The textures for both are just to give you a feel for the blocks and should by no means be the final ones.
This contains more detailed info on each variant of temple. Temples spawn any mob that can spawn normally in that biome, except when the entry states otherwise.
Temperate temples would be made primarily out of stony materials, along with their mossy types. These temples would also incorporate the proper type of wood for each biome (spruce, oak, birch, etc.). Arrow traps would be the temples' main defense. The puzzles inside these temples would include parkour, mob battle, mazes, and projectile evasion. Uses Pool 1 and Pool 2.
Arid temples would be made out of sandstone, acacia or oak wood, and stained clay. Explosives would be the temples' main defense, armed in such a way as to not damage the temple, as well as sand suffocation traps. The puzzles inside these temples would include frequent parkour, minimal mazes, minimal mob battle, and frequent trap evasion. Uses Pool 1 and Pool 3.
Humid temples would be composed out of similar materials as the temperate temples, but contain more mossy materials, vines, and clusters of mushrooms, foliage, and frequent use of slime blocks. These temples would utilize potions and potion effects as their main defense, with occasional arrows and underwater puzzles. The puzzles inside these temples would include minimal parkour, frequent mazes, mob battle (mainly with slimes and witches), trap evasion, and projectile evasion. Uses Pool 1, Pool 2, and Pool 4.
Arctic temples would be made out of ice, packed ice, snow, and spruce wood. These temples would utilize slippery surfaces and infrequent underwater puzzles. The puzzles in these temples would include frequent ice parkour, mob battle (mainly with aggressive wolves and snow golems), infrequent mazes, and trap evasion (mainly pitfalls). Uses Pool 1 and Pool 5.
Aquatic temples would consist of prismarine, sea lanterns, sponge, and use gold block accents. Most of this temple would take place underwater, and use occasional arrow and explosion traps. The puzzles in these temples would include mob battle (with guardians), frequent mazes, minimal projectile evasion, minimal trap evasion, and oxygen management. Uses Pool 1 and Pool 6.
Fungi Temples would be extremely rare and only spawn in mushroom biomes. They would be similar to humid temples and temperate temples, but would contain more frequent mushrooms and huge mushrooms. No wood or wood logs would spawn, and in their place, huge mushroom blocks and huge mushroom stem blocks. These temples would contain no mobs other than mooshrooms, but would contain very frequent traps involving potions. The puzzles in these temples would include minimal parkour, frequent mazes, frequent projectile evasion, and frequent trap evasion. Uses Pool 1 and Pool 4.
Nether Temples would only spawn in the nether. They would be made of nether brick, nether quartz, and glowstone. They would utilize fire and lava frequently, including both blaze and ghast fireball traps. The puzzles in these temples would include parkour, minimal mazes, frequent projectile evasion, frequent trap evasion. Uses Pool 1 and Pool 7.
If you have suggestions or criticisms, post them below. Constructive criticism please, no trolls.
Wow. In-depth, and detailed. It may be too ambitious, but a good idea. My only worry would be in SMP, if a player entered then the area around the temple would cause death to nearby players by using it's external attacks. Also, how would multiple people enter the same temple if it rose out of the ground after one person entered?
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Me likey. What would prevent people from bypassing parts of the dungeon by tunneling through it, though? Puzzles mean nothing if you can simply bypass them easily (the jungle temples are a prime example).
Four cubic chunks in size isn't very large, though. That's basically a 32x32x16 rectangular prism.
Though I do think that the prefixed items should be a little different from regular items besides having the possibility to break the level cap on some enchantments. Perhaps allow some normally-incompatible enchantments to occasionally exist on the same item, like potentially getting Sharpness and Smite on the same sword.
Also, some more prefixes:
Strange (definitely not a TF2 reference)
Unusual (definitely not a TF2 reference either)
Netheric (i'd say hellish, but there is no hell in Minecraft)
That's all i've got for now, some of them are probably pretty mediocre but i'm just throwing ideas out there.
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Did something happen to you in your childhood to give you this unreasonable fear of rutabaga?
Ok this isn't a bad idea, but what is the point on enchanting weapons when you can just beat the dungeon? I really like the dungeon feel you are adding to the post. But the loot you get makes some aspects of the game useless. But what if you go on peaceful? Partial Support.
I'm too lazy and tired to read to the "the temples" part, but I will give you the benefit of the doubt it is a good idea. That being said, the only question I have is can you provide a picture so I (and possibly other people) can get a better grasp of what this looks like. All in all, I support!
If multiple people entered simultaneously. It would prevent outside interruption, and it would be clear when a dungeon is in-use. The point of floating is not so much to isolate the player from the outside, but to prevent the outside from affecting the gameplay within the temple. I know this could easily be accomplished with a closed door, but floating sets the temple apart from other temples as being "alive" and dynamically reacting to your progress.
Huh? Minecraft is for the Playstation? Firetruck Yeah!
This is the only one I did it on. I just saw a connection. Because he said "Do I even need to go into why our current 1-room dungeons need improvement?" Other people might do the same if they saw a connection on other threads
The Meaning of Life, the Universe, and Everything.
I don't want
Awesome ! Love it
Maybe you should all when defeating the cores it will spawn buffed mobs (like with strengh or resistence)
But I think Mining fatigue is way to much (you need 30 seconds to bread a dirt block with your fists)
FULL SUPPORT !!
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-Pixel Format Not Accelerated Problems in Windows 10 Reasons-
1.Old Intel CPU (2nd Gen and older) and these aren't ready for Windows 10.Please downgrade to an older version
2-Slow/Intel GPU (But sometimes Intel GPU just work fine from 3rd Gen CPU or newer on Win10)
3-Update Drivers (recommended for Dedicated GPU but not always for Intel's)
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