I love this idea, and I have a few things to contribute...
Firstly, a lot of squids should spawn around the Cthulhu temple.
Secondly, an idea
Minotaur
Spawn: In a deeper area of land, though not necessarily underground though
Area/Lair: A maze/labyrinth made of smooth stone with a ceiling and only one entrance/exit, his main area will be in the middle of the labyrinth. The labyrinth and his lair itself are filled with traps(example - a pressure plate that causes a dispenser to fire an arrow). Possible help to kill the Minotaur?
Drop: Great Axe(?)
Appearance: Well, a Minotaur, google image it. He would be 1-2 blocks taller than the player. Wields a battle axe.
Entrance: In his lair there will be a Minotaur statue and a lever in front of it. When the lever is pulled the statue will turn to the Minotaur and attack you.
Special: Immune to knockback and a relatively high jump. Slightly slower than player.
Attacks:
Basic Attack - Swings great axe with range of 2 blocks that does 1-3 hearts damage.
Horn Charge - Puts head down and charges at the player in a single direction. If it hits a wall, a small radius of the wall is destroyed. If it hits the player, it does 3-5 hearts of damage.
Hatchet Toss - Throws a hatchet at the player. 1-2 hearts of damage.
Great Axe:
Basically a steel quality tool that has both the functions of an axe and a sword.
Durability of a diamond tool.
I like your idea.
For the damages, I think 2.5 hearts would be good for melee, 3 for charge, and 1.5 for throw.
Maybe great axe would be:
It could be a battle axe with a gold circle in the middle of the stick that goes between the blades.
love the idea, not positive about the labyrinth: maybe just a complex cave system?
I'm trying to leave the damage/health numbers up to notch.
This idea will be added presently.
Cool, the labyrinth was just an idea. Complex tunnels/caves work fine as well.
I like the ideas of randomly placed traps. Having a set order of blocks (redstone, pressure plates, dispenser), and then having them be placed randomly in the labrinth under certain conditions (The dispenser is facing more than one block of air assuming the corridors are one block thick).
Drop: Power Pick (I'm not sure I really like this one. Suggestions?)
Crafting:
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When used on any stone-based block, it causes all identical blocks in a short radius to break, dropping stuff as would be expected.
How about obsidian for the Power Pick?
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Rollback Post to RevisionRollBack
There is no problem that cannot be solved by the use of high explosives.
+Rep me if I helped in any way or did something awesome.
This actually would be pretty awesome, and maybe adding a warning that Peaceful wont help you at the entrances to the boss areas? Since they're optional in the first place, you could have them be there no matter the difficulty. (although this would make it so that you can't adopt their castle/lair without killing them, which puts the structure in danger in the first place.)
also, to expand upon the ranger, he should have a special tree that is larger, or a giant hollow tree, and if you walk inside, you see him meditating. This would make him seem a bit more in tune with nature. If a hostile mob follows you in, he will kill it. then he would be aware of you, but not hostile yet. Otherwise you kind of have an element of surprise where it takes a second or 2 for him to react.
It would basically work out like this from the front:
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the inside would be 3 blocks deep, 3 blocks wide, and 4 blocks tall.
I'd like bosses, but they should be COMPLETELY optional (ie. you can turn off boss and boss arena spawning in the options).
well, I don't see the need, since dungeons aren't optional, and bosses aren't any more obtrusive than dungeons, but when/if notch adds feature selection, it will probably be optional, along with variables such as hunger and regeneration.
This actually would be pretty awesome, and maybe adding a warning that Peaceful wont help you at the entrances to the boss areas? Since they're optional in the first place, you could have them be there no matter the difficulty. (although this would make it so that you can't adopt their castle/lair without killing them, which puts the structure in danger in the first place.)
also, to expand upon the ranger, he should have a special tree that is larger, or a giant hollow tree, and if you walk inside, you see him meditating. This would make him seem a bit more in tune with nature. If a hostile mob follows you in, he will kill it. then he would be aware of you, but not hostile yet. Otherwise you kind of have an element of surprise where it takes a second or 2 for him to react.
It would basically work out like this from the front:
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the inside would be 3 blocks deep, 3 blocks wide, and 4 blocks tall.
also, my first post!
welcome to the forum. I agree with your ranger ideas, but not with the peaceful mode ideas. the Laura will appear no matter what, but the bosses just won't spawn in peaceful mode. you can also switch to peaceful mode to despawn any boss instantly, like normal hostile mobs. however, you can't do that and still get the drop: you need to actually kill the boss for that.
any sort of warning or cut scene when you get to the boss would detract from the free atmosphere of the game. It's a sandbox game: not an action game. exploring the Laura should be a totally free experience, like climbing a mountain, except, oh yeah, there's a boss in it.
This actually would be pretty awesome, and maybe adding a warning that Peaceful wont help you at the entrances to the boss areas? Since they're optional in the first place, you could have them be there no matter the difficulty. (although this would make it so that you can't adopt their castle/lair without killing them, which puts the structure in danger in the first place.)
also, to expand upon the ranger, he should have a special tree that is larger, or a giant hollow tree, and if you walk inside, you see him meditating. This would make him seem a bit more in tune with nature. If a hostile mob follows you in, he will kill it. then he would be aware of you, but not hostile yet. Otherwise you kind of have an element of surprise where it takes a second or 2 for him to react.
It would basically work out like this from the front:
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the inside would be 3 blocks deep, 3 blocks wide, and 4 blocks tall.
also, my first post!
welcome to the forum. I agree with your ranger ideas, but not with the peaceful mode ideas. the Laura will appear no matter what, but the bosses just won't spawn in peaceful mode. you can also switch to peaceful mode to despawn any boss instantly, like normal hostile mobs. however, you can't do that and still get the drop: you need to actually kill the boss for that.
any sort of warning or cut scene when you get to the boss would detract from the free atmosphere of the game. It's a sandbox game: not an action game. exploring the Laura should be a totally free experience, like climbing a mountain, except, oh yeah, there's a boss in it.
ThanksX2, for the welcome and the agreement.
I see where your coming from. The thought of a cutscene hadn't crossed my mind at all, but that would actually be pretty awesome. perhaps have a [BOSS CUTSCENES ON/OFF] thing in the options menu, so people who think it's restricting won't have to have it. they wouldn't be anything too huge, just the camera following the wyvern as it flies in (for example), and it would still leave you enough time to react so it doesn't murdalize you without resistance.
That would make him look a bit "harmony with nature. If a hostile population, for her, he will kill him. Be aware, but not hostile. Alternatively, a kind of surprise when you take one or two seconds to react.
That would make him look a bit "harmony with nature. If a hostile population, for her, he will kill him. Be aware, but not hostile. Alternatively, a kind of surprise when you take one or two seconds to react.
1. Slightly Confusing.
2. Isn't that the basics of what I just said?
The area around dracula's tower should have dark clouds that don't "move" and it gets dark when you are 16 blocks from his castle, but gets even darker the closer you go to the front door of the tower.
The area around dracula's tower should have dark clouds that don't "move" and it gets dark when you are 16 blocks from his castle, but gets even darker the closer you go to the front door of the tower.
I had actually thought of that already, but I'll add it now.
What about "The Mechanic"?
He lives in the center of a labyrinth dotted with deadly traps. When you get to the center, there is an adminium room with a square of redstone and a lever in the center. Pulling the lever would summon the mechanic.
His center room has walls dotted with several offensive traps, which he can trigger with the summoning lever. The lever would have a random chance of activating each trap.
Sand fall: towers of sand fall from holes in the ceiling, which may suffocate an unlucky miner. Common.
Dispenser trap: Shoots arrows from one of the dispenser traps in the walls. Common.
Rain of arrows: All dispensers activate at once. Less common.
Mob: Several mobs fall from holes in the ceiling. Rare.
TNT cannon: Iron doors open and TNT comes flying out. Very rare.
When he is low on health, an iron door opens and he attempts to escape through it into a hallway. Following him and killing him would give you the TNT defuser, which would defuse active TNT entities into TNT pickups when you right-click them with it:
At the end of the hallway would be a storage room, with several stacks of redstone and redstone torches as well as TNT, iron doors, sand, arrows, dispensers and very rarely a placeable mob spawner of random type.
The tools would only return the amount of slimeballs used to make it -1. hoe and sword would return one. axe and pickaxe would return 2. shovel would return 0. To prevent the armor from being able to be remade without any additional slimeballs, the boots should only return 2, the helm should return 3, the pants should return 4 and the chest should return 5.
Quote from eat911 »
Maybe slime armor could reduce fall damage because of it's bounciness? The boots and helm would allow you to fall an extra block before taking damage each. The pants and chest would give you 1.5 each. This would make it so you could fall an extra 5 blocks before taking damage. You cold then fall 8 blocks without taking damage. However, the armor would be absorbing the fall damage so its durabillity would be damaged from this effect.
I changed my mind about the fall damage reduction. It would instead be based on armor points given by slime armor. Having 0.5-1.5 armor points would allow you to fall 1 extra block. 2 armor points would be 2 extra blocks, 4 would be 3 extra blocks, 6 would be 4 extra blocks, 8 would be 5 extra blocks, and a full 10 would be 6 extra blocks.
What about "The Mechanic"?
He lives in the center of a labyrinth dotted with deadly traps. When you get to the center, there is an adminium room with a square of redstone and a lever in the center. Pulling the lever would summon the mechanic.
His center room has walls dotted with several offensive traps, which he can trigger with the summoning lever. The lever would have a random chance of activating each trap.
Sand fall: towers of sand fall from holes in the ceiling, which may suffocate an unlucky miner. Common.
Dispenser trap: Shoots arrows from one of the dispenser traps in the walls. Common.
Rain of arrows: All dispensers activate at once. Less common.
Mob: Several mobs fall from holes in the ceiling. Rare.
TNT cannon: Iron doors open and TNT comes flying out. Very rare.
When he is low on health, an iron door opens and he attempts to escape through it into a hallway. Following him and killing him would give you the TNT defuser, which would defuse active TNT entities into TNT pickups when you right-click them with it:
At the end of the hallway would be a storage room, with several stacks of redstone and redstone torches as well as TNT, iron doors, sand, arrows, dispensers and very rarely a placeable mob spawner of random type.
Replace adminium with obsidian, get rid of firing all dispensers at once, specify exactly how many holes would be in the room and how big it is, make him not run away, give him a regular attack for when he is not activating traps, and this might be the best boss idea combined with the best drop ever. Of all time.
The tools would only return the amount of slimeballs used to make it -1. hoe and sword would return one. axe and pickaxe would return 2. shovel would return 0. To prevent the armor from being able to be remade without any additional slimeballs, the boots should only return 2, the helm should return 3, the pants should return 4 and the chest should return 5.
Quote from eat911 »
Maybe slime armor could reduce fall damage because of it's bounciness? The boots and helm would allow you to fall an extra block before taking damage each. The pants and chest would give you 1.5 each. This would make it so you could fall an extra 5 blocks before taking damage. You cold then fall 8 blocks without taking damage. However, the armor would be absorbing the fall damage so its durabillity would be damaged from this effect.
I changed my mind about the fall damage reduction. It would instead be based on armor points given by slime armor. Having 0.5-1.5 armor points would allow you to fall 1 extra block. 2 armor points would be 2 extra blocks, 4 would be 3 extra blocks, 6 would be 4 extra blocks, 8 would be 5 extra blocks, and a full 10 would be 6 extra blocks.
As I said, I'm not too picky about the numbers. Since we can't actually simulate what's fair and what isn't, that should be left up to notch. However, I'm adding that slime armor decreases falling damage based on the number of armor points it grants.
What about "The Mechanic"?
He lives in the center of a labyrinth dotted with deadly traps. When you get to the center, there is an adminium room with a square of redstone and a lever in the center. Pulling the lever would summon the mechanic.
His center room has walls dotted with several offensive traps, which he can trigger with the summoning lever. The lever would have a random chance of activating each trap.
Sand fall: towers of sand fall from holes in the ceiling, which may suffocate an unlucky miner. Common.
Dispenser trap: Shoots arrows from one of the dispenser traps in the walls. Common.
Rain of arrows: All dispensers activate at once. Less common.
Mob: Several mobs fall from holes in the ceiling. Rare.
TNT cannon: Iron doors open and TNT comes flying out. Very rare.
When he is low on health, an iron door opens and he attempts to escape through it into a hallway. Following him and killing him would give you the TNT defuser, which would defuse active TNT entities into TNT pickups when you right-click them with it:
At the end of the hallway would be a storage room, with several stacks of redstone and redstone torches as well as TNT, iron doors, sand, arrows, dispensers and very rarely a placeable mob spawner of random type.
Replace adminium with obsidian, get rid of firing all dispensers at once, specify exactly how many holes would be in the room and how big it is, make him not run away, give him a regular attack for when he is not activating traps, and this might be the best boss idea combined with the best drop ever. Of all time.
Awesome idea. I don't know about firing all dispensers at once; maybe firing a random 10 in rapid succession? I think he should place TNT randomly as the battle goes on, so you need to be careful where you swing your sword. He also detonates them himself. The concept is awesome. I agree with eat911 on the obsidian, running away, and regular attack (straight forward charge attack). The TNT diffuser is also awesome.
I don't like the spawn area though. The thing about underground mazes (this goes for the minotaur too) is that the player is just as likely to drill to the boss area, bypassing the maze, as they are to enter through the front door.
Awesome idea. I don't know about firing all dispensers at once; maybe firing a random 10 in rapid succession? I think he should place TNT randomly as the battle goes on, so you need to be careful where you swing your sword. He also detonates them himself. The concept is awesome. I agree with eat911 on the obsidian, running away, and regular attack (straight forward charge attack). The TNT diffuser is also awesome.
I don't like the spawn area though. The thing about underground mazes (this goes for the minotaur too) is that the player is just as likely to drill to the boss area, bypassing the maze, as they are to enter through the front door.
Yeah, thinking about it firing all the dispensers at once is too overpowered, it would be almost impossible to avoid. Placing TNT, and obsidian instead of adminium room and having a regular attack are also good ideas.
The whole running away idea was to lead the player to the storage room, but I guess simply having a hidden entrance somewhere would work as well.
For the maze, I think the trade-off is fair: follow through the maze, and you have a better warning of traps and the opportunity to find some chests with goodies along the way, or tunnel through the obsidian or whatever material it is, which is boring and has more of a chance of blundering into a trap (mining dead on into a TNT trap or hidden lava pool, not fun!), but faster overall.
Cool, the labyrinth was just an idea. Complex tunnels/caves work fine as well.
How about obsidian for the Power Pick?
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+Rep me if I helped in any way or did something awesome.
also, to expand upon the ranger, he should have a special tree that is larger, or a giant hollow tree, and if you walk inside, you see him meditating. This would make him seem a bit more in tune with nature. If a hostile mob follows you in, he will kill it. then he would be aware of you, but not hostile yet. Otherwise you kind of have an element of surprise where it takes a second or 2 for him to react.
It would basically work out like this from the front:
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[]
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[] []
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the inside would be 3 blocks deep, 3 blocks wide, and 4 blocks tall.
also, my first post!
well, I don't see the need, since dungeons aren't optional, and bosses aren't any more obtrusive than dungeons, but when/if notch adds feature selection, it will probably be optional, along with variables such as hunger and regeneration.
welcome to the forum. I agree with your ranger ideas, but not with the peaceful mode ideas. the Laura will appear no matter what, but the bosses just won't spawn in peaceful mode. you can also switch to peaceful mode to despawn any boss instantly, like normal hostile mobs. however, you can't do that and still get the drop: you need to actually kill the boss for that.
any sort of warning or cut scene when you get to the boss would detract from the free atmosphere of the game. It's a sandbox game: not an action game. exploring the Laura should be a totally free experience, like climbing a mountain, except, oh yeah, there's a boss in it.
ThanksX2, for the welcome and the agreement.
I see where your coming from. The thought of a cutscene hadn't crossed my mind at all, but that would actually be pretty awesome. perhaps have a [BOSS CUTSCENES ON/OFF] thing in the options menu, so people who think it's restricting won't have to have it. they wouldn't be anything too huge, just the camera following the wyvern as it flies in (for example), and it would still leave you enough time to react so it doesn't murdalize you without resistance.
1. Slightly Confusing.
2. Isn't that the basics of what I just said?
I had actually thought of that already, but I'll add it now.
He lives in the center of a labyrinth dotted with deadly traps. When you get to the center, there is an adminium room with a square of redstone and a lever in the center. Pulling the lever would summon the mechanic.
His center room has walls dotted with several offensive traps, which he can trigger with the summoning lever. The lever would have a random chance of activating each trap.
Sand fall: towers of sand fall from holes in the ceiling, which may suffocate an unlucky miner. Common.
Dispenser trap: Shoots arrows from one of the dispenser traps in the walls. Common.
Rain of arrows: All dispensers activate at once. Less common.
Mob: Several mobs fall from holes in the ceiling. Rare.
TNT cannon: Iron doors open and TNT comes flying out. Very rare.
When he is low on health, an iron door opens and he attempts to escape through it into a hallway. Following him and killing him would give you the TNT defuser, which would defuse active TNT entities into TNT pickups when you right-click them with it:
At the end of the hallway would be a storage room, with several stacks of redstone and redstone torches as well as TNT, iron doors, sand, arrows, dispensers and very rarely a placeable mob spawner of random type.
I changed my mind about the fall damage reduction. It would instead be based on armor points given by slime armor. Having 0.5-1.5 armor points would allow you to fall 1 extra block. 2 armor points would be 2 extra blocks, 4 would be 3 extra blocks, 6 would be 4 extra blocks, 8 would be 5 extra blocks, and a full 10 would be 6 extra blocks.
Replace adminium with obsidian, get rid of firing all dispensers at once, specify exactly how many holes would be in the room and how big it is, make him not run away, give him a regular attack for when he is not activating traps, and this might be the best boss idea combined with the best drop ever. Of all time.
As I said, I'm not too picky about the numbers. Since we can't actually simulate what's fair and what isn't, that should be left up to notch. However, I'm adding that slime armor decreases falling damage based on the number of armor points it grants.
Awesome idea. I don't know about firing all dispensers at once; maybe firing a random 10 in rapid succession? I think he should place TNT randomly as the battle goes on, so you need to be careful where you swing your sword. He also detonates them himself. The concept is awesome. I agree with eat911 on the obsidian, running away, and regular attack (straight forward charge attack). The TNT diffuser is also awesome.
I don't like the spawn area though. The thing about underground mazes (this goes for the minotaur too) is that the player is just as likely to drill to the boss area, bypassing the maze, as they are to enter through the front door.
Yeah, thinking about it firing all the dispensers at once is too overpowered, it would be almost impossible to avoid. Placing TNT, and obsidian instead of adminium room and having a regular attack are also good ideas.
The whole running away idea was to lead the player to the storage room, but I guess simply having a hidden entrance somewhere would work as well.
For the maze, I think the trade-off is fair: follow through the maze, and you have a better warning of traps and the opportunity to find some chests with goodies along the way, or tunnel through the obsidian or whatever material it is, which is boring and has more of a chance of blundering into a trap (mining dead on into a TNT trap or hidden lava pool, not fun!), but faster overall.
boss: emperor bulblax
health: 50
attacks:
lick: 5 damage ignoring armor defense
stomp: 5 damage
base: the bulblax kingdom
drops: rocket ship blueprints
crafting:
rocket blueprints can not be crafted nor can despawn when dropped by the boss and you can't drop it like normal items
rocket engine:
its costly but great
rocket body:
you need to place the blocks
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after you do that light the diamond block with