as far as getting to the Mazeworld why does it have to be a portal...
i think it should be an item and when you have it in your hand you start to teleport(like standing in a portal) if you want to cancel the teleportation you just switch items just before it happens.. the idea behind it is that this item is crafted from some sort of lost essence of the mazeworld and once it is crafted it wants to go back to where it came from... idk just putting out ideas.
And now, here's the current list of districts (some are only possibilities). It contains basic information plus the contents of Chests that the player will find randomly spawning in that area:
Classical Greek District
Surrounds Labyrinth Mini-Boss District.
Surrounds Statue Mini-Boss District.
Acts as a buffer zone between Mini-boss districts and rest of world.
Mainly forms a set of paths all converging to one main Avenue, which leads to the entry point of whatever Mini-boss zone the Classical Greek District is surrounding.
Mobs cannot enter, meaning that Mini-boss districts are kept separate from outside world.
New name needed? :unsure.gif:
Chests contain; Armour, bread (allowing players to prepare themselves for the Mini-boss)
Labyrinth District
Home of Minotaur Mini-Boss (only one per Labyrinth).
Pig spawns, which are the Minotaur's main source of food. When it has taken a lot of damage, the Minotaur will break off from the player and try and find a pig to kill and eat the pork-chop from.
Landscape Is mainly comprised of a labyrinth, surrounded by high walls.
No chests.
Statue District
Home of Gorgon Mini-Boss (only one per Statue District).
Contains Gargoyles (the teleporting statue mobs, remember?), Weeping Angels and static Statue blocks at about a 1:1:8 ratio.
Landscape Is mainly comprised of a labyrinth, surrounded by high walls.
Chest (only one per Statue District) contains; Pumpkins (when worn as Helmets the Gorgon cannot freeze you, although it can still mêlée you).
Castle District
A large structure, rising high above the surrounding landscape. Takes the form of a huge castle (derr), riddled with secret passageways.
Empty Armour Enemies.
Chests contain; Iron weapons and armour, gold
Mine District
Occurs deep underground, very dangerous and difficult to get to. Often is intertwined with Dungeon District.
Possibly lava-themed mobs?
Chests contain; Mining equipment, TNT, coal.
Dungeon District
Occurs deep underground, directly beneath Castle districts. Very dangerous and difficult to get to. Often is intertwined with Mining District.
Dark Armour Enemies; like normal Empty Armour Enemies but 1.5 times larger and much more dangerous.
Occasional Zombie and Skeleton spawners.
Chests contain; Diamond Weapons, coal.
Redstone District
This is not so much of a full district as a component; This appears as just a small part of in many other districts.
Contains a pair of gold doors, activated only by redstone. These doors are protected by a pair of Guardians.
These guardians are for the most part neutral, only attacking the player if it attacks either them or the doors they are guarding.
Perhaps the Guardians should be 'Golden Armour' (like Dark Armour in appearance but with a gold texture rather than a Black one.
To open the doors the player would have to find and activated the switch or pressure plate they are connected to.
Aqueduct District
A huge aqueduct, floating high up in the air and only supported by the occasional support column, connecting castle to castle.
Provides a quick means of transportation to the player?
Contains water monsters?
Chests contain; Boats and fishing rods. The chests always spawn next to a furnace. This is the player's main food source.
Sprawl District
This is basically the space in between other districts. It is a land of 2 or 3 block high walls, and infinite expance of random spirals and cull-de-sacks.
This district has only passive 'Ghost mobs'; Non-solid, semi-transparent mobs that fade in and out of view.
Overall, this district is supposed to emphasise the feeling of abandonment. The player spends most of their time traversing this lonely land.
Chests contain; Leather armour and torches.
Mini-game District
This is just an idea I'm throwing out there; a set of precreated chunks suitable for such in-game games as extreme fishing and spleefing.
Chests contain; Whatever materials are required for the game. Unlike in other chests, these regenerate their contents. The contents are destroyed in the inventory as soon as the player leaves the area.
Anyway, read and discuss.
I will look over the mobs, since I seem to be the mob guy.
I like the list, especially how it incorporates a lot of the elements found in the thread. However, skeletons and spiders do not spawn anymore, instead some of the armors use a bow instead of a sword, remember those guys are given random pieces of equipment (with some restrictions though). They also aren't limited to the castle, they ay spawn in dungeons and mines too. (although the ones in mines may just use pick axes instead of swords so it is not as difficult, like the dark armor idea... However they still should only use iron-diamond swords and not anything special.)
Umm... Why the pig?
Lava/water monsters need some elaboration, as I never heard of them before.
Do we really need mobs in every district? I was under the impression that for the most part the place would be fairly calm, and monsters would be somewhat rare.
Also, what is extreme fishing? I've never heard of it.
Do we really need mobs in every district? I was under the impression that for the most part the place would be fairly calm, and monsters would be somewhat rare.
Also, what is extreme fishing? I've never heard of it.
The only mobs in the sprawl are those ghosts who rarely spawn that go in and out of existance, and I picture ghosts as being a blue, barely visible humanoid figure, they are mere ambience.
The "greek" areas have no mobs whatsoever.
Rollback Post to RevisionRollBack
One day, there will be someone who looks at my signature and wonders "who gives a damn?"
Do we really need mobs in every district? I was under the impression that for the most part the place would be fairly calm, and monsters would be somewhat rare.
Also, what is extreme fishing? I've never heard of it.
I do like the idea of hostile mobs and treasure chests, but what I like most about Mazeworld is the exploration aspect. Finding all these bizarre structures that stretch on forever. Some people prefer the adventure mode idea, I'm mostly a fan of it being a new type of terrain generator.
It could get a little boring without any monsters or mobs though. I want it to be a little like the Overworld, safe if you're on the surface, dangerous if you go underground or enter a dark structure until you light it up with torches or expose it to the sky.
Of course, unlike the Overworld, Mazeworld is pretty much entirely porous underground. There's no massive solid areas of stone. It's all carved out into halls, chambers, stairways, etc. And there are many unlit buildings on the surface. So there are a lot more places for bad guys to spawn. And there would be many stairways emerging from underground, so there are a lot more places bad guys can emerge from. It would be as if no matter where you go on the Overworld, you're never far from a cave entrance.
Unlike the Overworld hostile mobs, I don't think Mazeworld bad guys should burn outside. They just shouldn't be able to spawn there. So when exploring new areas you'd have to remain on guard against something ambushing you from a building or stairway.
but these are creepy abandoned M.C. Escher cities that rearrange themselves after a certain amount of time. Building that yourself isn't as cool as encountering premade ones.
This is awesome. Great idea --
And to anyone who has read 'Maze Runner', yes. Yes.
(Basicly: These people are randomly transported in to a maze via elevator, and there is a little safe spot where they're building a town [materials are randomly sent up]. Certain members called runners go out in to a dangerous, shifty [walls move during night] maze with evil purple goo monsters that have all kinds of mechanical weapons. These monsters come out after dark, when the wall closes the city in for safety. If you get trapped outside, they stab you and you get infected and go insane.)
...Getting out would be a massive spoiler.
Anyways, the point is, it had a very similar description to what you said. The elevator part doesn't have to be there though.
Also, of some ways to enter, I was thinking there could randomly be (30x30?) mossy cobble areas in valleys or something with weird hallways illuminated by redstone only, and if you follow it to the top, there is a (7x7?) pad of half blocks with a strange portal in the center. If you enter this portal, you go in to the mazeworld.
This is definitely a cool idea, and I support this 100%.
If it was just a city I'd say "sure, don't be lazy and make it yourself". But an infinite city? And not just infinite on the surface but also stretching below ground all the way down to the bedrock? A city that's different in every single game? It's too much for anyone to build themselves in a human lifetime.
In order to counter a inevitable lag problem(well, i recall a thing called primordial desert which had lag issues due its expanses of underground dungeons), mazeworld should have only 32 blocks under the surface., as opposed to the 128 blocks in the over world.
This would enable much taller towers too, like 96 block high towers!
I wonder if it would be possible to make the towers from the outside seem to go up forever, but from the inside connect directly back into the bottom of the map below them. It might end up being to difficult or have weird bugs, but if not it could really add to the confusion (note: this post is based on the original suggestion. I noticed it seems to have changed a bit since then, but I really have no desire to read through all 12 pages of posts, sorry)
Edit: The overworld only has 64 blocks underground (and 64 above for a total of 128)
I wonder if it would be possible to make the towers from the outside seem to go up forever, but from the inside connect directly back into the bottom of the map below them. It might end up being to difficult or have weird bugs, but if not it could really add to the confusion (
I was imagining a looping tower in my head the other day. It would be excellent if Mojang could pull it off.
You say that, instead of having Zombies and Skellies you just have different Empty Armour Mobs (or EAMs as I shall refer to them here-on-in (There would be three main categories in my opinion; EAMs, DAMs (Dark Armour Mobs, same but black instead of grey and x1.5 in size) and GAMs (aka Door Guardians, like DAMs but gold not black). Fair enough; the Mazeworld (we need a better name still) should be different. However, I still feel we need different mêlée mobs to ranged mobs, otherwise it becomes way too confusing to first time comers. Also, I just think we need to stick to some kind of continuity to the main game. So far, either with Zombies and Skellies or Z. Pigmen and Ghasts we seem to be getting the message that the two categories should be seperated a bit. The line is, of course, fuzzy, but let's not make identification too difficult. Since you're the mob guy, I'll leave it to you to come up with something.
The castle/normal armors aren't grey, they use the same armor as you. They also wield random swords, and are more dangerous depending on their armor.
-leather (8 hearts)-Most common, wields either wood or stone swords.
-iron (15 hearts)-Uncommon, wields stone or iron swords.
-diamond (30 hearts)-Very rare, uses iron or diamond swords and (only) one will always be spawned in a castle's throne room along with the other armors (if castles have them). Other armors value a diamond armor and often like to group around them.
Here is my interpretation on the "special" armors added:
Dark armors;
Dark armors have 12 hearts of health, and can wield wood-iron swords. [Does not drop their armor]
Golden armors "guardians";
Gold armors only have 10 hearts of health, but are fast. Gold armors wield diamond swords, but do not attack unless you attack them or try to open the doors. [Gold armors never will drop their swords]
What they drop is a random piece of themselves, but at low durability. If a better alternative is thought of, I am interested in hearing it.
I think with the diversity of armors, maybe the bow just doesn't appear among them. Can't really think right now, although I will come up with something...
When I say water monsters, I mean water dwelling mobs like the squid, only hostile. Think crocodiles or something.
For the lava monsters, have a look at the New Nether mob set; I'm talking about monsters that are aesthetically tied to fire and lava.
I... Must think again! What would work...? I will get back to you later about that.
Ok, I had kinda thought they all would be iron, but this is cool as well. Can I suggest that diamond EAMs only spawn within a certain radius of a chest? I think that would work quite nicely.
I prefer the idea that the specials would drop both armour and weapons rather than just one type.
I think the DAMs would be a bit more than what you describe:
They would be 1.5 times as big as EAMs, standing 3 blocks tall, but would move slower and do more damage to compensate.
They would be dressed in black, obsidian armour. Killing them would be the only way of every getting this armour.
They would also use obsidian swords, which do huge damage but take 3x damage if you miss.
The really interesting feature of DAMs is their concealment tactic. When they stop, they gradually start sucking the light out of the environment around them (like gloomwood in TNN) until they are almost entirely hidden. The payoff of this, though, is, because they cannot move while affecting the light around them ('cause of strains on the game engine) they have to gradually phase out of their hidden mode back to the ambient light level before they can start moving again. Given it would take about .25 of a second to descend or ascend 1 light level, it would mean that it is much harder for them to ambush you in well lit areas than in dark ones. This adds yet more importance to the gathering of torches, and to keeping vigilant to unusual environmental factors.
And the GAMs:
They would have the same model as the DAMs, but would have gold armour and swords (although this doesn't affect the damage dealt).
The GAMs are like the DAMs perfected; While the DAMs are slow and corrupted, the GAMs are fast and dedicated to their task of protecting their gateways from damage. Their raison-d'etre is to provide a serious deterrent to trying to break open and get the gold doors rather than just passing through them. Having golden doors in your structures would become a real status symbol, as they cannot be crafted and for each one the player would have to defeat a guardian, which would be a difficult task.
Dark armors sound too powerful to be a common dungeon based foe like i thought they were, how do they they spawn? Is it that they are found rarely throughout a otherwise absent of monsters dungeon? (wouldn't obsidian armor be like, 20 hp? Because then they would be slow moving slash bags that are a bore to fight if they have too much health.)
I think maybe the gold armor should use a Opal sword instead of a gold one, as players may be confused that a gold sword does so much damage, and maybe the gold sword does 4.5 damage as gold armors are meant to be fast.
Rollback Post to RevisionRollBack
One day, there will be someone who looks at my signature and wonders "who gives a damn?"
The point about the dungeons is that they are seemingly-empty and terrifying. While the mines are full of baddies, the dungeons provide sharp contrast by being composed of dark, twisty corridors and small rooms with skeletons in (these would be an non-pickup-able decorative block). Then, just as you think you're getting worked up over nothing, a huge, seemingly indestructible behemoth charges out of the darkness and bashes you off your feet.
I like the idea of 20 hp; Sounds about right, given that these things are quite rare but totally terrifying. And don't get the impression that you could just run away; You're in a maze of close corridors and dead ends, so it's easy to get cornered.
That said, I understand what you mean about them becoming damage sponges. They would have to have some pretty nifty combat AI to stay interesting. Any ideas?
I love the idea of an Opel sword, but it has to stay really dangerous; I want the player to have serious incentive to activate the red-stone rather than attacking the door, and I want the gold doors to become really big status symbols.
That is why it is opal, as it s something the players haven't seen before, and thus would be more careful around them as remember gold isn't known for being a powerful metal...
Rollback Post to RevisionRollBack
One day, there will be someone who looks at my signature and wonders "who gives a damn?"
i think it should be an item and when you have it in your hand you start to teleport(like standing in a portal) if you want to cancel the teleportation you just switch items just before it happens.. the idea behind it is that this item is crafted from some sort of lost essence of the mazeworld and once it is crafted it wants to go back to where it came from... idk just putting out ideas.
I will look over the mobs, since I seem to be the mob guy.
I like the list, especially how it incorporates a lot of the elements found in the thread. However, skeletons and spiders do not spawn anymore, instead some of the armors use a bow instead of a sword, remember those guys are given random pieces of equipment (with some restrictions though). They also aren't limited to the castle, they ay spawn in dungeons and mines too. (although the ones in mines may just use pick axes instead of swords so it is not as difficult, like the dark armor idea... However they still should only use iron-diamond swords and not anything special.)
Umm... Why the pig?
Lava/water monsters need some elaboration, as I never heard of them before.
Also, what is extreme fishing? I've never heard of it.
The only mobs in the sprawl are those ghosts who rarely spawn that go in and out of existance, and I picture ghosts as being a blue, barely visible humanoid figure, they are mere ambience.
The "greek" areas have no mobs whatsoever.
I do like the idea of hostile mobs and treasure chests, but what I like most about Mazeworld is the exploration aspect. Finding all these bizarre structures that stretch on forever. Some people prefer the adventure mode idea, I'm mostly a fan of it being a new type of terrain generator.
It could get a little boring without any monsters or mobs though. I want it to be a little like the Overworld, safe if you're on the surface, dangerous if you go underground or enter a dark structure until you light it up with torches or expose it to the sky.
Of course, unlike the Overworld, Mazeworld is pretty much entirely porous underground. There's no massive solid areas of stone. It's all carved out into halls, chambers, stairways, etc. And there are many unlit buildings on the surface. So there are a lot more places for bad guys to spawn. And there would be many stairways emerging from underground, so there are a lot more places bad guys can emerge from. It would be as if no matter where you go on the Overworld, you're never far from a cave entrance.
Unlike the Overworld hostile mobs, I don't think Mazeworld bad guys should burn outside. They just shouldn't be able to spawn there. So when exploring new areas you'd have to remain on guard against something ambushing you from a building or stairway.
but these are creepy abandoned M.C. Escher cities that rearrange themselves after a certain amount of time. Building that yourself isn't as cool as encountering premade ones.
(Click to make the image larger)
However, I noticed that building the 5x6 frame along with the spiral in the middle was a bit confusing. Perhaps it should be 5x5 or 6x6.
[quote=8bit]
By balance, do you mean make it totally worthless?
And to anyone who has read 'Maze Runner', yes. Yes.
(Basicly: These people are randomly transported in to a maze via elevator, and there is a little safe spot where they're building a town [materials are randomly sent up]. Certain members called runners go out in to a dangerous, shifty [walls move during night] maze with evil purple goo monsters that have all kinds of mechanical weapons. These monsters come out after dark, when the wall closes the city in for safety. If you get trapped outside, they stab you and you get infected and go insane.)
...Getting out would be a massive spoiler.
Anyways, the point is, it had a very similar description to what you said. The elevator part doesn't have to be there though.
Also, of some ways to enter, I was thinking there could randomly be (30x30?) mossy cobble areas in valleys or something with weird hallways illuminated by redstone only, and if you follow it to the top, there is a (7x7?) pad of half blocks with a strange portal in the center. If you enter this portal, you go in to the mazeworld.
This is definitely a cool idea, and I support this 100%.
I can't view, the forums won't allow it for some weird reason.
@eZanto.
NO.
If it was just a city I'd say "sure, don't be lazy and make it yourself". But an infinite city? And not just infinite on the surface but also stretching below ground all the way down to the bedrock? A city that's different in every single game? It's too much for anyone to build themselves in a human lifetime.
This would enable much taller towers too, like 96 block high towers!
Edit: The overworld only has 64 blocks underground (and 64 above for a total of 128)
I was imagining a looping tower in my head the other day. It would be excellent if Mojang could pull it off.
[quote=8bit]
By balance, do you mean make it totally worthless?
Kind of like, if anyone's ever played Mario 64, the endless staircase near the top of the tower? That thing was kinda cool.
The castle/normal armors aren't grey, they use the same armor as you. They also wield random swords, and are more dangerous depending on their armor.
-leather (8 hearts)-Most common, wields either wood or stone swords.
-iron (15 hearts)-Uncommon, wields stone or iron swords.
-diamond (30 hearts)-Very rare, uses iron or diamond swords and (only) one will always be spawned in a castle's throne room along with the other armors (if castles have them). Other armors value a diamond armor and often like to group around them.
Here is my interpretation on the "special" armors added:
Dark armors;
Dark armors have 12 hearts of health, and can wield wood-iron swords. [Does not drop their armor]
Golden armors "guardians";
Gold armors only have 10 hearts of health, but are fast. Gold armors wield diamond swords, but do not attack unless you attack them or try to open the doors. [Gold armors never will drop their swords]
What they drop is a random piece of themselves, but at low durability. If a better alternative is thought of, I am interested in hearing it.
I think with the diversity of armors, maybe the bow just doesn't appear among them. Can't really think right now, although I will come up with something...
I... Must think again! What would work...? I will get back to you later about that.
Dark armors sound too powerful to be a common dungeon based foe like i thought they were, how do they they spawn? Is it that they are found rarely throughout a otherwise absent of monsters dungeon? (wouldn't obsidian armor be like, 20 hp? Because then they would be slow moving slash bags that are a bore to fight if they have too much health.)
I think maybe the gold armor should use a Opal sword instead of a gold one, as players may be confused that a gold sword does so much damage, and maybe the gold sword does 4.5 damage as gold armors are meant to be fast.
That is why it is opal, as it s something the players haven't seen before, and thus would be more careful around them as remember gold isn't known for being a powerful metal...