Wow, this was posted in May? And its still alive? That's pretty cool.
My suggestion is to make the portal out of some type of stronghold brick. Doesn't really matter which, but if you think about it could be a good use for all of that brick other then just decorative. Really, as of now, there is no reason to farm it because you are risking fighting swarms of silverfish for a block that has no purpose, but if it was used to make Mazeworld portals, then its a different story.
Another thing that could add to the feel is just a few new blocks here and there, maybe something to add to the surreal feel. I also think adding something like the Suitor from the HorrorMod into the maze could be really terrifying, as you would have to creep past it and you wouldn't even know where it is, you could just hear it. Just a thought though. This is a really cool suggestion, hopefully Notch actually notices this 34 page thread on the suggestion forum for his game...
That would make sense, except you can craft stone bricks on your own. Perhaps there can be a special kind of block in strongholds or dungeons found nowhere else you'd need to collect to build Mazeworld portals.
It could just be mossy cobblestone, finally giving that block a non-decorative purpose. Or maybe it could be a new more exotic block like crying obsidian or something else they'd introduce into ruins. Perhaps strongholds could have a throne room with crying obsidian pillars or a crying obsidian throne you could collect to build portals. Or some other block, I'm just using crying obsidian as an example.
One thing is that they could add back into the game is zombies with armor.
(note only read first page did not look to see if anyone else suggested that.)
I think zombies with armor should spawn randomly on Earth too, to create zombies with different difficulty. Most would be unarmored, a few would have a random number of armor pieces. Fully armored zombies would be most powerful but also pretty rare.
Say that only 1/10 zombies spawns with armor at all. And then those armored zombies might only have a 1/2 chance of having armor in each slot (with a minimum requirement of at least one armor slot filled). So the average armored zombies would only be half armored. But the bell curve would include some with only one piece of armor, and some with full armor.
Personally, I'd MUCH rather have this as a new dimension. That way as you can actually explore and enjoy the maze, and you'll have more incentive to explore because you're getting more things for your massive castle on the Overworld instead of just "beating the level".
I'd be scared to look at my map. I'd be even more lost after that. O.O
I have decided to finally take interest in adding to mazeworld(if it is called that anymore, which I doubt) again, I hope you find my input if you never heard of me interesting to you!
First off, how about we have a flying monster that isn't a dragon for once? If I wanna kill dragons or ride them, I would go all the way to the end and fight them or later on deal with them in the overworld at my own accord, I would be annoyed seeing a dragon in every dimension I go to, as while dragons are big, flying and great fully charged bow target practice, there are other flying things which are interesting that aren't dragons that could be added to mazeworld instead.
I am unsure about minotaurs being mobs only encountered in set places. Mainly because mazeworld is supposed to feel "empty" and mobs should be dangerous, but rare unlike in other worlds. Minotaurs also don't feel tough enough to be true bosses, more like a powerful miniboss foe who is capable of breaking blocks through charging.
Mainly because mazeworld feels like it should be structured, but chaotic at the same time, and not "dungeonland" like some people are treating it as. I recall someone describing mazeworld (at least a city part of it) as a multi-level city filled with hundreds of pathways and skyscrapers which are filled with rooms and what not. I liked that idea, as complicated and horrifically laggy to generate as it may sound.
I believe that making it harder to move through mazeworld would make chunk generation lag less stressful, seeing how ridiculously complex the generation system for this type of place would be. Put it like this, make a generator that made the whole overworld into a massive 96 block high, thousands of blocks in any horizontal direction stronghold. Now, add more features and things it can generate to it, like open path ways and arenas with towers that hold numerous rooms and make it so pathways try to connect to other towers and can't go up or down and then make it add block types it a non-ruinous way.
And that would still not be the final version when you think about it as you need to make a form of transition between the other districts/biomes and then have to tweak it to be less laggy.
We need a master at terrain generation for this task, but not just anyone...
I've changed my initial opinion a little bit. I'm thinking that maybe making mobs sparse could make it a bit boring. I mean the main selling point is the terrain generation of course, but it should have stuff to do also. Especially since the game is now putting a greater focus on adventure and combat with the 1.8 update and upcoming potion brewing.
Since it'll be pretty impossible for the mob AI to navigate a complex city, most mobs should be able to climb walls or fly. Or have a ranged attack, so it doesn't matter if they can't get to you. Otherwise you'd see lots of monsters stuck in corners or lost in rooms because they're too stupid to use the obvious exits all around them.
I still think the underlying maze/infinite city idea is the most important part, so I'm not overly stuck on any one mob in particular being there though. I think a lot of different things could work. Also, it's important that the mobs work well together, so a mob that's a cool idea by itself may not be a good team player with the overall Mazeworld rogue's gallery, either because it's redundant with another mob, or too powerful and stealing the spotlight. Here are a few mob ideas of mine, but of course which ones actually fit, aren't redundant and aren't too under/over powered, or simply too difficult to code will probably require some more thought and game testing when Mazeworld hopefully gets modded. Also some of these have pretty dumb names, and could use something better.
Stone Gargoyle
Neutral mob found over much of the map, spawning only on stone/stone brick surfaces open to the sky. Able to climb walls like spiders. Immune to arrows. Upon dying they'd drop 1-2 smoothstone blocks.
When not angry they only move when not in the player's field of vision at all, so a player should never see them moving. You'd see a group of frozen gargoyles, turn away, and when you look back they'll all be in a different places. All nearby gargoyles become hostile if they see you breaking a non-player placed stone block/stone brick block or another gargoyle, and immediately rush you. Basically, they're Mazeworld's security system. Don't break the walls and they'll leave you alone, and just creepily move around when you can't see them. Break a non-player created wall and they attack.
Path Ghosts (dumb placeholder name)
This is a flying hostile mob that ignores the player. Why is it hostile? Because if it touches the player they take damage, but it doesn't actively seek out the player.
Path ghosts spawning areas and the path they follow is predetermined by the world generator. They wouldn't be everywhere, just in certain places. So a path ghost never gets lost or stuck, since it's basically following an invisible track. Some wander the halls in an endless loop. Others fly back and forth.
Path ghosts will attack and break any blocks put in their way, but break it at the same speed as the player with a stone pickaxe rather than instantly breezing right through. A stone wall can delay them. Path ghosts cannot be harmed by the player directly, and only take injury from explosions. They're basically your classic arcade monster that you dodge rather than fight.
Shadow
Hostile mobs that appear like shadows of people and spawn in darkness. But they aren't three dimensional mobs walking on the floor. Shadows are two-dimensional and remain stuck on walls. They can't exist on open floors, they can only exist if there's a wall adjacent to them. Shadows can teleport from wall to wall in order to pursue the player. You can escape them not going near walls.
Shadows can be wounded by weapons just like any other mob. They usually just have a melee attack that can only reach with 2 squares of a wall, but are also able to pick up arrows stuck in walls and fling them at the player. So that's an incentive to have good aim if you use arrows against them. And of course, if a shadow misses you with an arrow and it lands in another wall the shadow can teleport to it and throw it again and again until it finally hits.
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based on the mobs presented, we are looking for a world populated with constructs and incorporeal(ghostly) undead. Ok then...
Generic Statue
A featureless humanoid statue blocks your path. It is about the size of a man. You want to continue further into the dungeon, so you attempt to destroy it. ZAP! You are flung backwards, crashing into the far wall, electricity coursing thru your body. The statue is gone, obliterated, and you vow to never do that again.
This mob spawns below Y=64 on smoothstone or stone bricks, regardless of light levels. It does not move and is uneffected by running water/lava, in addition to being immune to fire and lava damage. Its made of stone, after all. When attacked or touched by player or mob, it zaps the attacker with lightning for 5 hearts of damage and MASSIVE knockback, destroying itself in the process. Yes, this lightning can cause creatures to transform if they survive it, as per natural lightning. It drops 0-2 cobblestone and one punishment coil, but drops nothing if it kills itself. (Punishment coils are a new item for use in alchemy, creating potions that cause you to harm other mobs/players when they touch or hit you. Think Diablo II thorns aura) Like most mobs, it has 10 hearts of health.
based on the mobs presented, we are looking for a world populated with constructs and incorporeal(ghostly) undead. Ok then...
Generic Statue
A featureless humanoid statue blocks your path. It is about the size of a man. You want to continue further into the dungeon, so you attempt to destroy it. ZAP! You are flung backwards, crashing into the far wall, electricity coursing thru your body. The statue is gone, obliterated, and you vow to never do that again.
This mob spawns below Y=64 on smoothstone or stone bricks, regardless of light levels. It does not move and is uneffected by running water/lava, in addition to being immune to fire and lava damage. Its made of stone, after all. When attacked or touched by player or mob, it zaps the attacker with lightning for 5 hearts of damage and MASSIVE knockback, destroying itself in the process. Yes, this lightning can cause creatures to transform if they survive it, as per natural lightning. It drops 0-2 cobblestone and one punishment coil, but drops nothing if it kills itself. (Punishment coils are a new item for use in alchemy, creating potions that cause you to harm other mobs/players when they touch or hit you. Think Diablo II thorns aura) Like most mobs, it has 10 hearts of health.
I guess I like the idea of using constructs or ghosts in Mazeworld since it is supposed to feel a bit eerie and otherworldly. Having a goblin or alligator or something living like that hanging out in this otherwise seemingly abandoned place might seem a bit out of character. Of course other kinds of mobs could work too. And perhaps there could be biomes of Mazeworld that have a more inhabited feel to it than others, and should support other kinds of mobs.
My one worry about the statue is that it would be pretty easy to avoid. It can't move so you could just walk around it. And it would also be impossible to get rid of without taking damage, which would be annoying if there's one statue hanging out in a place where you want to build a structure.
What I'd like it to have is a clear purpose. What are we trying to get the player to do? I think, like a lot of mobs, these statues could be guardians. They exist to prevent the player from going in certain directions, to encourage them to follow the natural paths of the maze rather than breaking through walls.
What if "guardian statues" didn't spawn, but were created with the world and stuck in a fixed position until they are destroyed. What if these statues had a very short ranged lightning attack (about 5 blocks), but could not change the direction they're facing. So they can only attack you if you approach from the front. If you sneak behind them you can attack them unharmed. Like other stone mobs, I think these statues should be immune to arrows, so the only way to kill them safely is sneaking up behind them and using a melee attack.
Their purpose would be to prevent you from busting through the walls of the large castles and structures that might spring up in the world. They would usually generate with their back against a wall, facing outward to protect that surface. So if you want to enter a castle you can't go near the walls and break through, you have to circle around until you find the gate. What do you think?
I do like the idea that most construct mobs could exist to protect Mazeworld, and are neutral or don't actively pursue the player unless you anger them by breaking walls or moving into a restricted area.
The Sky Dimension IS the End, if I have heard correctly. There most likely won't be a realm like the Aether in vanilla Minecraft, which personally I don't mind.
I like the initial concept, but... what else is there? I hate to come off rude, but could you not post all the "finalized" concepts/ideas for the Mazeworld in the OP, rather than leaving new readers to try and go through over 30 pages or so?
The Sky Dimension IS the End, if I have heard correctly. There most likely won't be a realm like the Aether in vanilla Minecraft, which personally I don't mind.
I like the initial concept, but... what else is there? I hate to come off rude, but could you not post all the "finalized" concepts/ideas for the Mazeworld in the OP, rather than leaving new readers to try and go through over 30 pages or so?
It's not really finalized yet. And I don't really want to tie anything to the main idea of an infinite city dimension, so nothing can act as the poison pill that sours someone (including Notch) on the overall idea if they don't like one specific mob or concept.
For example, I like the idea of a stone gargoyle mob that only moves when you can't see it. But if Notch doesn't like that and we've made this "Mazeworld City of Gargoyles" instead of just "Mazeworld" then he might dismiss this out of hand.
But I think I'd definitely like to gather a list of popular ideas and include them in the OP as possibilities.
I guess I like the idea of using constructs or ghosts in Mazeworld since it is supposed to feel a bit eerie and otherworldly. Having a goblin or alligator or something living like that hanging out in this otherwise seemingly abandoned place might seem a bit out of character. Of course other kinds of mobs could work too. And perhaps there could be biomes of Mazeworld that have a more inhabited feel to it than others, and should support other kinds of mobs.
My one worry about the statue is that it would be pretty easy to avoid. It can't move so you could just walk around it. And it would also be impossible to get rid of without taking damage, which would be annoying if there's one statue hanging out in a place where you want to build a structure.
What I'd like it to have is a clear purpose. What are we trying to get the player to do? I think, like a lot of mobs, these statues could be guardians. They exist to prevent the player from going in certain directions, to encourage them to follow the natural paths of the maze rather than breaking through walls.
What if "guardian statues" didn't spawn, but were created with the world and stuck in a fixed position until they are destroyed. What if these statues had a very short ranged lightning attack (about 5 blocks), but could not change the direction they're facing. So they can only attack you if you approach from the front. If you sneak behind them you can attack them unharmed. Like other stone mobs, I think these statues should be immune to arrows, so the only way to kill them safely is sneaking up behind them and using a melee attack.
Their purpose would be to prevent you from busting through the walls of the large castles and structures that might spring up in the world. They would usually generate with their back against a wall, facing outward to protect that surface. So if you want to enter a castle you can't go near the walls and break through, you have to circle around until you find the gate. What do you think?
I do like the idea that most construct mobs could exist to protect Mazeworld, and are neutral or don't actively pursue the player unless you anger them by breaking walls or moving into a restricted area.
well, they were intended to spawn in the narrow paths of the underground maze, making them a bit harder to walk around. I really didn't intend them to be a real hazard by themselves, but rather when combined with other mobs, like when it blocks a path your running down with a shadow hot on your heels. As for killing them w/out damage, you could A: cause antother mob to run into it or B: damage it indirectly via tnt or some other method.
I do like the idea of making the distincion, however, the constructs are neutral gardians who protect mazeworld from being changed, while ghosts and spirits would be more directly hostile. If they are created at world gen and don't spawn after that, perhaps give players a way to build them using materials from this world, so they can use them to protect structures they want guarded. This does, however, make the statue a item rather than a mob, which seems to be what your looking for anyways.
I like the mob ideas here, my personal favorite being the shadow because of how unique it is. I mean, imagine dealing with those guys in darker areas...
Generic statues and "path ghosts" sound more like hazards than actual foes (one being on a pre-determined path, another having a nasty attribute when struck), but they are good hazards regardless. It seems that your going to need a lot of TnT in order to get by in mazeworld, but then those damned gargoyles will attack you...
I thought of something that is a construct, but isn't a statue, well it is actually a animated skeleton hand of a giant. instead of the normal stone/marble like the gargoyles or "generic statues".
It moves very oddly, it moves quickly, but will suddenly freeze in place and wait for you to get closer to it. They have a sight range of 12 tiles, which is short in comparison to other mobs. However, it moves 8 tiles at a time (it goes 8 tiles in one second, that is how fast it is). Should it hit you, it does a nasty amount of damage and knocks you back a higher than average distance, like if you were hit by a sprinter. It has "longer legs", so it doesn't need to jump to go over one block high walls.
It is rather big, being around 2.5 tiles high, 3.5 tiles long, and 2 tiles in width. These things only appear in large, dark areas. The best way to describe them would be, they are like a hand with just four fingers and no thumb. When it moves, the odd and even digits alternate position very fast, like it is running. When it moves, it makes makes many creaky noises, being a skeleton and all.
These things are rare (chunk-based spawning; one may spawn only in selected chunks), and only spawn in the dark, often in larger underground/indoor areas and in dark alleys in cityscapes. They often stick to open areas and aide corridors and before moving, they "look at paths" for foresight to see if they can fit into those areas and get at you. If it can't, it will go backwards and wait for you to enter its range again.
It has a weird side ability where it destroys any light producing items like torches and redstone torches, but light producing blocks remain immune to this. Also, fire can't be destroyed either, just torches really.
These things are resistant, being big and made out bone rounds up to 30 or so hp.
When killed, they give you some item that grants a instant level up regardless of your level/experience in that level. Seeing how tough and rare they are, it makes sense to me.
I am thinking that if minotaurs aren't allowed anymore, that these guys could make a nice replacement.
I call them "snatchers", even though they don't grab you; simply due to the fact they are giant hands.
Read up to the second paragraph and I knew I didn't have to read on cause I would absolutely love huge ruins to explore.
It's definitely possible with all the ideas because I know someone made a city world generator mod somewhere. With multiple dimensions in play I would like to see a new dimension created with these ruins in mind.
Another idea I had is a library biome in Mazeworld, which would manifest as immense underground rooms or above ground structures filled with row after row of bookshelves. It would of course be filled with spiral staircases, have numerous levels, grand atriums and stairwells, immense overhead chandeliers, rows of empty tables, etc.
I like the idea of an animate book mob for this biome, which would just be a magical book that flaps its covers in order to fly around like a bird. These would ignore the player unless they see them break a bookshelf, attack another animated book or hold flint & steel, in which case they would swoop down en masse to perform melee attacks.
Being clobbered by books sounds like fun! I am assuming they use "paths" when neutral like path ghosts when flying, right?
For ranged mobs, I am thinking something along the lines of "fast-fire rate, low damage, and stationary". Something that is basically a turret, while normally hostile to the player, it has a slow turn speed and a switch on the back of it that makes it allied. However it eventually will turn back to hostile in a minute, but it gives you a warning in some form or way before it turns hostile again.
Also, what did you think of the evil hand things made of clay? You never shed any light on that and I am curious what you think. They presumably would be very dangerous in conjunction with many mobs since they destroy torches, allowing more to spawn and even worse hampering your vision making it easier for them to kill you!
The books sound basically like flying silverfish in a way, and seeing how library blocks are everywhere, it could get ridiculous fast even if the book mobs are very weak alone, although using a faster swinging sword could negate this issue (like the gold sword).
He never said they would come out of the bookshelves and attack the player like silverfish do, he said they were basically protecting the libraries.
And I like the idea, maybe they could be one block in the air to show that they are flying.
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The Isles, an arctic Sky Dimension that should be used along with the End.
So, mob-wise we have:
-Gargoyle
-Path Ghost
-Shadow
-"Generic" Statue
-Snatcher
-Book
-Minotaur
Anything else I missed?
Here is a couple random concepts:
-An item which when taken, causes a mass shift in AI disposition towards you. The light level goes down slightly, gargoyles are hostile no matter what, path ghosts move faster, shadows are more common, books also are hostile no matter what and so on for example. Whatever it is, it would have to be worth taking it seeing the consequences from taking it. Placing it back stops the effects though.
-"Royal" high-class districts that are rare, but have the best loot and the most dangerous mobs and are found embedded deep in normal cityscapes.
That would make sense, except you can craft stone bricks on your own. Perhaps there can be a special kind of block in strongholds or dungeons found nowhere else you'd need to collect to build Mazeworld portals.
It could just be mossy cobblestone, finally giving that block a non-decorative purpose. Or maybe it could be a new more exotic block like crying obsidian or something else they'd introduce into ruins. Perhaps strongholds could have a throne room with crying obsidian pillars or a crying obsidian throne you could collect to build portals. Or some other block, I'm just using crying obsidian as an example.
I think zombies with armor should spawn randomly on Earth too, to create zombies with different difficulty. Most would be unarmored, a few would have a random number of armor pieces. Fully armored zombies would be most powerful but also pretty rare.
Say that only 1/10 zombies spawns with armor at all. And then those armored zombies might only have a 1/2 chance of having armor in each slot (with a minimum requirement of at least one armor slot filled). So the average armored zombies would only be half armored. But the bell curve would include some with only one piece of armor, and some with full armor.
I'd be scared to look at my map. I'd be even more lost after that. O.O
Set a man on fire and he'll be warm for the rest of his life.
The Overworld
The Nether
The Ender Realm
The Sky Dimension
The Mazeworld
Should all be seperate and part of the game.
I have decided to finally take interest in adding to mazeworld(if it is called that anymore, which I doubt) again, I hope you find my input if you never heard of me interesting to you!
First off, how about we have a flying monster that isn't a dragon for once? If I wanna kill dragons or ride them, I would go all the way to the end and fight them or later on deal with them in the overworld at my own accord, I would be annoyed seeing a dragon in every dimension I go to, as while dragons are big, flying and great fully charged bow target practice, there are other flying things which are interesting that aren't dragons that could be added to mazeworld instead.
I am unsure about minotaurs being mobs only encountered in set places. Mainly because mazeworld is supposed to feel "empty" and mobs should be dangerous, but rare unlike in other worlds. Minotaurs also don't feel tough enough to be true bosses, more like a powerful miniboss foe who is capable of breaking blocks through charging.
Mainly because mazeworld feels like it should be structured, but chaotic at the same time, and not "dungeonland" like some people are treating it as. I recall someone describing mazeworld (at least a city part of it) as a multi-level city filled with hundreds of pathways and skyscrapers which are filled with rooms and what not. I liked that idea, as complicated and horrifically laggy to generate as it may sound.
I believe that making it harder to move through mazeworld would make chunk generation lag less stressful, seeing how ridiculously complex the generation system for this type of place would be. Put it like this, make a generator that made the whole overworld into a massive 96 block high, thousands of blocks in any horizontal direction stronghold. Now, add more features and things it can generate to it, like open path ways and arenas with towers that hold numerous rooms and make it so pathways try to connect to other towers and can't go up or down and then make it add block types it a non-ruinous way.
And that would still not be the final version when you think about it as you need to make a form of transition between the other districts/biomes and then have to tweak it to be less laggy.
We need a master at terrain generation for this task, but not just anyone...
While I appreciate the support, I personally find your interpretation of mazeworld... questionable.
Since it'll be pretty impossible for the mob AI to navigate a complex city, most mobs should be able to climb walls or fly. Or have a ranged attack, so it doesn't matter if they can't get to you. Otherwise you'd see lots of monsters stuck in corners or lost in rooms because they're too stupid to use the obvious exits all around them.
I still think the underlying maze/infinite city idea is the most important part, so I'm not overly stuck on any one mob in particular being there though. I think a lot of different things could work. Also, it's important that the mobs work well together, so a mob that's a cool idea by itself may not be a good team player with the overall Mazeworld rogue's gallery, either because it's redundant with another mob, or too powerful and stealing the spotlight. Here are a few mob ideas of mine, but of course which ones actually fit, aren't redundant and aren't too under/over powered, or simply too difficult to code will probably require some more thought and game testing when Mazeworld hopefully gets modded. Also some of these have pretty dumb names, and could use something better.
Stone Gargoyle
Neutral mob found over much of the map, spawning only on stone/stone brick surfaces open to the sky. Able to climb walls like spiders. Immune to arrows. Upon dying they'd drop 1-2 smoothstone blocks.
When not angry they only move when not in the player's field of vision at all, so a player should never see them moving. You'd see a group of frozen gargoyles, turn away, and when you look back they'll all be in a different places. All nearby gargoyles become hostile if they see you breaking a non-player placed stone block/stone brick block or another gargoyle, and immediately rush you. Basically, they're Mazeworld's security system. Don't break the walls and they'll leave you alone, and just creepily move around when you can't see them. Break a non-player created wall and they attack.
Path Ghosts (dumb placeholder name)
This is a flying hostile mob that ignores the player. Why is it hostile? Because if it touches the player they take damage, but it doesn't actively seek out the player.
Path ghosts spawning areas and the path they follow is predetermined by the world generator. They wouldn't be everywhere, just in certain places. So a path ghost never gets lost or stuck, since it's basically following an invisible track. Some wander the halls in an endless loop. Others fly back and forth.
Path ghosts will attack and break any blocks put in their way, but break it at the same speed as the player with a stone pickaxe rather than instantly breezing right through. A stone wall can delay them. Path ghosts cannot be harmed by the player directly, and only take injury from explosions. They're basically your classic arcade monster that you dodge rather than fight.
Shadow
Hostile mobs that appear like shadows of people and spawn in darkness. But they aren't three dimensional mobs walking on the floor. Shadows are two-dimensional and remain stuck on walls. They can't exist on open floors, they can only exist if there's a wall adjacent to them. Shadows can teleport from wall to wall in order to pursue the player. You can escape them not going near walls.
Shadows can be wounded by weapons just like any other mob. They usually just have a melee attack that can only reach with 2 squares of a wall, but are also able to pick up arrows stuck in walls and fling them at the player. So that's an incentive to have good aim if you use arrows against them. And of course, if a shadow misses you with an arrow and it lands in another wall the shadow can teleport to it and throw it again and again until it finally hits.
Generic Statue
A featureless humanoid statue blocks your path. It is about the size of a man. You want to continue further into the dungeon, so you attempt to destroy it. ZAP! You are flung backwards, crashing into the far wall, electricity coursing thru your body. The statue is gone, obliterated, and you vow to never do that again.
This mob spawns below Y=64 on smoothstone or stone bricks, regardless of light levels. It does not move and is uneffected by running water/lava, in addition to being immune to fire and lava damage. Its made of stone, after all. When attacked or touched by player or mob, it zaps the attacker with lightning for 5 hearts of damage and MASSIVE knockback, destroying itself in the process. Yes, this lightning can cause creatures to transform if they survive it, as per natural lightning. It drops 0-2 cobblestone and one punishment coil, but drops nothing if it kills itself. (Punishment coils are a new item for use in alchemy, creating potions that cause you to harm other mobs/players when they touch or hit you. Think Diablo II thorns aura) Like most mobs, it has 10 hearts of health.
I guess I like the idea of using constructs or ghosts in Mazeworld since it is supposed to feel a bit eerie and otherworldly. Having a goblin or alligator or something living like that hanging out in this otherwise seemingly abandoned place might seem a bit out of character. Of course other kinds of mobs could work too. And perhaps there could be biomes of Mazeworld that have a more inhabited feel to it than others, and should support other kinds of mobs.
My one worry about the statue is that it would be pretty easy to avoid. It can't move so you could just walk around it. And it would also be impossible to get rid of without taking damage, which would be annoying if there's one statue hanging out in a place where you want to build a structure.
What I'd like it to have is a clear purpose. What are we trying to get the player to do? I think, like a lot of mobs, these statues could be guardians. They exist to prevent the player from going in certain directions, to encourage them to follow the natural paths of the maze rather than breaking through walls.
What if "guardian statues" didn't spawn, but were created with the world and stuck in a fixed position until they are destroyed. What if these statues had a very short ranged lightning attack (about 5 blocks), but could not change the direction they're facing. So they can only attack you if you approach from the front. If you sneak behind them you can attack them unharmed. Like other stone mobs, I think these statues should be immune to arrows, so the only way to kill them safely is sneaking up behind them and using a melee attack.
Their purpose would be to prevent you from busting through the walls of the large castles and structures that might spring up in the world. They would usually generate with their back against a wall, facing outward to protect that surface. So if you want to enter a castle you can't go near the walls and break through, you have to circle around until you find the gate. What do you think?
I do like the idea that most construct mobs could exist to protect Mazeworld, and are neutral or don't actively pursue the player unless you anger them by breaking walls or moving into a restricted area.
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Curse PremiumThe Sky Dimension IS the End, if I have heard correctly. There most likely won't be a realm like the Aether in vanilla Minecraft, which personally I don't mind.
I like the initial concept, but... what else is there? I hate to come off rude, but could you not post all the "finalized" concepts/ideas for the Mazeworld in the OP, rather than leaving new readers to try and go through over 30 pages or so?
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It's not really finalized yet. And I don't really want to tie anything to the main idea of an infinite city dimension, so nothing can act as the poison pill that sours someone (including Notch) on the overall idea if they don't like one specific mob or concept.
For example, I like the idea of a stone gargoyle mob that only moves when you can't see it. But if Notch doesn't like that and we've made this "Mazeworld City of Gargoyles" instead of just "Mazeworld" then he might dismiss this out of hand.
But I think I'd definitely like to gather a list of popular ideas and include them in the OP as possibilities.
well, they were intended to spawn in the narrow paths of the underground maze, making them a bit harder to walk around. I really didn't intend them to be a real hazard by themselves, but rather when combined with other mobs, like when it blocks a path your running down with a shadow hot on your heels. As for killing them w/out damage, you could A: cause antother mob to run into it or B: damage it indirectly via tnt or some other method.
I do like the idea of making the distincion, however, the constructs are neutral gardians who protect mazeworld from being changed, while ghosts and spirits would be more directly hostile. If they are created at world gen and don't spawn after that, perhaps give players a way to build them using materials from this world, so they can use them to protect structures they want guarded. This does, however, make the statue a item rather than a mob, which seems to be what your looking for anyways.
Generic statues and "path ghosts" sound more like hazards than actual foes (one being on a pre-determined path, another having a nasty attribute when struck), but they are good hazards regardless. It seems that your going to need a lot of TnT in order to get by in mazeworld, but then those damned gargoyles will attack you...
I thought of something that is a construct, but isn't a statue, well it is actually a animated skeleton hand of a giant. instead of the normal stone/marble like the gargoyles or "generic statues".
It moves very oddly, it moves quickly, but will suddenly freeze in place and wait for you to get closer to it. They have a sight range of 12 tiles, which is short in comparison to other mobs. However, it moves 8 tiles at a time (it goes 8 tiles in one second, that is how fast it is). Should it hit you, it does a nasty amount of damage and knocks you back a higher than average distance, like if you were hit by a sprinter. It has "longer legs", so it doesn't need to jump to go over one block high walls.
It is rather big, being around 2.5 tiles high, 3.5 tiles long, and 2 tiles in width. These things only appear in large, dark areas. The best way to describe them would be, they are like a hand with just four fingers and no thumb. When it moves, the odd and even digits alternate position very fast, like it is running. When it moves, it makes makes many creaky noises, being a skeleton and all.
These things are rare (chunk-based spawning; one may spawn only in selected chunks), and only spawn in the dark, often in larger underground/indoor areas and in dark alleys in cityscapes. They often stick to open areas and aide corridors and before moving, they "look at paths" for foresight to see if they can fit into those areas and get at you. If it can't, it will go backwards and wait for you to enter its range again.
It has a weird side ability where it destroys any light producing items like torches and redstone torches, but light producing blocks remain immune to this. Also, fire can't be destroyed either, just torches really.
These things are resistant, being big and made out bone rounds up to 30 or so hp.
When killed, they give you some item that grants a instant level up regardless of your level/experience in that level. Seeing how tough and rare they are, it makes sense to me.
I am thinking that if minotaurs aren't allowed anymore, that these guys could make a nice replacement.
I call them "snatchers", even though they don't grab you; simply due to the fact they are giant hands.
It's definitely possible with all the ideas because I know someone made a city world generator mod somewhere. With multiple dimensions in play I would like to see a new dimension created with these ruins in mind.
You have my support.
I like the idea of an animate book mob for this biome, which would just be a magical book that flaps its covers in order to fly around like a bird. These would ignore the player unless they see them break a bookshelf, attack another animated book or hold flint & steel, in which case they would swoop down en masse to perform melee attacks.
For ranged mobs, I am thinking something along the lines of "fast-fire rate, low damage, and stationary". Something that is basically a turret, while normally hostile to the player, it has a slow turn speed and a switch on the back of it that makes it allied. However it eventually will turn back to hostile in a minute, but it gives you a warning in some form or way before it turns hostile again.
Also, what did you think of the evil hand things made of clay? You never shed any light on that and I am curious what you think. They presumably would be very dangerous in conjunction with many mobs since they destroy torches, allowing more to spawn and even worse hampering your vision making it easier for them to kill you!
He never said they would come out of the bookshelves and attack the player like silverfish do, he said they were basically protecting the libraries.
And I like the idea, maybe they could be one block in the air to show that they are flying.
-Gargoyle
-Path Ghost
-Shadow
-"Generic" Statue
-Snatcher
-Book
-Minotaur
Anything else I missed?
Here is a couple random concepts:
-An item which when taken, causes a mass shift in AI disposition towards you. The light level goes down slightly, gargoyles are hostile no matter what, path ghosts move faster, shadows are more common, books also are hostile no matter what and so on for example. Whatever it is, it would have to be worth taking it seeing the consequences from taking it. Placing it back stops the effects though.
-"Royal" high-class districts that are rare, but have the best loot and the most dangerous mobs and are found embedded deep in normal cityscapes.