Alright we got strong holds but then I had an idea. If you know zelda you should know that they have HUGE dungeons with puzzels. What if Notch made (After Minecon) a zeldaa-like dungeon that had a spechal(Sorry for spelling) boss mob. And when you beat it you got very awsome item like...you say in comments.And whhat bosses would you like to see? Say in comments to! I would LOVE to see a giant spider or a sea monster!
-> The dungeons will have their own special bosses? In what they will be different of common monsters? Just extra health/attack/defense/speed, or something unique, as the ghost of an ancient miner who built an inversed mine(a cave ABOVE ground, spreading toward the sky) as his last act of madness, attacking with throwing pickaxes that destroy the ground(remember, you reached the boss of the dungeon. That place is HIGH!)
-> Which kind of rewards? Lots of experience? Special, unique itens? Or just some chests?
-> This dungeons are supposed to be rare, not common findings. So, a nice reward for chests could be a map, showing a piece of the world and indications about how to reach the dungeon.
-> Special rules for dungeons? THAT would make them remarkable and challenging(besides, usually dungeons in games have something new or different of the rest of the game. Zelda as a good example, in which dungeon is made for you to play with the equipment you get there). Switches for inversed gravity, torches not working and everything having a kind of glow, weapons not allowed... roguelike fans rejoice, this list can go on infinitely.
No, I do not want to randomly encounter a dungeon while I mine unexpectedly and lose my important iron, gold and redstone, just to some stupid boss mob.
No, I do not want to randomly encounter a dungeon while I mine unexpectedly and lose my important iron, gold and redstone, just to some stupid boss mob.
In this case the dungeons' external walls could all be made of unbreakable material, so that risk can be easily avoided.
I don't know about bosses, but I'd like to see above-ground stronghold setups, and I would love to see some generated with redstone elements. Even just doors, simple traps, and the like.
-> The dungeons will have their own special bosses? In what they will be different of common monsters? Just extra health/attack/defense/speed, or something unique, as the ghost of an ancient miner who built an inversed mine(a cave ABOVE ground, spreading toward the sky) as his last act of madness, attacking with throwing pickaxes that destroy the ground(remember, you reached the boss of the dungeon. That place is HIGH!)
-> Which kind of rewards? Lots of experience? Special, unique itens? Or just some chests?
-> This dungeons are supposed to be rare, not common findings. So, a nice reward for chests could be a map, showing a piece of the world and indications about how to reach the dungeon.
-> Special rules for dungeons? THAT would make them remarkable and challenging(besides, usually dungeons in games have something new or different of the rest of the game. Zelda as a good example, in which dungeon is made for you to play with the equipment you get there). Switches for inversed gravity, torches not working and everything having a kind of glow, weapons not allowed... roguelike fans rejoice, this list can go on infinitely.
In this case the dungeons' external walls could all be made of unbreakable material, so that risk can be easily avoided.
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Curse PremiumThe End.
Teacher, gamer, and writer.
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Creator of "The Wizard Gandy" Minecraft map series.
Don't be a troll. The End is completely different from what the OP is suggesting.
I don't know - I could go for some harder hostiles, but I don't think I'm grasping the entirety of your suggestion...