You know the scary cave sounds you hear when you're in the dark and you find a new part of the cave you haven't lit up yet?
It would be much scarier if those sounds meant something. Like a lurker in the dark was following you...
Cave Lurkers
Cave Lurkers. Nameless abominations birthed from the depths of the earth itself. So rare barely anyone has ever seen them. Legends whisper of countless miners being lost to the depths below... Twisted by the mad whispers of the Forgotten Kingdom.
They attack in swarms similar to Zombie Pigmen. Hit 1 and they all swarm after you.
Since Cave Lurkers have tamed Cave Spiders they both spawn together.
Cave Lurkers have a chance to spawn on a Cave Spider creating the Dreaded Cave Jockey.
Hits Faster than normal monsters but weaker damage. Kill them quickly!
They can climb walls as well. Making pursuit even worse for the player.
They also occasionally attack with Harmful Splash Potions so be careful!
EDIT
Due to wonderful advice from others I have decided to change the idea of Cave Lurkers and Cave Spiders being hostile towards each other. They are now a force to be reckoned with, taming spiders to prey upon the unfortunate. They also have a chance to become Cave Jockey's (Cave Lurkers riding Cave Spiders) with some having a chance to be armored. TERROR.
Drops
(0-2)
(0-1)
Rare Drops
(0-1)
(0-1)
Experience
5
Armor
2 ()
Cave Lurkers are de-evolved sub-humans, pale with red eyes that glow in the dark and dirty claws that prey on the unwary and are similar to the creatures from the movie "The Descent" or Falmer from Skyrim.
Refusing to be seen by the outside world, let alone the sun. They are vicious, nasty and live in the ancient regions of the world. Only rarely will they come out in the night on certain phases of the moon or in massive thunderstorms to feed on animals... They mercilessly eat their victims with absolutely no remorse.
Introducing this new creature also has the benefit of introducing A new Generated Structure.
Forgotten Kingdoms
These new structures would help further "Flesh out" the game by introducing these fallen empires infested with Cave Lurkers and Cave Spiders. Quickly defeat them before they swarm you!
The inside would be vast like a Stronghold, Nether Fortress, or Abandoned Mine Shaft, Therefore taking time to explore. Full of riches but danger as well. Navigate through the throne room and find the royal crypt literally glowing with treasure! But there are traps here too. Watch your step or you might fall into the spider pit or step on a pressure plate and get shot by arrow dispensers.
These areas will only spawn in 3 different areas just like Strongholds. But I want these places to present more of a challenge to the player. And no they're not the same. Comparing them all is just a waste of time. I'ts supposed to be a new/different generated structure.
Thanks to Dingo_Winterwolf for helping me make these concept pictures in the spoilers below. Check them out!
I have decided to slay them all.
This thread is subject to change at anytime for editing. Thank you all for your constructive criticism and comments.
The stats don't seem all that unreasonable. It just has a little too much...lore. In vanilla Minecraft, pretty much nothing is explained. Heck, the only reason we know that Endermen come from the End is because we can go there. I'll grant you, the proof of concept shots look pretty nice, but I'm not convinced that they differentiate enough from existing strongholds. I'm not saying that the idea is necessarily bad, but on the other hand it doesn't add much either. A mob that throws poison and hates spiders? For one thing, this seems a little contradictory. Also, making them only able to be poisoned by spiders not only doesn't make sense, it would be a pain to code.
I do like the idea of a potion-throwing mob, but I don't think this really has the right overall consistency to make it work.
Care to Explane what you mean by this?
Can you write code?
AND Do you have a masters in computer programing?
If the answer is no to all these questions How would you know its too hard?
EDITS IN RED
The stats don't seem all that unreasonable. It just has a little too much...lore. In vanilla Minecraft, pretty much nothing is explained. Heck, the only reason we know that Endermen come from the End is because we can go there. I'll grant you, the proof of concept shots look pretty nice, but I'm not convinced that they differentiate enough from existing strongholds. I'm not saying that the idea is necessarily bad, but on the other hand it doesn't add much either. A mob that throws poison and hates spiders? For one thing, this seems a little contradictory. Also, making them only able to be poisoned by spiders not only doesn't make sense, it would be a pain to code.
I do like the idea of a potion-throwing mob, but I don't think this really has the right overall consistency to make it work.
The lore is there really since I don't have a 3D picture of this creature yet (though one will be made in the near future) I just wanted to give players a good concept of what their place was in mincraft.
Plus of course they hate spiders. Why? Because I hate spiders. Just can't stand them. That's why they make good monsters. But it's the same as wolves attacking sheep. Just different mobs.
The poison idea stems from them using the spider venom to attack others. That's why the splash potions are effective for them against players but ineffective against the spiders (and undead for that matter) since they're immune to poison damage themselves.
Strongholds are similar but are really quite different. Just read the name, a Stronghold is a prison essentially while my structure is supposed to be an ancient kingdom deep underground. It could have prison cells. But the structure isn't going to take away from Strongholds.Its Mines of Moria, Infested with deep dwellers. It just adds a bit of flavor to an otherwise already awesome game. Plus we only have so many different blocks, gotta use some of them.
Strongholds take you to The End and have Silverfish as the special mob inside. Forgotten Kingdoms would have Cave Spider and Cave Lurker spawners instead. No portals or anything like that. Just a new place to explore.
On a side note. I really can't stand spiders.
Edit: Even though the idea changed I still can't stand spiders.
Too complicated and in-depth. It contrasts the game feel way too much, in a way I don't like. I think almost anything can be implemented with the right approach - there is no one theme, it's always changing as it progresses.
Its actually quite simple. People are focusing on the story WAAAAAYYY too much. It's there because it was fun to like and I wanted to make the thread fun to read as well. And I never said change the entire game to put these guys there, Its just a rare structure fun to explore with 1 new mob. The mob attacks in packs like a Zombie Pigman. Attack 1 they all start to swarm on you.
dunno about you but I think players would like to create their own lore for a world and not have a prebuilt one
Once again focusing on the story WAAAAAYY too much instead of the mob and structure. But its true what you said. I am a player that DID like to create my own lore for a world. No one prebuilt it for me. Plus I never said add lore anywhere. I just added the story for the reader's enjoyment.
Also, why not call it the Crypt, or Lurker Village? I think it would sound better - "forgotten kingdom" is kind of over the top and overwhelming.
Overwhelming? I really can't see how. If that is true then so is "Nether Fortress". It's just a name. Plus Abandoned Mine Shaft is an even longer name... >.>
Crypts would be cool, but that is a different idea already mentioned. My structure has a royal tomb with smaller graves inside but thats about it. The rest is a castle. The layout would be different than Strongholds or Nether Fortresses.
.And how do they come out exactly? Are there entrances from above ground?
That is just a quirk I thought was cool. One or a group would randomly travel to the surface through the network of caves just to eat the animals. If they lived through it without dying somehow they would make their way back to the Forgotten Kingdom structure. You could have a chance to bump into them above ground so that would alert you to the structure nearby.
Care to Explane what you mean by this?
Can you write code?
AND Do you have a masters in computer programing?
If the answer is no to all these questions How would you know its too hard?
EDITS IN RED
Don't be a smartass...
You're talking about requires at best reworking the Cave Spider to feature a redundant effect that is functionally identical to standard poison, other than running a different script, for the sake of one mob that would require it to be running a different script. At worst it's a single-case exception that requires special handling with an added check to determine the source from which the poison effect is being triggered. The first method is certainly not as complicated as the second, I'll grant you, but would still be tedious and isn't really justified just to have one mob that inexplicably is not immune to spider bites, despite every other form of poison not working on them...something which is doubly silly when you realize that 1) any player-made poisons are also made from the venom of the spiders they are supposedly not immune to (and presumably in a more concentrated form), 2) so are their own poisons, and 3) just using a fermented spider eye will turn poison into a potion of harming, which is a different effect that they wouldn't be immune to, so what's even the point?
Edit: To add to this, their utter hatred and urge to destroy spiders can be seen as at odds with the careful collection of spider venom for use as a weapon. In the first place, why would they take the trouble to harvest it while they are busy crushing every spider they see? Second, why would they want it when it is ineffectual against the threats they will commonly face in their subterranean environment? Third, if they hate spiders so much, why do they guard their cities with them? It actually seems as though it would make more sense if spiders were their natural allies, and they periodically appeared on the surface to raid NPC villages...or at least had captive Testificates in their cells to imply this.
Yeah but what about the cave spiders? I feel that it's very unnecessary to have them fight. It would be so much more dangerous if they worked together to be honest.The whole lore issue comes from the Lurkers and Cave Spiders fighting each other. Why do they need to do that? It serves no purpose other than to add some kind of story to these mobs.
You're talking about requires at best reworking the Cave Spider to feature a redundant effect that is functionally identical to standard poison, other than running a different script, for the sake of one mob that would require it to be running a different script. At worst it's a single-case exception that requires special handling with an added check to determine the source from which the poison effect is being triggered. The first method is certainly not as complicated as the second, I'll grant you, but would still be tedious and isn't really justified just to have one mob that inexplicably is not immune to spider bites, despite every other form of poison not working on them...something which is doubly silly when you realize that 1) any player-made poisons are also made from the venom of the spiders they are supposedly not immune to (and presumably in a more concentrated form), 2) so are their own poisons, and 3) just using a fermented spider eye will turn poison into a potion of harming, which is a different effect that they wouldn't be immune to, so what's even the point?
Edit: To add to this, their utter hatred and urge to destroy spiders can be seen as at odds with the careful collection of spider venom for use as a weapon. In the first place, why would they take the trouble to harvest it while they are busy crushing every spider they see? Second, why would they want it when it is ineffectual against the threats they will commonly face in their subterranean environment? Third, if they hate spiders so much, why do they guard their cities with them? It actually seems as though it would make more sense if spiders were their natural allies, and they periodically appeared on the surface to raid NPC villages...or at least had captive Testificates in their cells to imply this.
I'm actually starting to warm up to the idea of them working together. I was just trying to make the idea different. But if it really changes the gameplay THAT much then its better for them to work together. I still like the idea of the lurkers throwing splash poison. So naturally they will have loads of poison used against other players. Combined with Cave Spiders making them even more deadly. If having Testificates in the spider pits there turns it into a better idea then I'm definitely all for it. I was just trying to give it personality. I'll edit the post.
Sounds nice! But "forgotten kingdom" DOES sound like a, well kingdom. How about something else? And with tripwires, the traps would be really awesome, especially with the "unmappable endless hellhole" aspect.
Rollback Post to RevisionRollBack
I haven't even bought MineCraft, I don't have the money...
I also though of the fact that nether related things shouldn't really be obtainable in the overworld. And in rare drops, shouldn't they drop Poison splash potions ?
I was thinking since it was a castle there was some type of potions brewing going on. With the Cave Lurkers roaming around they just got into it all learned what to do with all the ingredients over time.
"It actually seems as though it would make more sense if spiders were their natural allies, and they periodically appeared on the surface to raid NPC villages...or at least had captive Testificates in their cells to imply this."
I Like This... A Lot! And you make great points in the coding XD
Its seems very well balanced, and I like the potion throwing. I thought they were originally going to look like a Kabutops from pokemon from the title, lol. I like it!
I feel the same way. The only monsters you find in the deeper levels are Zombies and Skeletons. And the occasional slimes. Too boring in my opinion. These guys would be awesome if they swarmed on you. Plus they would match the cave noises
It would be much scarier if those sounds meant something. Like a lurker in the dark was following you...
Cave Lurkers. Nameless abominations birthed from the depths of the earth itself. So rare barely anyone has ever seen them. Legends whisper of countless miners being lost to the depths below... Twisted by the mad whispers of the Forgotten Kingdom.
10 ( × 5)
Attack Strength
Easy: 1 ()
Medium: 2 ()
Hard: 4 ()
They can climb walls as well. Making pursuit even worse for the player.
They also occasionally attack with Harmful Splash Potions so be careful!
Due to wonderful advice from others I have decided to change the idea of Cave Lurkers and Cave Spiders being hostile towards each other. They are now a force to be reckoned with, taming spiders to prey upon the unfortunate. They also have a chance to become Cave Jockey's (Cave Lurkers riding Cave Spiders) with some having a chance to be armored. TERROR.
Drops
(0-2)
(0-1)
Rare Drops
(0-1)
(0-1)
Experience
5
Armor
2 ()
Cave Lurkers are de-evolved sub-humans, pale with red eyes that glow in the dark and dirty claws that prey on the unwary and are similar to the creatures from the movie "The Descent" or Falmer from Skyrim.
Refusing to be seen by the outside world, let alone the sun. They are vicious, nasty and live in the ancient regions of the world. Only rarely will they come out in the night on certain phases of the moon or in massive thunderstorms to feed on animals... They mercilessly eat their victims with absolutely no remorse.
Introducing this new creature also has the benefit of introducing A new Generated Structure.
Forgotten Kingdoms
These new structures would help further "Flesh out" the game by introducing these fallen empires infested with Cave Lurkers and Cave Spiders. Quickly defeat them before they swarm you!
The inside would be vast like a Stronghold, Nether Fortress, or Abandoned Mine Shaft, Therefore taking time to explore. Full of riches but danger as well. Navigate through the throne room and find the royal crypt literally glowing with treasure! But there are traps here too. Watch your step or you might fall into the spider pit or step on a pressure plate and get shot by arrow dispensers.
These areas will only spawn in 3 different areas just like Strongholds. But I want these places to present more of a challenge to the player. And no they're not the same. Comparing them all is just a waste of time. I'ts supposed to be a new/different generated structure.
Thanks to Dingo_Winterwolf for helping me make these concept pictures in the spoilers below. Check them out!
I have decided to slay them all.
SuggestionForumCriticLytesonTeamMember
LINK TO GOLD GUARDIAN THREAD
I do like the idea of a potion-throwing mob, but I don't think this really has the right overall consistency to make it work.
Care to Explane what you mean by this?
Can you write code?
AND Do you have a masters in computer programing?
If the answer is no to all these questions How would you know its too hard?
EDITS IN RED
SuggestionForumCriticLytesonTeamMember
LINK TO GOLD GUARDIAN THREAD
The lore is there really since I don't have a 3D picture of this creature yet (though one will be made in the near future) I just wanted to give players a good concept of what their place was in mincraft.
Plus of course they hate spiders. Why? Because I hate spiders. Just can't stand them. That's why they make good monsters. But it's the same as wolves attacking sheep. Just different mobs.The poison idea stems from them using the spider venom to attack others. That's why the splash potions are effective for them against players but ineffective against the spiders (and undead for that matter) since they're immune to poison damage themselves.Strongholds are similar but are really quite different. Just read the name, a Stronghold is a prison essentially while my structure is supposed to be an ancient kingdom deep underground. It could have prison cells. But the structure isn't going to take away from Strongholds.Its Mines of Moria, Infested with deep dwellers. It just adds a bit of flavor to an otherwise already awesome game. Plus we only have so many different blocks, gotta use some of them.
Strongholds take you to The End and have Silverfish as the special mob inside. Forgotten Kingdoms would have Cave Spider and Cave Lurker spawners instead. No portals or anything like that. Just a new place to explore.
On a side note. I really can't stand spiders.
Edit: Even though the idea changed I still can't stand spiders.
SuggestionForumCriticLytesonTeamMember
LINK TO GOLD GUARDIAN THREAD
Its actually quite simple. People are focusing on the story WAAAAAYYY too much. It's there because it was fun to like and I wanted to make the thread fun to read as well. And I never said change the entire game to put these guys there, Its just a rare structure fun to explore with 1 new mob. The mob attacks in packs like a Zombie Pigman. Attack 1 they all start to swarm on you.
Thats true. This thread fits that statement 100% Its something new yet actually quite simple.
Once again focusing on the story WAAAAAYY too much instead of the mob and structure. But its true what you said. I am a player that DID like to create my own lore for a world. No one prebuilt it for me. Plus I never said add lore anywhere. I just added the story for the reader's enjoyment.
Overwhelming? I really can't see how. If that is true then so is "Nether Fortress". It's just a name. Plus Abandoned Mine Shaft is an even longer name... >.>
Crypts would be cool, but that is a different idea already mentioned. My structure has a royal tomb with smaller graves inside but thats about it. The rest is a castle. The layout would be different than Strongholds or Nether Fortresses.
That is just a quirk I thought was cool. One or a group would randomly travel to the surface through the network of caves just to eat the animals. If they lived through it without dying somehow they would make their way back to the Forgotten Kingdom structure. You could have a chance to bump into them above ground so that would alert you to the structure nearby.
Don't be a smartass...
You're talking about requires at best reworking the Cave Spider to feature a redundant effect that is functionally identical to standard poison, other than running a different script, for the sake of one mob that would require it to be running a different script. At worst it's a single-case exception that requires special handling with an added check to determine the source from which the poison effect is being triggered. The first method is certainly not as complicated as the second, I'll grant you, but would still be tedious and isn't really justified just to have one mob that inexplicably is not immune to spider bites, despite every other form of poison not working on them...something which is doubly silly when you realize that 1) any player-made poisons are also made from the venom of the spiders they are supposedly not immune to (and presumably in a more concentrated form), 2) so are their own poisons, and 3) just using a fermented spider eye will turn poison into a potion of harming, which is a different effect that they wouldn't be immune to, so what's even the point?
Edit: To add to this, their utter hatred and urge to destroy spiders can be seen as at odds with the careful collection of spider venom for use as a weapon. In the first place, why would they take the trouble to harvest it while they are busy crushing every spider they see? Second, why would they want it when it is ineffectual against the threats they will commonly face in their subterranean environment? Third, if they hate spiders so much, why do they guard their cities with them? It actually seems as though it would make more sense if spiders were their natural allies, and they periodically appeared on the surface to raid NPC villages...or at least had captive Testificates in their cells to imply this.
I'm actually starting to warm up to the idea of them working together. I was just trying to make the idea different. But if it really changes the gameplay THAT much then its better for them to work together. I still like the idea of the lurkers throwing splash poison. So naturally they will have loads of poison used against other players. Combined with Cave Spiders making them even more deadly. If having Testificates in the spider pits there turns it into a better idea then I'm definitely all for it. I was just trying to give it personality. I'll edit the post.
Thanks for the awesome feedback!
EDIT: Last post was double posted.
I was thinking since it was a castle there was some type of potions brewing going on. With the Cave Lurkers roaming around they just got into it all learned what to do with all the ingredients over time.
I Like This... A Lot! And you make great points in the coding XD
SuggestionForumCriticLytesonTeamMember
LINK TO GOLD GUARDIAN THREAD
SuggestionForumCriticLytesonTeamMember
LINK TO GOLD GUARDIAN THREAD