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QCF Design Community • View topic - Concepts for Dungeons


Concepts for Dungeons

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Concepts for Dungeons

Postby The Tapir on Fri Apr 24, 2015 2:56 am

Though there's been a lot of threads about ideas for new classes or items to add into DD, whether in the name of fun or as serious, thought-out suggestions, I haven't seen too much in the way of dungeons being tossed around. Now, I do understand that it's unlikely any new dungeons will be added from what disleckia and other devs have mentioned after Nandrew left the team, and I am not attempting to pressure the devs to add any of these suggestions, but in the name of fun, what can you guys think up about some custom or new ideas for dungeons/triple quests?

Me, I've been thinking for a long time about a series of dungeons/extended triple quest based off of Dante's Inferno, with nine total dungeons representing the nine total levels that are described in the book. I haven't thought too much in the way of enemy rosters/boss design/map design for the majority of the levels, though had been thinking of a Havendale Bridge-like encounter for the very first dungeon, with a large river dividing the screen in two with a ferryman who will escort you a cross for some health related price if you choose not to battle him.
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Re: Concepts for Dungeons

Postby Dwarf on Tue Apr 28, 2015 9:32 am

Nice idea! Personally, i think a garden where walls are plants could be an idea. Plants could grow from a core into any direction (especially on blood from fallen ennemies). It could be a great opportunity for bloodmages and dracul followers (who don't leave blood for plants), and you could maybe halt the plant growth by using BURNDAYRAZ. Earthmother would be almsot useless here, unless you spam IMAWAl on plants.
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Re: Concepts for Dungeons

Postby The Tapir on Wed Apr 29, 2015 6:10 pm

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Re: Concepts for Dungeons

Postby MTaur on Tue May 05, 2015 1:37 am

First of all, that's a nice theme. I don't know if the 9 gods nicely fit the 9 levels, but it could be wrangled maybe. Are we looking at a VGT-grade challenge? A map that long would probably require some sort of XP reset on occasion, possibly even with race/class shifts. I'm not sure how it should be exactly, or if it should just be an endless marathon of prestige dings. I'm not really liking the xtreme prestige approach in my mind.

I also had an idea for a game mode with time restrictions/penalties, and ultimately I think it would work best as a prep much like the Vicious Token. Kind of like chess clocks. At any rate, the reason this is on-topic here is that it would be unlocked with a Tower of Time map that serves as a sort of introduction to the mechanic in a challenging setting. Completing opens the Clock Tower's Omen (or whatever the token would be called) and the Golem Clockworker race. viewtopic.php?f=3&t=3293

This is exactly the sort of mode that would change how I play DD. I tend to take 20 or even 30 minutes on a single map.
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Re: Concepts for Dungeons

Postby The Tapir on Tue May 05, 2015 4:02 am

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Re: Concepts for Dungeons

Postby MTaur on Tue May 05, 2015 5:14 am

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