Author Topic: [MAP] Boss room: The Dark Tower (v0.3)  (Read 5933 times)

Offline zebramatt

  • Master Member Mark II
  • *****
  • Posts: 1,574
[MAP] Boss room: The Dark Tower (v0.3)
« on: October 13, 2011, 08:17:35 am »
All right, I gave it a whirl.

Put into your AVWW\RuntimeData\Logic\RoomMaps\GeneralBossRoom and let me know what you think!

« Last Edit: October 14, 2011, 08:00:41 am by zebramatt »

Offline tigersfan

  • Arcen Games Contractor
  • Arcen Staff
  • Master Member Mark II
  • *****
  • Posts: 1,599
Re: [MAP] Boss room: The Dark Tower (v0.2)
« Reply #1 on: October 13, 2011, 08:23:13 am »
Wow, that's awesome! How do you want me to credit you? As zebramatt?

Offline zebramatt

  • Master Member Mark II
  • *****
  • Posts: 1,574
Re: [MAP] Boss room: The Dark Tower (v0.2)
« Reply #2 on: October 13, 2011, 08:27:56 am »
Wow, that's awesome! How do you want me to credit you? As zebramatt?

Sure!  ;)

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Re: [MAP] Boss room: The Dark Tower (v0.2)
« Reply #3 on: October 13, 2011, 09:02:31 am »
Whoa!  Yeah, that's quite a boss room indeed. :)
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline zebramatt

  • Master Member Mark II
  • *****
  • Posts: 1,574
Re: [MAP] Boss room: The Dark Tower (v0.2)
« Reply #4 on: October 13, 2011, 09:08:15 am »
It's pretty great fun with flying bosses but I can't imagine fighting something confined to the ground in there!

Maybe there should be a way for the game to distinguish between different categories of boss/boss map, so that you can have sets for ground-based, air-based and both, or something.

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Re: [MAP] Boss room: The Dark Tower (v0.2)
« Reply #5 on: October 13, 2011, 09:12:45 am »
It's possible -- however, I think that there is actually some interest to having stuff walking around in things of this nature.  The crippled dragon, for instance, could actually be located more near the top versus the bottom, and so on.  I've been on the fence about the need to split up the maps by boss type, but for now I'm wanting to just see if we can make them all work in some fashion for any boss.  I think you get more interesting scenarios that way, but it might not always be ideal.
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline zebramatt

  • Master Member Mark II
  • *****
  • Posts: 1,574
Re: [MAP] Boss room: The Dark Tower (v0.2)
« Reply #6 on: October 13, 2011, 09:25:55 am »
It's possible -- however, I think that there is actually some interest to having stuff walking around in things of this nature.  The crippled dragon, for instance, could actually be located more near the top versus the bottom, and so on.  I've been on the fence about the need to split up the maps by boss type, but for now I'm wanting to just see if we can make them all work in some fashion for any boss.  I think you get more interesting scenarios that way, but it might not always be ideal.

There's truth in that, for sure.

My worry was that it will end up homogenising maps somewhat, since they'll all need to try to be a best fit to prevent cheesable or broken-seeming scenarios.

But then I suppose that's just a matter of attitude towards those sorts of scenarios. In a game such as this - with an infinite number of boss fights in a vast number of variations even within the same room - one could simply build a map to be fun in many imagined situations (with little or no regard for how it might be broken in others) and inevitably spawn a number of fun situations not previously conceived.

In short: I agree for now!

Incidentally, I did just fight an amoeba stuck in the little hidey-hole area designed for the player to get a moment's respite. That was a remarkably easy fight to win. I'm debating if I should change the map slightly to compensate...

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Re: [MAP] Boss room: The Dark Tower (v0.2)
« Reply #7 on: October 13, 2011, 09:43:48 am »
All good -- and I've run into fights like that in various boss rooms, too, where the amoeba is mostly trapped.  I think it's... okay for now. ;)
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline wyvern83

  • Sr. Member Mark II
  • ****
  • Posts: 398
Re: [MAP] Boss room: The Dark Tower (v0.2)
« Reply #8 on: October 13, 2011, 12:16:04 pm »
I ran into that one too, and almost experienced my first death when I jumped down into the pit to deliver the final blow rather than wait for it to wonder back. I went from somewhat nicked to 9 hp in one volley. I think it should happen every so often as long as it isn't frequent.

Incidentally this is the dumbest thing I've done yet in the game.  My previous closest brush with death was after diving past two equal level lightning espers through a door while at 75% health and taking up to six lightning balls to the face just as I went through only to emerge in the next room with 28 hp.
« Last Edit: October 13, 2011, 12:17:54 pm by wyvern83 »

Offline zebramatt

  • Master Member Mark II
  • *****
  • Posts: 1,574
Re: [MAP] Boss room: The Dark Tower (v0.3)
« Reply #9 on: October 14, 2011, 08:01:12 am »
Slight update for more fun, hopefully!

(Let me know if you disagree!)

Offline tigersfan

  • Arcen Games Contractor
  • Arcen Staff
  • Master Member Mark II
  • *****
  • Posts: 1,599
Re: [MAP] Boss room: The Dark Tower (v0.3)
« Reply #10 on: October 14, 2011, 08:17:20 am »
Nice, I'll update it in the game.