Ambrosia Garden Archive
    • The Maze


      I am planning to make a new PoG plug-in with Coldstone called "The Maze". It would involve you entering a cave full of monsters, and trying to find your way through the twisting passages to the end. If people could make suggestions on the following things, I would like that:

      1. Where the cave entrance should be.
      2. What kind of monsters should be in the cave.
      3. How large the maze should be.

      Plus anything else you want to add.

      Thanks.

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    • What exactly is going to be at the end, if anything. Will there be anything special? It all depends on that because say you put a one handed war axe misery at the end but you put goblins in the cave and placed in the same screen as the fantrima entrance, it would spoil the game for the person who had it. Then again, if you make it too hard to get to and/or dont put anything worth while at the end the game player will get kinda ticked (as in he spent more on healing potions for the enemies attacks than he got at the end of the maze.)

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    • id say make it, say, 4 or 5 screens big, fill it with devil dogs (cant remember their real names, the big red things with the wings)and a new weapon, maybe some new armor, and a whole sheis-load of chests filled with gold. have an exit to the cave, but make it the exit point so it isnt by a cave so someone cant just enter from that side and take everything without doing any of the work (kinda like what they did with the WAM cave, when you exit you end up on the other side of the stream).

      as for where to put it, either around the plains of endlesswind, near the termite nests south of n. gidolan, deep in sea giant country, or make a new place north of HG ruins and put it there.

      good luck, im looking forward to your maze.

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    • I plan to make my own weapon, and have an NPC at then end that you get it from (after you talk to him, you will be teleported back to the entrance, hopefully). The treasure chests sound like a good idea.

      An important question is this: what kind of players will be playing it? Will it be played by players who haven't beaten the game yet, or by players looking for a new challenge? That makes a difference in what I plan to do.

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      "The French model seems to show that, ultimately, someone will do my work FOR me."
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    • Quote

      Originally posted by Starkiller:
      **

      1. Where the cave entrance should be.
      2. What kind of monsters should be in the cave.
      3. How large the maze should be.
        **

      1 You can make the main entrance near the termite nests, make it look like a caved in tunnel on the ground. then the maze is the termites main chambers.

      2 of course then you need to use the 3 kinds of devil termites pink white red. mabe some rock elementals.

      3 depends on whats at the end, overall, mabe up to 4 screens per level going down 3-4-5 levels

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    • Quote

      Originally posted by Starkiller:
      **

      1. Where the cave entrance should be.
      2. What kind of monsters should be in the cave.
      3. How large the maze should be.

      Plus anything else you want to add.

      Thanks.
      **

      1. I think you should have it be in a secret area in the place with the ten cyclops that you have to kill to warn Dernath's guards.

      2. There should be cyclops, those blue giants (like the ones in the order of crystal cave, not the icemen in high garendall), and the manticores (I think thats what there called, the things will the red wings, head, and thick legs).

      3. It should be 3-5 levels with a level thats one small screen at the end (just like the herbs cave in reefs island) where the NPC is that gives you the weapon/armor/artifact. THat screen shouldnt have any monsters in it, BTW.

      I think that the artifact at the end that you get should be a healing stone/ring (if it is a ring, it should give like maybe 12 AC) that can be used to heal 20 hp (or whatever you want), but that doesn't wear out, but (this is optional) can't be used more than 4 or so times in a designated time.

    • Thanks for the ideas, all.

      I have a pretty busy weekend, since I'm doing some math things, have a Bears game to watch, and am going to be spending a lot of time with some friends. I won't get the Maze out this weekend, but I'll get around to it by next weekend, I think.

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      "The French model seems to show that, ultimately, someone will do my work FOR me."
      (url="http://"http://ucplugs.evula.net")EV/O/N Upcoming Plug-Ins Directory(/url) | (url="http://"http://www.evula.net")EVula.net(/url) | (url="http://"http://www.evula.com")EVula.com(/url)

    • I think a MAZE above ground would be cool, like the one in the original THE SHINNING movie. A neatly trimmed hedge with monsters that could move thru it at ramdom, while the player must follow the paths. Have several "good spots" for the player, like maybe a spot that has a cache of the special elixirs and one that has unique weapons and the main prize cache being a large sum of treasure, say 20 thousand with a tunnel entrance for an exit.
      Zubrovka

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    • Quote

      Originally posted by Starkiller:
      **

      An important question is this: what kind of players will be playing it? Will it be played by players who haven't beaten the game yet, or by players looking for a new challenge? That makes a difference in what I plan to do.
      **

      i'd play it. ive finished and am just killing sea giants for their rings, waiting for new things to do, places to go, battles to win...
      if i played a new add-on though, i might start a new character to do it.

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    • Quote

      Originally posted by Zubrovka:
      **I think a MAZE above ground would be cool, like the one in the original THE SHINNING movie. A neatly trimmed hedge with monsters that could move thru it at ramdom, while the player must follow the paths. Have several "good spots" for the player, like maybe a spot that has a cache of the special elixirs and one that has unique weapons and the main prize cache being a large sum of treasure, say 20 thousand with a tunnel entrance for an exit.
      Zubrovka
      **

      i really like this idea...

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