New Branch Proposal: The Hollows
Posted: Sunday, 11th May 2014, 01:23
The Hollows is a potential branch replacement for the Crypt that I thought up recently, when I realized that going through as a necromancer was kind of boring. It would replace Crypt in some games and include an entrance to Tomb.
The Hollows are a bizarre natural cavern, with formations that resemble interlocking circles. The cavern is marred by sparse corridors, created by its inhabitants. Noise carries farther in the hollows due to echoes.
Encounters in the Hollows include undead, abyss-level demons and powerful living creatures, mostly with an earth and air theme. New monsters would be created for this branch to create interesting tactical encounters in the mostly-open space. Ideas for new monsters include an enemy that digs out a 3x3 space in the rocks as it moves and a fast-moving flying enemy that moves erratically and never sleeps. Possibly an enemy type that turns walls into rocks and throws them at you. (The rocks would break on hit, so you can't farm them for large rocks.)
A sample level would look something like this, but larger:
A second, less fleshed-out proposal I have is a potential replacement for the Hall of Blades, which I call the Hall of Enlightenment. It would have a similar layout to Hall, but contain psionic humans instead of living weapons. The psionic humans would be divided into three types, each with their own list of potential spells. Psionic adepts focus on blasting you, psionic guardians buff themselves and fight in melee, and psionic watchers afflict you with maluses and status effects. The Hall of Enlightenment would contain an altar to Ideron, the psionic concept described in this thread: viewtopic.php?f=8&t=12173.
It should be known that I am currently hammered and can't tell a good idea from a bad one, which is why this is going in CYC.
The Hollows are a bizarre natural cavern, with formations that resemble interlocking circles. The cavern is marred by sparse corridors, created by its inhabitants. Noise carries farther in the hollows due to echoes.
Encounters in the Hollows include undead, abyss-level demons and powerful living creatures, mostly with an earth and air theme. New monsters would be created for this branch to create interesting tactical encounters in the mostly-open space. Ideas for new monsters include an enemy that digs out a 3x3 space in the rocks as it moves and a fast-moving flying enemy that moves erratically and never sleeps. Possibly an enemy type that turns walls into rocks and throws them at you. (The rocks would break on hit, so you can't farm them for large rocks.)
A sample level would look something like this, but larger:
- Code:
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A second, less fleshed-out proposal I have is a potential replacement for the Hall of Blades, which I call the Hall of Enlightenment. It would have a similar layout to Hall, but contain psionic humans instead of living weapons. The psionic humans would be divided into three types, each with their own list of potential spells. Psionic adepts focus on blasting you, psionic guardians buff themselves and fight in melee, and psionic watchers afflict you with maluses and status effects. The Hall of Enlightenment would contain an altar to Ideron, the psionic concept described in this thread: viewtopic.php?f=8&t=12173.
It should be known that I am currently hammered and can't tell a good idea from a bad one, which is why this is going in CYC.