Lair Larrikin
Posts: 18
Joined: Friday, 3rd March 2017, 15:24
Although the central place for design discussion is ##crawl-dev on freenode, some may find it helpful to discuss requests and suggestions here first.
Lair Larrikin
Posts: 18
Joined: Friday, 3rd March 2017, 15:24
Tartarus Sorceror
Posts: 1822
Joined: Thursday, 31st May 2012, 15:45
Abyss Ambulator
Posts: 1131
Joined: Tuesday, 4th January 2011, 15:03
Vaults Vanquisher
Posts: 443
Joined: Thursday, 16th February 2017, 15:23
Spider Stomper
Posts: 205
Joined: Saturday, 20th September 2014, 07:40
watertreatmentRL wrote:You may be surprised to hear this issue has been addressed in hellcrawl. There, the solution is to repurpose hell as the terrain for the orbrun. There is a portal in the orb chamber that takes you to the vestibule, which houses a portal to one of the four hells, which is not known to you at the outset. You therefore have to fight or tele your way around the welcome party (remember, no stairs) and find the active portal, which again is unknown and not even revealed by magic mapping.
You then go to the bottom of whatever hell, again no upstairs, to the dungeon exits just outside the hell lord chamber. You can at your option collect a rune from that chamber. I can tell you that the hellcrawl orbrun is consistently challenging and makes for a very climactic endgame.
Barkeep
Posts: 1788
Joined: Saturday, 29th June 2013, 16:52
duvessa wrote:No, it was always a pointless walk back to d:1
Lair Larrikin
Posts: 28
Joined: Sunday, 10th July 2011, 05:17
archaeo wrote:duvessa wrote:No, it was always a pointless walk back to d:1
FWIW, it's not entirely pointless, just pointless enough to merit a thank. I like the idea of an ascension; you get a trip through memory lane, an opportunity to see the journey you made to the orb from the other side. In practice, it's a very easy stroll up to d:1 with occasional episodes of good gameplay.
I still tend to think that you could make the orb run better if the terrain on the way up got increasingly destroyed, or if the dungeon slowly got swallowed by the abyss, or other complicated-and-too-hard-to-program ideas. Good on Hellmonk & co. figuring out a simple solution, which loses the advantages of the backtrack but probably makes up for it in gameplay.
Spider Stomper
Posts: 242
Joined: Friday, 17th April 2015, 16:22
MainiacJoe wrote:Someone do a query one orb-run deaths in the recent tournament please. It's often quite exciting.
Lair Larrikin
Posts: 29
Joined: Monday, 27th July 2015, 18:58
Ziggurat Zagger
Posts: 4478
Joined: Wednesday, 23rd October 2013, 07:56
mkraemer wrote:press GD1 repeatedly
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