Table of Contents

Gehenna

Name dcss:brainstorm:dungeon:branch:gehenna
Summary A brainstorming page for improving Gehenna.
Further informationHells, Gehenna layouts
Added by infiniplex
Added on 2014-09-30 19:33

The ideas here were mostly originally on the Hells and Hell Branch Ends pages. Some may be out of date (i.e. the game has changed but the page has not).

More ideas welcome!

General Ideas

Creating my layouts gave me a further idea. They're based on 3D noise functions which means that by shifting through the z axis they can be animated - walls, paths and lava regions will move, split, join, and so forth. It could be a unique challenge of Gehenna if the lava regions actually moved (slowly); it would look awesome anyway, but would probably be far too dangerous to play without Flight. — mumra 2013-03-06 05:44
Otherwise, I like the idea of making lava spew small eruptions of fire clouds now and then (perhaps even “molten rock” projectiles), this could be an alternate hell effect when the player is near lava. — mumra 2013-03-06 05:44
I like it. I am picturing a “flame spurts” serial vault here, but I am not clear on the details. — infiniplex 2014-09-30 12:04

Branch Ends

A good difficulty. Maps have several brimstone fiends and a few hellions each. However fire resistance is strangly unimportant as the main threats use hellfire, I think this is the only big problem. There has been talk of making hellfire partially fire based. What I suggest is to severely buff molten gargoyles, as they are a Geh only enemy they should be a major threat and iconic of the branch like brimstone fiends are. (Note: I know molten gargoyles appear in some rare vaults that are for early dungeon, the fact they are suitable for this depth and they primarily appear on Geh:7 is a joke.) I would have them like such:

MONS_MOLTEN_GARGOYLE, '9', RED, "molten gargoyle",
M_ARTIFICIAL,
MR_RES_POISON | MR_RES_ELEC | mrd(MR_RES_FIRE, 3),
0, 18, MONS_GARGOYLE, MONS_MOLTEN_GARGOYLE, MH_NONLIVING, -6,
{ {AT_BITE, AF_FIRE, 40}, {AT_CLAW, AF_PLAIN, 25}, {AT_CLAW, AF_PLAIN, 15}, AT_NO_ATK },
{ 15, 7, 2, 0 },
15, 10, MST_NO_SPELLS, CE_NOCORPSE, Z_NOZOMBIE, S_SILENT,
I_NORMAL, HT_LAND, FL_FLY, 10, DEFAULT_ENERGY,
MONUSE_OPEN_DOORS, MONEAT_NOTHING, SIZE_MEDIUM 

Their gimmick being that for each physical attack, whether they hit or not they blast a fire spell at you. (I don't know if MST_NO_SPELLS should be kept or not, don't know what it implies) Spells should be at least fireball and bolt of fire, diluting with sticky flame or throw flame might be appropriate. There are probably flags missing or ones that shouldn't be there but you get the idea.

The three maps' monster placement could be reworked slightly the utilize these.

st 2012-02-01 08:02

Your observation regarding rF is rather astute. I think additional fire hazards / traps could also help in this regard. In your molten gargoyle suggestion, how is firing a spell on attack meaningfully different from elemental damage on hit in a manner similar to an ice fiend? — Pedjt 2012-12-12 09:46
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dcss/brainstorm/dungeon/branch/gehenna.txt · Last modified: 2014-09-30 21:11 by infiniplex
 
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