If you've built something in freebuild that you think could make for a good dungeon, post about it here, as well as anything else like a suggested location or loot.
Dungeon Proposals
#1
Posted 29 March 2014 - 02:08 PM
#2
Posted 06 April 2014 - 03:21 PM
What sort of size do you want dungeons to be?
#3
Posted 06 April 2014 - 03:37 PM
Herpy maybe you can use Mace's unatco base. And do you remember axonn's vault? I think it can be about that size
#4
Posted 10 April 2014 - 03:16 PM
Can we have a bit more info about the dungeones. Like what size should they be. How are we going to make mobs spawn in there. Are the dungeons going to be protected from placing blocks and people cheting by just flying. What types of mobs are we allowed to have inside them.
#5
Posted 10 April 2014 - 09:45 PM
Size - various
Mob spawn - let me worry about that
All dungeons are protected from block placing and removal, flying is not disabled.
Mobs - Any except Withers and Enderdragons
#6
Posted 11 April 2014 - 10:54 PM
How trapped do you want the dungeons?
My thinking is the more dangerous it is the better the loot.
#7
Posted 12 April 2014 - 01:02 AM
Would you be open to dungeons like the ones in Skyrim? A small cave either in the plains or mountains. They'd have common loot and easy to medium difficulty mobs.
#8
Posted 12 April 2014 - 01:18 AM
Would you be open to dungeons like the ones in Skyrim? A small cave either in the plains or mountains. They'd have common loot and easy to medium difficulty mobs.
No, they should be decently large and worth the time it takes for me to set them up.
#9
Posted 12 April 2014 - 04:32 AM
Btw, i don't have a warp to it yet, other than via home (which is old and needs teared down) when i get on next time i'll set up a warp for the public to visit my dungeon.
#10
Posted 12 April 2014 - 03:04 PM
#11
Posted 12 April 2014 - 03:05 PM
Do dungeons have to be underground? Or rather, can we make things like abandoned houses?
#12
Posted 12 April 2014 - 03:25 PM
Mine will be sticking out of a side of a mountain. So... me yes ![]()
#13
Posted 18 April 2014 - 01:15 AM
Maybe somepony can make one of the Sanctuary Dungeons from A Link to the Past? Add your own little twists maybe?
It would be very enjoyable.
P.S. I will also attempt at doing this.
#14
Posted 18 April 2014 - 01:22 AM
If it has a story behind it, then yeah. I'm working on one too btw
#15
Posted 18 April 2014 - 05:20 AM
Maybe somepony can make one of the Sanctuary Dungeons from A Link to the Past? Add your own little twists maybe?
It would be very enjoyable.
P.S. I will also attempt at doing this.
You'd might as well make a lava dungeon. Lots of lava, fire, and fire mobs.
#16
Posted 18 April 2014 - 02:12 PM
You'd might as well make a lava dungeon. Lots of lava, fire, and fire mobs.
Oh damn, now I want to make one based on Bowsers castle. I may actually do this
#17
Posted 28 April 2014 - 05:50 PM
I've made a dungeon in the derp1 world.
/warp Dungeon Sigmun
Dungeon: Cave Entrance
Difficulty: Easy-Medium
Mobs: Zombies, Skeletons, Silverfish
Loot: Stuff in chest/Other
Edited by Unicorn Hunter, 28 April 2014 - 05:51 PM.
#18
Posted 07 June 2014 - 12:19 AM
#19
Posted 31 July 2014 - 07:25 AM
#20
Posted 01 August 2014 - 02:31 PM
Suggestion about dungeons. At the end of every dungeon as a reward people get a special item which they can use to craft other items that unlock other dungeons or use them to buy/unlock special items. If there is a way to make that possible.
I would like to make a medieval castle themed dungeon. I think we have enough dungeons that are underground. The problem is it will probably take up some space and since most towns are are in the grassy part of col there isn't much space. The snow area is okay too IMO.
Edited by hxfthxft, 01 August 2014 - 02:31 PM.
#21
Posted 13 August 2014 - 06:42 AM
#22
Posted 22 November 2014 - 05:22 PM
I've been looking at some of the abilities for infernals and came up with a thief boss. The problem is, there is no building type fitting into the "thief" theme. The only place a thief could fit in is a town, since thy roam those areas mostly. Now I'm not going to build a whole town. My idea is, to make the specific boss spawn in one of the players towns from time to time (that is if they agree to have an infernal spawn in their town). Maybe an announcement saying in which town he's been seen last if possible. The players can search for him and kill him.
Now for the rewards, I have two ideas how it could be accomplished.
There doesn't seem to be a reward system yet for killing infernals or specific mobs. For this getting money/bits as a reward is more fitting (like collecting the bounty for catching aka killing the thief).
-Making infernals drop specific loot could be hard to set up, but it's in the list for reward ideas. If not bits then gold nuggets and other minerals like diamonds, lapis and redstone/glowstone
-For the second idea I thought about a message popping up once a player kills the thief. Like "Player <name> killed "Thief" with <item name>". Then players have to screenshot the message as proof. The admins can give them the reward.
Now the thief himself.
The thief should be a mob that is not hostile and rather runs away from the player rather than fighting it. Thieves are known to slow down pursuers and use tricks to get away fast.
Some abilities he should have
Poisonous: Gives player the poison effect.
Blinding: Gives player the blindness effect.
Thief: Steals the item the player is holding.
Bullwark: Takes less damage + (Armoured: Give mobs full diamond armour or a resistance effect.) Hell he should be hard to kill
Rust: Damages the tool the player is holding.
Ender: Can teleport.
Sprint: Can go fast.
Mama: Has a slim chance to spawn three babies of its type.
Confusing: Gives player the confusion effect.
Also they will only spawn at night which gives players only 20 min to kill him and get the loot.
I can imagine that there are going to be some problems with this idea so please post if you can think of any.
#23
Posted 23 November 2014 - 09:34 AM
The mob is afraid of the players and runs away, not quite sure how to accomplish that one. However the thief ability is bugged and can duplicate items (we are supposed to have it disabled) is the biggest flaw I see in this setup.
#24
Posted 24 November 2014 - 02:35 AM
That's easy, we just make it a passive mob like a bat. It's everything else that's hard.
#25
Posted 24 November 2014 - 02:57 PM
Already talked to Aoloebio and Tsar about this but i wanted to place it here just to make it official and use this as a means to collect ideas.
I wanted to use the Crystal City of the old world as a possible dungeon for the new world. As stated in the lore, the crystal city had a powerful effect on the world, dramatically changing the world of Colonizations. For those that dont know, the city had a great shield that surrounded the city that was powered by the ancient artifact: the Crystal Heart. Leading to the idea that it could have possibly survived the floods and remained cut off from the outside world.
Theses are some of the idea i have for the dungeon itself.
The Final "Boss" would be an Infernal Wither Skeleton of some high level. (Anyone from the Col 1 days will know the significance of this
)
Access to the final boss would not be available until some other task are done while inside the city. This could be either activating some levers, the defeat of mini bosses, the delivery of items to the bosses chamber to trigger the encounter or possibly a combination of all three?
A time limit to kill this Boss before he does some sort of effect or an effect that stacks after every 60 or so seconds on the players until it becomes too hard to defeat after a long period of time. This is to encourage players not to run around, taking pot shots at the boss from across the room.
These are all my idea for now. Ill add more once i get some more. Im also open to suggestions
#26
Posted 24 November 2014 - 03:30 PM
#27
Posted 24 November 2014 - 04:19 PM
Floating dungeons like sky islands similar to the Aether and airships of humongous size
It will look ugly to have to build pillars or staircases to these dungeons. Especially over the sea.
And floating things isn't canon in Col.
#28
Posted 24 November 2014 - 05:49 PM
#29
Posted 24 November 2014 - 06:51 PM
This is not a "I have this idea, someone else should do this" thread, this is a "I've made this, can we put it in the world?" thread.
#30
Posted 25 November 2014 - 12:35 AM
And floating things isn't canon in Col.
This is no longer a world based on canon and RP, so your options are expanded. Remember that it is primarily a water-world, though.
#31
Posted 25 November 2014 - 06:30 AM
This is no longer a world based on canon and RP, so your options are expanded. Remember that it is primarily a water-world, though.
Then i might as well suggest sea monsters/mobs in the oceans. Difficulty may depend on where you are and/or what type of ship you are using (Bigger ship class = More dangerous)
#32
Posted 25 November 2014 - 04:09 PM
This is not a "I have this idea, someone else should do this" thread, this is a "I've made this, can we put it in the world?" thread.
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