Ok, the first thing that I would like to say is that this is not my idea, though I am very jealous that I didn't come up with it. Credit to this goes to my barb friend Tristen (Xazexo on d2, I think)
anyway, there has always been this same old videogame process of start the level>fight some monsters>reach the end of the level>Pwn some boss maybe twice your size>rinse>repeat.
It gets old.
And so the basic concept is this: the ultimate level for one of the three worlds:
sanctuary: the product of countless master artisans, Viz'jerei and blacksmiths is finally complete. The Balancer (or Trang'Oul's Hand) is a towering assualt vehicle, putting the palace of a great sultan to shame with it's size. It is built with cannons, catapults, and everything in-between, moving sluggishly yet purposefully. The only problem is, demons (and/or angels) have found their way to the interior and are seeking to dismantle it peice by peice. Your objective is to destroy anything trying to take it apart (from the inside, since in the idea this thing has hallways and control posts and everything) before it is corrupted. In the event that you are too late, it more or less becomes possessed, which helps lead me into idea 2. chain of events: start level>race clock to fight demons>done.
Hell: A grand statue of a Warrior once stood where now there is only a barren crater. It used to be a sanctuary to all that was pure in the world, being hollowed out and made into a glorious tower in honor of the hero it was crafted after. Unfortunately, nothing in the presence of hell goes untainted. The souls of many twisted demons have possessed it, sending it screeching to life with heavy thuds with each footstep it now takes. Your objective is simple. The moving abomination is heavily guarded by scores of demons, and the building itsself is against you, with spikes shaped like demon teeth jutting out of the ground should you stay in one place or slashing claws reaching out from the wall if you leap a tad too close to the edge. You must survive to reach the end of each limb and the head (or just the head) to do battle with the five powerful demons that have melded themselves into the building. Summon them by killing a demon inside a circle on the floor. Chain of events: Start level> fight enemies> dodge traps> lure demons into desired locations> minor boss fight x5
Heaven: The might of the cathedral rises anew (under new management) promising immortality to those who take arms against hell and the sanctuarians unwilling to further the cause. Unfortunately, the Cathedral followed their end of the bargain, along with invincibility granting seriously hard-hitting power. Even more unfortunately, to undo this, we must destroy the black gem empowering them (kinda like mephisto's kiss) located at the end of the church. Yet, there is a glimmer of hope. It seems that the grand church itsself is now against you, with ceilings that snap down and walls that close in ever so slowly. How is this good news, you ask? Well, I'll let you in on a little secret: while impervious to your attacks, the roided up followers of the cathedral can be reminded of their mortality by having the church strike them down on accident (or by having the followers accidentally hit each other). Duck, dive, and lure the enemy to their doom.
Chain of events: Start level>run from enemies> have them kill each other> destroy gem.
Eh..I kind of like archetypal bosses. They just...work.
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Walk tall, kick ass, learn to speak Arabic, love music and never forget you come from a long line of truth seekers, lovers and warriors.
-Hunter S. Thompson
Sounds way too complicated. And not as rewarding as fighting a huge boss demon, bury your weapon deep in its skull, blood spraying, and then kick him down into the mud headfirst. Ummmf!
That's all we wanna do cause you know the Barb is back!:thumbsup:
In other words...just remove all the bosses. LOL. That's a good one....
i never said remove any bosses, i just said it gets boring following the same path over and over knowing full well what's at the end. There'll still be plenty of demon slashing, and there's more or less five bosses alone in one of the ideas
These simply sound like quests along a path to a final boss. Granted interesting enough but I think they would leave for a somewhat boring ending. Since storytelling began the climax of many tales is when the protagonist meets with the antagonist and a battle ensues. There is always a main evil and it usually takes the form of a person. It is always more satisfying to conquer someone rather than to complete a task.
These simply sound like quests along a path to a final boss. Granted interesting enough but I think they would leave for a somewhat boring ending. Since storytelling began the climax of many tales is when the protagonist meets with the antagonist and a battle ensues. There is always a main evil and it usually takes the form of a person. It is always more satisfying to conquer someone rather than to complete a task.
Very well put. The key is to put individuals against individuals. It's a tried and true concept, it's been used in storytelling for thousands of yeasr. Granted, the bosses in D2 were a bit impersonal, but they were beings who lived, breathed and died (well perhaps Mephisto didn't actually breathe, but you get the point).
On top of that, the lore conservative inside me says no to this whole gigantic statue concept. It just doesn't float with me.
PlugY for Diablo II allows you to reset skills and stats, transfer items between characters in singleplayer, obtain all ladder runewords and do all Uberquests while offline. It is the only way to do all of the above. Please use it.
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anyway, there has always been this same old videogame process of start the level>fight some monsters>reach the end of the level>Pwn some boss maybe twice your size>rinse>repeat.
It gets old.
And so the basic concept is this: the ultimate level for one of the three worlds:
sanctuary: the product of countless master artisans, Viz'jerei and blacksmiths is finally complete. The Balancer (or Trang'Oul's Hand) is a towering assualt vehicle, putting the palace of a great sultan to shame with it's size. It is built with cannons, catapults, and everything in-between, moving sluggishly yet purposefully. The only problem is, demons (and/or angels) have found their way to the interior and are seeking to dismantle it peice by peice. Your objective is to destroy anything trying to take it apart (from the inside, since in the idea this thing has hallways and control posts and everything) before it is corrupted. In the event that you are too late, it more or less becomes possessed, which helps lead me into idea 2. chain of events: start level>race clock to fight demons>done.
Hell: A grand statue of a Warrior once stood where now there is only a barren crater. It used to be a sanctuary to all that was pure in the world, being hollowed out and made into a glorious tower in honor of the hero it was crafted after. Unfortunately, nothing in the presence of hell goes untainted. The souls of many twisted demons have possessed it, sending it screeching to life with heavy thuds with each footstep it now takes. Your objective is simple. The moving abomination is heavily guarded by scores of demons, and the building itsself is against you, with spikes shaped like demon teeth jutting out of the ground should you stay in one place or slashing claws reaching out from the wall if you leap a tad too close to the edge. You must survive to reach the end of each limb and the head (or just the head) to do battle with the five powerful demons that have melded themselves into the building. Summon them by killing a demon inside a circle on the floor. Chain of events: Start level> fight enemies> dodge traps> lure demons into desired locations> minor boss fight x5
Heaven: The might of the cathedral rises anew (under new management) promising immortality to those who take arms against hell and the sanctuarians unwilling to further the cause. Unfortunately, the Cathedral followed their end of the bargain, along with invincibility granting seriously hard-hitting power. Even more unfortunately, to undo this, we must destroy the black gem empowering them (kinda like mephisto's kiss) located at the end of the church. Yet, there is a glimmer of hope. It seems that the grand church itsself is now against you, with ceilings that snap down and walls that close in ever so slowly. How is this good news, you ask? Well, I'll let you in on a little secret: while impervious to your attacks, the roided up followers of the cathedral can be reminded of their mortality by having the church strike them down on accident (or by having the followers accidentally hit each other). Duck, dive, and lure the enemy to their doom.
Chain of events: Start level>run from enemies> have them kill each other> destroy gem.
-Hunter S. Thompson
TED . LEAP . Woot . MF
i never said remove any bosses, i just said it gets boring following the same path over and over knowing full well what's at the end. There'll still be plenty of demon slashing, and there's more or less five bosses alone in one of the ideas
On top of that, the lore conservative inside me says no to this whole gigantic statue concept. It just doesn't float with me.