thanatos area

Terron
Posts: 316
Joined: Sat Jan 14, 2017 11:36 pm

thanatos area

Postby Terron » Tue Sep 26, 2017 10:16 am

i think the grid should be changed just a little bit from the current:

i suggest:

row 1: mirror, melee only, mirror
row 2: magic only, no potions, magic only
row 3: mirror, melee only, mirror

this makes the meta change everytime thanatos moves instead of it bouncing back and forth on the same damage type oriented squares over and over. seems to happen a lot.

just a suggestion
"Once the game is over, the king and the pawn go into the same box"

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Folder
Posts: 1161
Joined: Wed Jul 27, 2016 9:04 am
Location: Texas

Re: thanatos area

Postby Folder » Tue Sep 26, 2017 11:39 am

I like this idea. It's a lot of fun but can be frustrating when it's mirror room always.
<Silhouette>

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Lateralus
Posts: 1027
Joined: Wed Apr 20, 2016 2:21 pm

Re: thanatos area

Postby Lateralus » Sat Oct 07, 2017 11:17 pm

yea i could look at switching this up here soon.

Rigs
Posts: 20
Joined: Sat May 06, 2017 10:03 am

Re: thanatos area

Postby Rigs » Sat Oct 14, 2017 10:04 am

This idea isn't bad, but I'd rather see something like
P = Physical
M = Magic
R = Reverse (mirror)
T = Trap (no movement)

T,P,T
M,R,M
T,P,T

Rigs
Posts: 20
Joined: Sat May 06, 2017 10:03 am

Re: thanatos area

Postby Rigs » Sun Oct 15, 2017 2:29 pm

Of course you could make it a bit more interesting and randomize the rooms on server start. I made a mockup script to show what it would look like. Keep hitting "execute" near the bottom to refresh results.

https://www.jdoodle.com/embed/v0/lua/5.3.2/amM

Terron
Posts: 316
Joined: Sat Jan 14, 2017 11:36 pm

Re: thanatos area

Postby Terron » Mon Oct 16, 2017 3:22 pm

The whole area should trap. Also the monsters on the path down should be kill to pass. This prevents single zombying. Group and come back is much better
"Once the game is over, the king and the pawn go into the same box"


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