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Optional Dungeon Ideas

Started by Rolina, 16, May, 2010, 04:04:12 AM

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Rolina

Like the class ideas topic, I'm keeping this one open for now, but the second people start posting joke ideas, I'll have it closed down.  MAKE SURE YOU LIST WHAT TYPE OF HACK IT'S FOR - if you're doing a non-GS hack it'd be a good idea to list what the hack is so that people don't think it's a joke.  After all, a Mario-themed hack would have different areas and stuff than a GS, Zelda, or Metroid game, y'know?  So that nobody pre-emptively locks the topic, just keep everyone informed.

Though you don't have to use this form, here's one just in case you need it.

Hack Type:  What type of hack it is (Ex: Golden Sun, Mario, Zelda, etc)
Area Name:  What the default name of the area is
Area Period:  What point in the game you'd find the area. Ex:  Early Game, Mid Game, Late Game, End Game, Post Game
Entry Requirements:  Is there a trick to opening up the area?  List it here.
Terrain:  Is it a cave?  Castle?  Open Plains?  What?  Describe the basic terrain of the dungeon here.
Puzzles/Traps:  What kind of field puzzles are found here?  Other types of traps?
Required Psys:  What psynergy/field abilities would find common use here?
Enemy Types:  What types/species of enemy are found here?  Any specific themes, such as aerial, sea-based, etc...?  Perhaps they're all strong to a certain element?
Enemy Tiers:  What tier of monster is it?  Ex:  Wild Wolf (first tier) vs Dire Wolf (second tier) vs White Wolf (third tier) vs Infernal Wolf (fourth/EX tier)
Enemy Levels:  Exactly what it says on the tin.  What's the average level of the random encounters (not counting area bosses)
Boss:  Is there a boss?  What is it?  What type, Area or Scripted?  Where is it, at the beginning (guardian) or end (master)?  Is the fight forced, random, or optional?
Goodies:  What can you find in there?  Summons?  Equipment sets?
General Description:  How would you describe the area, using an in-game style of description, as if it were in an in-game index?
Additional Info:  Anything else to add?  Perhaps about the layout, requirements, goodies, boss, etc?

*Early Game - Soon after you start the game.  Ex:  Shrine of the Sea God (first visit)
*Mid Game - About halfway through the plot.  Ex:  Topopa Swamp
*Late Game - Near the end of the story.  Ex:  Treasure Isle
*End Game - Able to reach after acquiring something in the middle of the last dungeon of the game.  Ex:  Anemos Inner Sanctum.
*Post Game - requires the final boss to be defeated to unlock.  Common in most RPGs other than GS.
*Forced Fight - for Scripted bosses, this is where you talk, then immediately fight.
*Optional Fight - for Scripted bosses, they give you the option to fight (yes or no choice)
*Random Fight - Exclusive to and required for Area Boss - an area boss is basically a very rare monster encounter that's much higher level than all the other random fights.

Copy paste script:
[b]Hack Type[/b]:
[b]Area Name[/b]: 
[b]Area Period[/b]:
[b]Entry Requirements[/b]: 
[b]Terrain[/b]:
[b]Puzzles/Traps[/b]:
[b]Required Psys[/b]:
[b]Enemy Types[/b]: 
[b]Enemy Tiers[/b]: 
[b]Enemy Levels[/b]:
[b]Boss[/b]:
[b]Goodies[/b]:
[b]General Description[/b]:
[b]Additional Info[/b]:





Here's one I cooked up not too long ago.

Hack Type: Golden Sun
Area Name:  Soul Rock
Area Period:  Post Game
Entry Requirements
Flame Brand - found deep within Magma Rock
Lightning Brand - found deep within Air's Rock
Storm Brand - found deep within Aqua Rock
Stone Brand - found deep within Gaia Rock.
Soul Brand - found in the final dungeon, beyond the point of no return.
Each brand must be placed inside a specific pedestal - Flame Brand in the red pedestal to the Northwest part of the entrance, Lightning Brand in the purple pedestal to the Southwest part of the entrance, Storm Brand in the blue pedestal to the Southeast part of the entrance, Stone Brand in the light brown pedestal to the Northeast part of the entrance, Soul Brand in the white pedestal in the center of the entrance.  Upon placing each blade inside each pedestal, the entrance will open up, allowing you to explore Soul Rock.
Terrain: Outside - rocky, mountainous.  Inside - complex, cavernous, similar to the elemental rocks.  Deep Inside - crystaline, cavernous.
Puzzles/Traps: High complexity, Rube Goldberg puzzles very likely to be used.
Required Psys: Nearly all in the game.
Enemy Types:  Various Post-Game enemies.  Wide variety.
Enemy Tiers:  Third/Fourth Tier (fourth if applicable)
Enemy Levels:  50s and up
Boss:  Iris - located at the end, scripted, optional
Goodies:  Iris Summon, various high-level goodies, One of three sets of Iris Gear
General Description:  A large monolith similar in nature to the elemental rocks.  Unlike the elemental rocks, however, this rock has no elemental affinity, and simply is just a huge rock.  However, because of how similar it is to the elemental rocks, the nearby village gave it the nickname "Soul Rock", since it shares the same soul as the main elemental rocks.
Additional Notes:  All pre-existing brand weapons are stronger in nature, and about equal in power to each other.  Soul Brand is now non-elemental, but is just as powerful as the other brands (just as in the original game, kinda useless to you when you get it... except now it has an actual use).  Cloud Brand is not included due to it being name-corrected to Murakumo in my hacks.  Lightning Sword renamed to fit the thematics, and an earth-elemental one added.  Each can be gotten after both groups join forces, as you need both types of special psynergy to access the area that has each weapon in it (ex: Need to use both Parch and Cryo to reach the area of Aqua Rock with the weapon in it), save the Soul Brand, which is obtained as easily as the Gaia and Sol Blades in the final area.  Where you have each weapon may be different, but the requirements should be similar in nature.

Iris Gear is optional post-game armor.  Not quite infinity-plus-one level, but definitely post-game level.  When you come across a piece, you must choose between Heavy, Light, or Mage gear.  You choose one chest, the others two fall through trap doors, never to be seen again.  Heavy Armor pieces boost Attack and has the highest Defense.  A pure focus give the best ATK boost from any armor setup in the game (better Defense gains can be gotten, though, via mixing and matching).  You also get a bit of HP regen, but there's other things you can use to give you better regen.  Light Armor boosts agility and has modest defense - gives the best agility boost in the game if worn as a set, but as with the Heavy Armor, better boosts to defense can be gotten via mixing and matching.  Gives HP and PP regen, but half that of what you'd get from Heavy or Mage gear.  Mage armor boosts luck and has slightly more defense than the light armor.  Best luck boost if worn as a set, but better defense can be gotten if mixed and matched.  Gives a bit of PP regen, but better gains can easily be gotten from other gear.  The rooms in which you select from the three chests will include a warning, letting you know to choose wisely.

Yes, the light armor has the lowest defense, to offset being wearable by all 8 party members as opposed to only 4.  I'll post my idea for them after I create the sprites.

Salanewt

Oh cool. I have and idea for Golden Sun, so...

Hack Type: Golden Sun
Area Name: Sol Lighthouse
Area Period: End Game

Entry Requirements: All other Lighthouses lit, Reveal will be needed at the aerie. All djinn are required too. By the time you have made it here, you should have everything that you need (and, coincidentally, every field psynergy will be needed at some point or another).

Terrain: Lighthouse, similar to Jupiter except for gold-yellow colours instead of purple and blue. The main area should be sunny as well.* (please see Additional Details)

Puzzles/Traps: Based on psynergies required* (please see Additional Details)
Required Psys: Pretty much everything from both games, which will (hopefully) be able to be combined by that time.

Enemy Types: Basically anything that is supposedly really good at psynergy (ie. Weird Nymphs). Heavily armoured enemies can be here too, like Estre Barons. I also have an idea for a "tier 4" Pheonix, like Sol Bird or something.

Enemy Tiers: Mainly 3, there could be some 4/EX tiers as well.
Enemy Levels: Probably around 48-60.
Boss: Two bosses, one Forced Fight (Gold Guardian) and one Random Fight (Silver Thief), which might come up anywhere in the dungeon. The random boss is level 62, while the forced boss is level 68. There are also 6 forced mini-boss fights (*platform here* Spirit).

Goodies: The Sol Blade has been relocated here. You may also get the Sol Plate and Sol Shield. Although not a part of the Sol set, there is a Sun Robe here too. There is also an Orihalcon in a chest (and Sol Birds have a 1/128 chance of dropping this as well). Some miscellaneous items include Potions, Psy Crystals, etc.

General Description: This lighthouse reaches the sky, with illuminated hallways and glowing golden stones. This is the gateway to the home of the Golden Sun. There are also six platforms circling the aerie. The Mercury, Venus, Jupiter, Mars, Luna, and Sol platforms each need to be activated before one can travel past the aerie, each platform resembles each theme, and have forced mini-bosses of each section.

Additional Info: This would pretty much be the final dungeon, which can be accessed at the end of the game. It is in the same place that Mt. Aleph once stood, but its destruction led to Sol Lighthouse appearing just days after. The obelisks on each platform need to be activated for one to make it past the aerie, since each obelisk creates a pillar on the aerie. Once they are all activated, a ring of pillars will open the hidden gateway to the Golden Sun (which is where you must use Reveal).

Lighthouse: In order to make it to the aerie and platforms, Hover, Teleport, and Halt are essential (although every field psynergy is required at some point or another).

Platforms: The boss will appear after activating an obelisk. If you win, you may continue (but Retreat can not be used from the top). If you lose against the mini-boss, you will have to return and activate the obelisk again.

Mercury; This platform mostly uses Mercury based psynergy, such as Douse and Parch. Inside, it mostly uses Mercury Lighthouse' appearance, so there are blue bricks with plenty of water and some of Tundaria Tower's appearance as well. When you make it to the top of the platform, where the obelisk is, there will be snow on the gold bricks. There is an Aqua statue spewing (warm) water into a pool. You must use Parch on the statue, and then use Frost on the pool to make it to the other side. You have to use Douse on the statue before you can leave, since the water activates a switch which keeps the door open.

Venus; This platform mostly uses Venus based psynergy, such as Grind and Sand. Inside, there is alot of sand with a few plants, and this place looks like a combination of Ankohl Ruins and Venus Lighthouse. When you are outside, you can see trees growing on the platform, almost as if there is a small forest on top. Sand will have to be used to get past the trees blocking you from the obelisk. After activating it, a chasm will appear in the centre of the platform, as well as a damaged vine. Using Growth on the vine will create a bridge for you to walk across again.

Jupiter: This place looks a lot like Jupiter Lighthouse, and mostly Jupiter based psynergy is used such as Hover and Whirlwind. When you are on top, it looks barren, with lightning striking some of the metal rods. You have to be careful of the trap before the invisible obelisk (which requires Reveal). If you do not rotate the blowing statue (one of those faces that shoots whirlwinds from its mouth), then it will send to back to the main area of Sol Lighthouse, and you will have to redo the Jupiter Platform puzzles. To rotate the stature, Whirlwind can be used on the Whirlwind Stone from below the stairs. When you want to leave, this "trap" can serve as a shortcut back to the lighthouse.

Mars: This place looks kind of like Mars Lighthouse after placing the Mars Star in the Dragon Statue's mouth. Mars based psynergy is used more often, like Burst and Blaze. Cloak plays an important role, since you have to use it in two or three rooms to hide from the floating eyeballs with fire and tentacles (maybe they will just remain near torches or something). If one sees you, it will grab you with its tentacles and bring you back to the entrance of the whole lighthouse. When you make it to the platform, you will notice that the obelisk is frozen. Using Blaze on a nearby statue will make the ice melt.

Luna/Sol: These two can be considered annoying. They both require multiple keys to get through them, but the keys are in the opposite platform. For example, Luna keys are in the Sol platform, while Sol keys are in the Luna platform. Other than being annoying, they are actually quite simple in comparison to the other platforms.

Aerie: Now that all of the obelisks have been activated, you have to use Teleport to make it here. However, you must move the pillars into place for Reveal to work once you are at the aerie.

Mercury: It has melted, so you must use Frost on it before you can move it. It could continue to melt, so you must keep using Frost on it until it is back in place. Before you can put it back though, Parch has to be used on the spot of boiling water, or else the obelisk will completely melt, and you have to leave and come back for the pillars to respawn.

Venus: Pushing it or using Move on it will cause it to fall and break (it will spawn again if you leave). To move it, you must use Sand when standing on sand. When you do this, you can go inside and push it into place from the inside. It is still a bit wobbly, so you have to Move two rocks over to support it (or else it will fall if you walk up to it).

Jupiter: This one is a bit different. The section of the aerie from which you must push it is covered in Hover panels. You can Hover up to it to push it over, but you can not push it too far because there are short walls preventing it from going too far. Talking to the injured creature will bring up the menu (from which you can select psynergy or items). You must use Retreat for it to drop a disc, which can be used to bring the pillar to the spot where it must go.

Mars: This pillar is on fire. Before it can even be moved, Douse has to be used. When it is pushed back to where it belongs, Burst must be used on it to destroy the outer shell (which will cause the flames from inside to start coming out again).

Sol/Luna: These are already in place, but they are in the wrong places. You only have to switch their positions.

Once all of the pillars are in place, you have to use Reveal for a Psynergy Crystal to appear. It isn't an item, but leaving the Reveal circle will not make it vanish. You can restore your psynergy, but it has to be pushed into a hole before you can continue. Pushing it into the whole will cause a cutscene to occur...

The hero/main protagonist will walk to the centre of the pillars. Every djinn will go into the obelisks on the platforms (but they will go by element (Jupiter to Jupiter obelisk, Mercury to Mercury, etc.)). After this, they will shoot to the Sol and Luna obelisks, and then they will fly back to the aerie. Once this is done, a portal will open to the final boss, which is the home of the Golden Sun.



Now, please give me your honest opinion... How does this dungeon sound?

Have a nice day.
Oh yeah baby, £ me harder.

Fusion is just a cheap tactic to make weak Adepts stronger.

Yoshi's Lighthouse is a hacking website in progress. Why not check it out if you like Yoshi or the Mario & Luigi games?

i_am_isaac

#2
Hack Type:  Golden Sun
Area Name:  Heaven's Pagoda
Area Period:  End Game
Entry Requirements:  You should beat Dullahan,Valukar, Sentinel, and Star magician;Complete summon tablet.
Terrain:  The terrain is like in Sol sanctum where you can see the skies.
Puzzles/Traps:  I think all puzzle you solved in the whole game but more complicated
Required Psys:  Everything
Enemy Types:  non-elemental, most of them are dragons or any monsters w/wings.
Enemy Tiers: Heh... you'll see commonly divine dragon(cruel dragon w/ different color) accompanied by winged dragon sometimes a jupiter djinn
                 (w/ differnet color) accompanied by a winged dragon. the wonder bird will be found here w/ the divine dragon and rarely you'll see
                 SaturosSP always accompanied by MenardiSP
Enemy Levels: about Level 85
Boss:  Atrius (Level 72) Area boss its is a force fight after some talk as you enter the area.
        SaturosDX and MenardiRV (both at level 75) Area boss at 10th floor of the pagoda.
        Phantom (Slayer) (His appearance is like Isaac but dark in color)(Level 80) Area boss at 20th floor of the pagoda.
        Alex (Level 85) Area boss at 30th floor of the pagoda.
        Doom DragonSP(Level 90) Area boss at 40th floor.
        AtriusSP(Level92) Area boss at the top of the Pagoda.
Goodies: Here no weapons because you''l get every strongest weapon for each character outside the pagoda.
            Divine Armlet Def +80 Max HP +40  increases criticals use: guard aura.
            Infinite admiration (Armor) Def :125 Max Hp +200 use: counter-rush
            Odin's ring use: aurora field
            circlet of infinity Def +75 max PP 1.8
            Holy garb(robe) Def +95 elemental resist +150  use: Iris        
            Helm of endless knowledge def+90 max PP+200
            Loki's Ring use: Cruel ruin
            Valkyrie boots def +50 agi 1.5 mars resist +150 use: revive
                     
General Description: Can be found at the far north of mars lighthouse.This place rise up above the heavens where the most powerful being resides
                           called the programmer which can change the wills, beliefs and destiny of any creature in weyard.
Additional Info:  The requirements to enter thisd place is you should have all the summon tablet, ultimate weapons of all the characters and you
                      have defgeated all he optional boss that originally appeared in the game (dullahan valukar sentinel and star magician)
                     After you finish heaven's pagoda go to jupiter lighthouse aerie to fight the most powerful being for the 3rd time.
                     Boss: Atrius Invictus (Level 99) 5TURNS/ROUND W/ 2 debugger unit (level 90) 1turn/round

Atrius don't get offen thi is just a suggestion.
you can shut my mouth if  my suggestion sucks.
Tsk... college life is nice...

Rolina

#3
Quotebut the second people start posting joke ideas, I'll have it closed down
What part of this did you not understand?  Having forum members being bosses?  That's as obvious as you can get for a joke idea.  Don't even get me started with those Rockman Network Timeline style-naming for rematches.  I never thought I'd have to request closure after the second reply. >_>

I'm a woman of my word, though.  Since y'all STILL refuse to take this seriously, from now on this topic can only be found in the Community Hack areas.

If you want to make a further submission, send it to both the Community Project Leader and at least one other staff member for the Community Hack.  In other words, send it to both me and one of the artists, coders, and/or writers.  If approved, we will post it in the new location.

Requesting the closure of this topic.  Jamie, this is your job!  Don't let Leet Coder Guy or Goth Bird Girl beat you to it!

Aile~♥

For being a jerk and posting joke ideas, Isaac, you've just gotten this topic locked. Thanks a lot for that.

...Strange Lockage!
[sprite=16, 6, 0]:P[/sprite]

Lloyd: Easy as pie.
Genis: Sweet!
Presea: ...Sweetie pie...
Zelos: Let's not start on this again...

[spoiler=epic mindscrew][/spoiler]