Something that I just realised might be fun in Descent...

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Sirius
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Something that I just realised might be fun in Descent...

Postby Sirius » Tue Jun 09, 2009 5:57 am

...defeat the Ancients without leaving Mount Arreat.

:twisted:

P.S. to DFW - while obviously the level I sent you can't quite do that, I realised I forgot to name it. Something like "Facing Hell" might be appropriate. :)
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Re: Something that I just realised might be fun in Descent..

Postby karx11erx » Tue Jun 09, 2009 8:17 am

Sirius wrote:...defeat the Ancients without leaving Mount Arreat.
:think:
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Postby Sirius » Tue Jun 09, 2009 8:26 am

Yeah, it might be a little too obscure. Someone will wind up explaining anyway, so it might as well be me: a boss fight where, if you die or leave the area, its health is reset to full.
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Postby karx11erx » Tue Jun 09, 2009 10:06 am

You would just need a restore health trigger that is attached to geometry (fly through) and point at an object. I could add that. How about it?
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Postby Kaizerwolf » Tue Jun 09, 2009 12:07 pm

Final Fantasy 12 has an ultimate boss that does that. If you leave the arena witout dispeling the healing effects it casts on itself, it will heal fully when you leave the arena. If you do dispel it, you can leave and come back at any time!
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Postby Sirius » Tue Jun 09, 2009 2:19 pm

Yeah, that would work. I won't get to use it (immediately) unless there's a D2X-XL version of this thing, but someone else might.
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Postby Pumo » Tue Jun 09, 2009 5:52 pm

karx11erx wrote:....I could add that. How about it?


I think there's no need to add it, as you can do precisely that with the 'damage shield' trigger (already included in DLE-XP and D2X-XL).
Just put a positive value to the trigger strenght and you'll get (in percentage) as much health as you want when activating the trigger ;)

I've tested that on some test levels of mine and it works!!
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Postby karx11erx » Tue Jun 09, 2009 6:35 pm

Ah! Good to know. :thumb:
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Postby Ben K » Tue Jun 09, 2009 9:41 pm

Interesting.

Sirius is referring to Diablo 2. Rather strange that no-one here has played it.

I wouldn't go resetting the HP, I'd just lock the player in there.
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Postby Yokelassence » Tue Jun 09, 2009 10:38 pm

I do not think it matters either way since people will just use marker teleports to bypass the trigger/one-way door
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Postby Weyrman » Wed Jun 10, 2009 2:15 am

Well of course not! Now that you reminded us all! :roll: :D :roll:
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Postby Aus-RED-5 » Wed Jun 10, 2009 2:26 am

Maybe a no teleport cube then? This way the room can be made off limits for teleports. :P
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Postby Sirius » Wed Jun 10, 2009 6:37 am

Pumo wrote:
karx11erx wrote:....I could add that. How about it?


I think there's no need to add it, as you can do precisely that with the 'damage shield' trigger (already included in DLE-XP and D2X-XL).
Just put a positive value to the trigger strenght and you'll get (in percentage) as much health as you want when activating the trigger ;)

I've tested that on some test levels of mine and it works!!


...yes, but wouldn't that return the boss to, say, 115% health from 15%, if you used a value of 100%? Or am I mistaken here? Maybe it can't have its "shields" bumped over 100% or something...
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Postby Pumo » Wed Jun 10, 2009 6:53 am

Mmmh... I've checked and it seems the 'damage shield' trigger only works on player.
It seems i misunderstood, and so the objective is to heal the robot, not the player?

If that's the case, then yeap, maybe there would be the need to add a new trigger type. :P
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Postby Sirius » Wed Jun 10, 2009 8:15 am

That was the idea, yes. It forces you to defeat the boss in one go, without dying, and without leaving the room.

It would make the boss harder - in some cases a lot harder. But it would add a different dimension to such a fight and force you to think in different ways about how to beat it.

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