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What PQs/bosses would be like if I designed them. - Printable Version +- Southperry.net (https://www.southperry.net) +-- Forum: Maplestory (https://www.southperry.net/forumdisplay.php?fid=15) +--- Forum: Maplestory Discussion (https://www.southperry.net/forumdisplay.php?fid=31) +--- Thread: What PQs/bosses would be like if I designed them. (/showthread.php?tid=19459) |
What PQs/bosses would be like if I designed them. - Senyain - 2009-11-22 I wrote a series of PQ ideas a long time ago, and have now archived them on a new Profil3 account: http://www.profil3.com/Senyain Essentially it's a sequence of PQs and bosses, somewhat joined together by a few common themes but not quite a full storyline, that I think would be good and fairly original ideas. Each of the four PQs is "themed" to be appropriate for which classes I thought would best fit the PQ's tone. You may provide your input on them if you like. Keep in mind since the four main PQs were written before Pirates or Cygnus existed, these are centered around the ten original 3rd/4th jobs. Personally I think I did a fair job of ensuring every character type would have a role, even the 3rd jobs who are partied with 4th jobbers. Here's basically a summary of how the series goes: Part 1: The Infernal Crusade. PQ, levels 110-140. For Crusaders, Heroes, Paladins, Priests, and Bishops. Part 2: On Dragon's Wings. PQ, levels 110-140. For Dragon Knights, Rangers, Bowmasters, Snipers, and Marksmen. Part 3: The Festering of Souls. PQ, levels 110-140. For Dark Knights, Hermits, Night Lords, Chief Bandits, Shadowers. Part 4: Castles in the Sky. PQ, levels 110-140. For White Knights, Mages (both types), Arch Mages (both types). Includes a new village. Part 5: The Immortal Dragons. Set of four bosses, all classes and levels may access. Probably most appropriate to 17x+. Part 6: Amathar. Superboss, possibly unbeatable, much tougher than Pink Bean with a totally new gameplay style. Horribly inappropriate for anyone below 200 or without immense control skills and epic finger speed/reflexes. Trivia: While designing Amathar, I read over the entire fight an additional three times afterwards before first posting it, and had to nerf his stats/damage/casting rates/fighting style all three times, as otherwise he would definitely have been impossible instead of just possibly. What PQs/bosses would be like if I designed them. - Smooth Criminal - 2009-11-22 This belongs in the MapleAdditions section, sorry to post just to say that. I'm reading over them write now: I'll edit my feedback and response in this post. Some thoughts: -For Part 3: Festering of the Souls- Are people really willing to pay 5 million mesos just for godly items to get them through a single simple PQ? The Hyper Body one sounds nice, but 5 mil for it sounds a tad overkill for a single PQ. I don't think it's very feasible to be able to program in a dagger that specifically does 1.5x damage to a certain single monster type (vampiric shamans) or a throwing star that has a 5% chance of one-hit killing a certain single monster type (Spectral Forces). -It IS very epic. I love the specific details you put into the environment and style of each map: I think the Festering of Souls one and the Castle in the Sky at the village of sorcerers really stood out to me. I didn't really understand the musical motifs you were referring to, considering I've never heard those BGMs you were referring to; but I just tried to imagine the concept at least. -Technically, Part 5 is more like a quest chain associated to the PQ, as you said. I also felt some Pokemon vibes; much like when you set free Raikou, Suicune, and Entei in the Burned Tower. I don't think the way you described the spawn pattern is possible, BUT: you could always treat this like a separate quest chain that begins upon grabbing one item as a reward for beating the PQ, much like how Cool as Ice is unlocked in NLC that proves that you beat CwKPQ; and the bosses could just spawn like Crocell, Marbas, Amdusias, and the others. -The final boss sounds awesome; but I haven't thought about how sound in theory it is. I ignored and had to toss out my normal rules about how plausible this sounds or not just because this was that way out there. EDIT: Just about done now. What PQs/bosses would be like if I designed them. - Sleepy - 2009-11-22 I skimmed it, looks pretty epic, and like 25 parts
What PQs/bosses would be like if I designed them. - Senyain - 2009-11-22 The Schiff Wrote:Are people really willing to pay 5 million mesos just for godly items to get them through a single simple PQ? The Hyper Body one sounds nice, but 5 mil for it sounds a tad overkill for a single PQ. I don't think it's very feasible to be able to program in a dagger that specifically does 1.5x damage to a certain single monster type (vampiric shamans) or a throwing star that has a 5% chance of one-hit killing a certain single monster type (Spectral Forces). Oh, I just threw those in for flavor. The entire saga is full of impracticalities that Nexon/Wizet would/could never program, but would be cool if they could. If you're going by how practical it is to program, you are going to be completely disturbed by the superboss. The Schiff Wrote:I didn't really understand the musical motifs you were referring to, considering I've never heard those BGMs you were referring to; but I just tried to imagine the concept at least. I'll find some links and add them. The Schiff Wrote:-I also felt some Pokemon vibes; much like when you set free Raikou, Suicune, and Entei in the Burned Tower. That's kind of funny, given that I've never played any Pokemon later than Red/Blue. Immediately after the first episode of the TV show was aired and showed that bird flying "over the rainbow," I decided Pokemon was much too fruity for me to even follow. The second game, with the egg and the purple elephant and all that other stuff, just cemented it for me. Besides, I was 16 when Red/Blue came out. What PQs/bosses would be like if I designed them. - Senyain - 2009-11-22 The Schiff Wrote:I didn't really understand the musical motifs you were referring to, considering I've never heard those BGMs you were referring to; but I just tried to imagine the concept at least. k, I've got the links. These are the themes I mentioned when I was trying to state what the themes' tones would sound like. These wouldn't be the actual soundtracks, just ideas of what I'd pick as their general moods. Zakum underworld PQ: Magus' Castle (CT) (starts around 0:30) Book of Sealing (FF5) Goliath and Qellyn battles: Masamune battle (CT) Alishar theme Mount Fuji PQ: Ice Palace (SoM) Snow levels (DKC) Lance: Edguy (this may sound familiar to some; the best Crusader video ever made was set to it) Trans-Siberian Orchestra (I'm actually going to see them at Nassau Coliseum 3 days before my 27th birthday, next month) Ludi dungeon PQ: Phantom Train (FF6) Ghost Ship (LoD) Legend of Legaia Phantasmal Amathar: Magus' Theme (CT) Ghaleon's Theme (Lunar 2) Miliae PQ: Vane from Lunar Itory from Illusion of Gaia Legend of Legaia Saradin: Ogre Battle underworld boss Mordor theme (Starts around 1:10) I'm honestly not quite sure why I didn't choose themes for the bosses. I figure each dragon would have its own theme or maybe one common theme, maybe sharing them with the PQs' bosses. Amathar himself is a villain I designed for a first edition AD&D campaign about 4 years ago. I've always pictured his theme as something of a cross between Michael Angelo Batio and the London Symphony Orchestra. What PQs/bosses would be like if I designed them. - Bacon - 2009-11-22 Great job man! The only problem is that these PQs require something most maplers lack. Skill. What PQs/bosses would be like if I designed them. - Senyain - 2009-12-14 As an aside, I also have an idea for a MMO, although I know no programming myself so the most I can do is the sort of writing I did for these PQs. Basically, my idea is similar to some other MMOs, with a similar job advancement and party-focused/role-filling system to Seiken Densetsu 3 or MS itself, but with less emphasis on levels and more on equipment, quests, and skills. The equipment would require resources that you could only get by completing certain dungeon quests or from the nations inhabited by other players. This would encourage bartering, alliances, and maybe PVP invasions by armies. Also, to represent leadership within a "nation," there could only be a certain number of players above a certain level for that job, and beyond that point you'd have to defeat one who already is to advance to that level. This could also involve teamwork on both ends as well as free-for-alls. Oh, the catch I forgot to mention... instead of humans, you get to play as the monsters. Like... not the fruity little orcs and drow you can use in WoW. I'm talking about the vehicles of destruction you never get to play as in other games... dragons, undead, giants and lycanthropes. All of them would have different "jobs" that could be accessed depending on which stats you chose to raise with the few stat points by level that you have control over. |