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What PQs/bosses would be like if I designed them.
#2
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.
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What PQs/bosses would be like if I designed them. - by Smooth Criminal - 2009-11-22, 01:10 AM

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