[Module] #Unity/#Adventures |
Jimmyng « Citoyen » 1616899500000
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I've had an module idea brewing in my mind for some time now and I'd like to request help from our lovely module team and map crew to make it into an actual module. (And get some /support here :D) I haven't decide its name yet but I'll call it #unity or #adventure if it ever gets implemented. A complete "run" of the module consist of 5-6 maps including 1 stage selection map, 3-4 section maps and 1 final boss map. In this module, 8 mice must work together to complete all the sections and then defeat the final boss using as little time as possible to get better ratings and rewards. I'll try to explain the mechanisms with an example stage here. Map 1: Stage selection It'll be a map similar to the #circuit stage selection map and it'll include all the available raids of the module. When there are 8 mice standing under a stage, the game begins immediately and everyone else will be kicked from the room, they can rejoin as spectators but they will not be playing for the rest of the raid and will not receive any reward. If any of the 8 mice left the room during the game, they will not be able to rejoin either and the remaining mice will have to continue with less players. (This is the map selection of #circuit, credits to Ninguem) Map 2: find the missing piece (+180s) Whenever the party has entered a new section, instruction will be given in chat to give hints about the objective and time will be added. If the timer runs out, the game is over and the run overview begins immediately. In this section, in the first part, there is a hallway with openings that are connected to 7 chambers, each with a block containing a shape inside that will only reveal when mice step on them/jump under them. The clues will be too high/low for the mice standing in the hallway to see when revealed. 7 mice will have to go through chambers with basic parkour skills and reach the top/bottom while 1 mouse will stand at the control panel located at the end of the hallway. The control panel has 8 buttons with 8 different symbols on them. When a mouse reaches the end and saw the clue, they should say it in the chat to let the control panel mouse know what's the clue. The control panel mouse should click on the 1 symbol-button that is not 1 of the 7 clues. If they select wrong, every mouse will carry 1 more cheese (up to 3 cheese), making the parkour harder and players will not be able to try again in 7 seconds. If they select right, the panel will disappear and players can go to the right side of the map, and the respawn point for everyone will be set at the spot of the control panel. If anyone died during the parkour, they will respawn immediately either at the starting point of the stage (green spot) if the puzzle hasn't been solved or at the control panel if the puzzle has been solved. (green spot indicate the initial spawn point, the sand ground indicate the control panel) In part 2, there are 8 buttons and all buttons must have a mouse on them to open the gate blocking the hole. Again, if they got the answer wrong earlier, it'll make this part much harder because they'll have to swim up carrying cheese. Map 3 and 4 are also maps that require coordination, I'll elaborate if someone on the module team has shown interest to know more. Same as section 2, the clear time of each section will be recorded for the run overview. Map 5: Berta, the Fallen Priestess(HP: 800)(+480s)(Collision: On) The boss battle in this raid and once Berta's HP has been reduced to 0, the game is over and the overview will begin. There will be 8 phases. Phase 1: Once every survivor has entered the arena, the battle begins and players have 6 seconds to start climbing up before Berta destroys the floor. If a player falls down during this phase, they die. Platforms will keep scrolling down and be destroyed and mice must keep climbing to survive. After a while, a large platform will appear, Berta will jump onto it and phase 2 will begin. (Phase 1) Phase 2: Eventually a large platform with an opening gap will appear. After destroying all the platforms under the large platform, Berta will jump onto the platform and fight the players. During this phase, players can damage Berta by running into her. Every collision will cause Berta to lose 1HP. Berta has restitution and 0 friction so players won't be able to climb her but can hold down left/right and keep hitting her. Berta will perform random actions during this phase and she will show a 2 seconds long "casting" animation. The actions include: 1. Teleport: Teleport to the rightmost/leftmost/middle of the platform 2. Hurricane: Knocks everyone to the opposite of the stage. (For example, if she's standing on the left, this will push every survivor to the right) 3. Lightning: Summon lightning that applies negative effects on players. Indicators will appear to show players the "danger zone" for 5 seconds before the lightning fall. Blue Lightning: Player will be frozen for 5 seconds. Green Lightning: Player will carry a cheese. Red Lightning: Player will die from the hit. 4. Acid Cannon: A dynamic acid block will fly across the stage, killing anyone who touches it. Indicators will also appear to alert the players. 5. Angry Anvil: Summon a red anvil next to her that slowly move on the ground towards the left/right wall. There is no alert. In the meantime, supply boxes will spawn in the upper area of the stage and will spawn again sometime after every box has been picked up by players. They work the same way as the supply boxes in #circuit but only contain either of the 2 items: 1. Cannonball: Deals 4 damage and when enough cannons are used on the boss, the boss will trip and become vulnerable (take 2x damage from collisions and will not attack) for 20 seconds. 2. Revive(Higher chance to spawn when there are fewer survivors): Revive 1 fallen mice. (Phase 2, little boxes with nails indicate possible spawn location of supply boxes, red rectangles are lightning indicators) After the boss has received 200 damage, the boss becomes temporarily invulnerable and begins smashing the platform, giving survivors 6 seconds to retreat to the walls and start climbing up. Afterward, phase 3 will begin. Phase 3, 5, 7: same as phase 1 but the later the stage is, the smaller the platforms become. Phase 4, 6, 8: same as phase 2 but the boss will attack more frequently and more lethal attacks will be used. Additionally, during phase 2/4/6/8, the boss will trip after taking 3/4/5/6 cannon hits respectively. Eventually, when the boss has been defeated, there is no survivor or the timer has run out, the game will be over, an overlay will be shown to all players and rewards will be given based on the ratings. The completion time for the 10 teams with the shortest clear time of each raid and their overall ranking will be shown on the leader board. (Run Overview) I think a pve mode such as this would be fun. Feel free to leave comments or contact me! |