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Community input needed! Help pick random map effects for the Jester level!


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This matters btw, I will be putting these into the Jester level.


randomly doubles or halves the damage of nearby towers for say 30 seconds.

randomly doubles or haves the range of nearby towers for 30 seconds

randomly either doubles or halves the agro generated by nearby towers.

these were already mention but i like them alot

Chance to turn mix mode on temporarily. Same idea with hardcore mode.
Increase or decrease of map DU/MU for current wave or rest of the mission.


A random elemental is nullified or doubled. So enemies, towers, traps, weapons, dealing damage of the given element has that part of the damage nullified or doubled.

oh and i wanna ad this one.

temporarily change hero damage and pet scaling back to insane standards.

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For 30 seconds player defenses disappear and the players need to defend themselves

or

For 15 seconds the player defenses target them.

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Bombs appear next randomly near crystals and they need to be disarmed within a certain amount of time.

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I read about a chess board a lot...

If a summoer fills up the chess board with the right minions in chess layout (pawns being archers, ...) have the game color them different and then it can play chess against itself. Defenders can watch, so will mobs :P

The jester can go into "entertain mode" - can not move, plays animation of random funny stuff happening (like she could do the "Party Rock Anthem"-dance moves), will have mobs gather (but not attack) around her for a while (distract char! yay!). Effectively controling a lane for a while if the others are busy fixing a defense that was OMG-OGRE-STOMPED or fighting off a metric ton of enemies on some other choke point.

In medieval times, jesters were not only for entertaining, but often also were advisors for their Master. As i've heard the jester will be able to move defenses, one special ability would that if you put her near a defense segment and fire the ability, she would "advise" on the setup, as in perfectly moving the towers and minions on a buff beam and other means of better build efficiency and optimization.

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I'm sure this one has been suggested somewhere already; invert the camera for a while. Inverted, not rotated. Or into the q key perspective, and holding the q key returns them to an over-the-shoulder view.


Sudden game of red light: green light. visible everywhere, signs rotate out from the walls/ceiling/floor and make a noise, then switch to red after 1 second, then green after a random time (3-7 seconds). If the player moves during the red light it gets sent to a penalty box in a cage above the map. Another player/(tavernkeeper if solo) has to hit/shoot a switch to release the player.

Weapons change into foam versions that make squeaky noises for a while.

Ranged DPS pets turn into woopie cushions for a while.

The player 'takes a trip' and their movement is reversed for as long as the screen is a purple haze.

Mages throw tomatoes with 2x the damage at players for a while.

Have the message 'rock king used trick room!'; all characters equipped with rocks move at runspeed cap and capped players move at 0 (in between flips how fast they run).

The players take control of an ogre on the map each and can swing/shoot snotballs as they want, dealing damage to the mobs. When time is up the ogre gets 2x the hp and 2x the attack.

A player enters the crystalline dimension and cannot deal/take damage to/from or collide with mobs.

That's it for now.

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Crystals start shooting rockets and lasers. No idea how this is related to Jester but rockets and lasers.

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Magnetic crystals.

They slowly pull defenses towards them.


Ouch.
I would rage quit with that.
Its bad enough the sharks moving the bases. ;(

Anyway back on topic.
When you're tagged you get a jester hat,while wearing that hat if you summon a defence you also summon a random monster near by,if you upgrade a base you upgrade a random monster as well.
(Depending on how much mana used upgrading the defence makes them more powerful or have the same rank as the defence.)

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how about removes all elements from enemies but also makes the hero not be able to attack (but maybe/maybe not the pet as well?) so you're playing pure strategy for a wave? xD

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random damage.

the damage that the player deals or gets dealt is completely random, from 1dmg to 4times their max tavern dmg, but with a heavy empathys on the lower dmg... kind of like this

you can hit 500000 in tavern
you only hit 50000 in nightmare

5 out of every 10 hits will be sub 50000
4 of every 10 hits will be 50000-70000
1 of every 10 hits will be 100000-2000000

it could average out to just normal dps but it would frustrate the player when the dmg is low, and get that sense of elation when that number gets hit just right and you see the big dmg.

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  • Player shrinks or grows (bigger or smaller hit box)
  • Only green mana tokens(10 mana) drop for 1 minute.
  • Towers randomly set on fire and fire goes out after 8 seconds. (maybe place an arrow on the mini map to show which defense is on fire.)
  • Enemies with specific resistant now move 50% faster
  • Randomly spawn a Djinn on any difficulty.
  • Crystals spawn Kobolds, that don't attack the crystal, but instead run into nearby defences.
  • Random lightning across the map for 30 seconds.
  • A slot machine interface shows and the player can gamble 1000 mana for a piece of loot, or more mana.
  • The Mage will not only spawn skeletons but any other monster.
  • Speed of players are increased for entire wave.
  • Map splits in half.
  • Mana doesn't deplete for 10 seconds.
  • Ogres have 10% more health.
  • Skeletons fall from the ceiling.
  • Vines come out of the walls and restrict nearby defences.

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  • Player shrinks or grows (bigger or smaller hit box)
  • Only green mana tokens(10 mana) drop for 1 minute.
  • Towers randomly set on fire and fire goes out after 8 seconds. (maybe place an arrow on the mini map to show which defense is on fire.)
  • Enemies with specific resistant now move 50% faster
  • Randomly spawn a Djinn on any difficulty.
  • Crystals spawn Kobolds, that don't attack the crystal, but instead run into nearby defences.
  • Random lightning across the map for 30 seconds.
  • A slot machine interface shows and the player can gamble 1000 mana for a piece of loot, or more mana.
  • The Mage will not only spawn skeletons but any other monster.
  • Speed of players are increased for entire wave.
  • Map splits in half.
  • Mana doesn't deplete for 10 seconds.
  • Ogres have 10% more health.
  • Skeletons fall from the ceiling.
  • Vines come out of the walls and restrict nearby defences.


Great ides :]

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most of these ideas sound frustrating... would i be correct in assuming im gonna hate this map?

probably have the map made already(?)... but id love to see clocktower with uh... idk how to explain it, a motion diorama? pop out randomly (like a mini play)
- maybe spawn enemies based on it (ie... act out the alch labs boss fight, then spawn a demon lord from the bottom of the clock - like a 'cuckoo clock bird')

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Thanks all, while some of these ideas are a bit too far out of the scope for this map, some things have been taken into consideration.

Feel free to keep posting, but keep it simple.

Some examples would be like:
Gives the players mana.
Gives the players health.
Hurts the players 20% of their current health.
Small chance to add 10 DUs to the map.

That sort of thing.

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Random Spawn of a Giant Golden Ogre for our side, fighting the mobs

Spawn of an random Ultimate item (Or best for that map difficulty), somewhere randomly on the map that only stays there for 5 seconds.

Temporarily give a Defense boost to all towers for a limited time (20-30 seconds)

Give invulnerability to Heros and/or Defenses for a limited time

Open up a secret map inside of the map, where you can play a mini game for the bonus of choice/random

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It may have been suggested im not reading all 12 pages :(

But it would be interesting to have a chance to spawn a squad of genies (50/50 shot for friendly/enemy). If you get a friendly role you get a small group (maybe 5) of genies that function similar to the jungle/morago challenges.

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Negative:
- Some mobs become volatile and explode after a set amount of time
- Mobs catch on fire, dealing additional fire damage
- Mobs reflect projectiles for a short amount of time
- You get poisoned, losing 25% of your hp over time
- No healing for 20 seconds
- A specific piece of scenery comes to life, shooting at the player for a set amount of time
- Blur/obscure vision for a couple of seconds (3-5 seconds really)
- The ultimate nerf where you combine the poisoned effect with the no healing allowed for a short amount of time

Positive:
- You heal over time
- A piece of scenery explodes, damaging enemies
- Increase attack damage for every mob you kill
- Immunity to a damage type
- You gain a decay aura around you, slowing and damaging enemies
- Abilities cost no mana for 20 seconds
- You become a bomb, exploding for damage after a 5 second delay
- You become a living avatar of Le-Zor, shooting eye lasers at everything in front of you for 15 seconds
- Gravity and food combine to turn you into the ultimate plumber hero. Whenever you jump, you crash down to damage enemies
- Infest your weapon with an element, greatly increasing damage, but it'll all be elemental

Simply awesome:
- Enemies start running from you
- A strange sound starts playing from within the level, possibly preparing you for one of the former abilities
- A creepy red-eyed teddy bear ogre appears
- All hail the teddy bear ogre overlord!
- Seriously NONE OF YOU ARE SAFE
- Aiieeee!

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most of these ideas sound frustrating... would i be correct in assuming im gonna hate this map?


Ha ha yes... I was starting to wonder if people were enjoying the idea of their suggestions occurring on OTHER people's maps, not so much their own. :D

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+1 for the low gravity concept.

- Significant speed bonus for players, but they can't jump.
- Heal players, but they can't heal themselves.
- Repair defenses, but they can't be repaired for a while
- Increase player damage but remove their mana (random amount, proportional)
- Mass turtle stance effect!
- Players get huge knockback bonus but are slowed down
- Towers get upgraded but take damage

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- Swap hero's stats (hero health swapped with tower health, cast rate swapped with tower rate of fire, special 1 with special 2, etc) for a certain amount of time
- apply a random barbarian hero stance to all heroes for a certain amount of time
- force all heroes to heal themselves whenever they take damage
- un-upgrade all defenses by a level
- lock speed at a certain stat, such as 75 or 100 (slower characters such as those with pet rocks and turtle stance speed up, while tornado stance, blood rage, etc slow down)

I really like some of the suggestions made so far, as unrealistic as they may be :)

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Also, the low-gravity would be a disadvantage in that enemies can fly a lot further running off stairs. i see orcs flying off flights of stairs late-survival waves; they'd be able to go a LOT further with low gravity.

If Trendy implemented this, they would probably be updating most of the existing levels' walls and boundaries; there are already a LOT of off-limits places you can go with tornado stance, jetpacks, and levitation.

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