Zell wrote:I would go as far as creating the map for them. Environmental design is my specialty.
How nice

I'd like to see your work.
EDIT: I know these must look primitive for someone with your expertise (were done with Valve's Hammer Editor for HL1). It's an sketch for a CTFmap (which can be adapted for a Rakion golem/boss war map)

Pro ramp skills will let the players reach the lateral lookout towers, falling means death.

And the interiors of each keep looks like this:

It's like a Pit version of Gravity/Twin Castle, yeah the chasm ends on a floor with lvl99NSs.
Zell wrote:Challenge accepted ;)
Haha that's awesome, I'm mainly into ink drawing (I use pens), but sometimes color stuff with PS CS5.
Zell wrote:I like this idea, but one mk shriek would blow the longbows to the other side of the room, making their efforts to defending the golem pretty much redundant.
Oh no I wasn't thinking on LBs, I was making an example since these were the cells that would guard the golem on that event (it was between 2007-2008 if I'm right). Guards could be Taurus, flying cells, etc. Or simply adding a Pit filled with neutral Lv99NS on new maps. (i.e. imagine covolt peak with lvl 50-99 skyblazers set on the mills) Or maybe not just neutral cells but TEAM-Alligned ones (i.e. Ice-Blue Taurus guarding the blue golem on Icefield and Red Taurus for red team).
Zell wrote:How ever much I like the idea behind this, this would create an even bigger gap between new players and downright PU-beasts.
Sadly yes, but in the long run the players who make it through will be glad to last longer vs cells from spawned by laggy Cell abusing hoes \:d/
Zell wrote:This has been suggested before, and I doubt they will implement it anytime soon as they took away the ability to setup level specitic requirements :/
Yeah it's true. But let's hope Softnyx reads this topic and considers fixing that.
Zell wrote:Like stated with the first question, I'd be down to make some for them, that is ofcourse if they are willing to financially provide me so I can work on some models.
Lol I'd be glad they asked me to design stuff, and not create new items based on others' work without some... compensation.
Zell wrote:This won't do much, but I do like the idea. Mainly cause I don't have anything left to do with my points. Raising the stat cap would be on higher demand imho.
I thought suggesting 10 to attacks or 20 on armor/hp/cp would be too much considering they plan to expand further grades of class advance (otherwise they wouldn't call it 1st class adv). I wasn't actually refering on increasing the stat cap, 137.40 is fine, but adding more base stats to adv chars like explained before would give us a bit more satisfaction.
Oh yeah and the new item for class adv 2 only should be a cape :).
Edited by user Monday, June 4, 2012 12:36:44 AM(UTC)
| Reason: Not specified