: OK, So, I'd like the help of my fellow inmates in
: designing a level. This level will be made in the near
: future but is now in concept stage.
: A. BACK STORY
: In the fifth year of the War, Tyr was leveled by the
: combined armies of The Watcher and The Deciever, and
: Mazzarin fell to The Watcher himself in the battle.
: Following the fall of the city, the Watcher and The
: Deciever clashed in their first conflict of the Great
: War, alluded to in Seven Gates. In their wrath, the
: two combatants barely noticed a brave group of men
: sneak into the city to recover an artifact, a
: legendary tome called The Map. The Map was, in effect,
: a guide to the huge catacombs beneath Muirthemne, and
: the 2000-page tome was written over the coarse of
: several lifetimes by a mad Heron Guard who frequently
: ventured into the Crypts.
: For ten years, the Nine poured over the book, analyzing
: it, and studying it to see if victory could be found
: beneath Muirthemne. The fate of many powerful
: artifacts was revealed to them, and they knew their
: was value to be gained from an expedition into their
: recesses.
: But on the ninth level of the Catacombs, the oldest and
: deepest level, connected to the cave systems
: themselves, there was a chamber, cut off from the rest
: of the catacombs. The Map spoke of a thing so powerful
: within that it was guarded by the dÊmons of Êons past
: to prevent it's even coming into the light again. The
: Nine agreed to try to recover it...
: B. OVERVIEW
: You must lead Truan and a party of heros into the ninth
: level of the catacombs to retrieve the thing the Map
: speaks of - it is The Head, buried under thousands of
: tons of rock in a chamber beneath the city. Failure is
: not an option.
: C. OBJECTIVES: - Retrieve The Head from the catacombs
: beneath Muirthemne
: - All your heros must survive while under your control.
: D. THE CAST
: 1. Truan the Berserk Legend
: Truan is a tough and fierce fighter, sorta like we was in
: TFL but with a special ability "Battle Rage"
: attack that makes him go berserk against an enemy.
: 2. Trahern the Berserk Hero
: Remember this dude from CoD; A Debt Repaid? He's the same
: in this, with that special-ability
: "Exectution."
: 3. Two Color Guard Warriors
: These are really really good warriors, not as good
: fighters as your berserks, but they can fight very
: well, and aborb a lot of punishment due to their very
: efficient blocking. They are great for holding the
: flanks while your two berserks attack.
: 4. Two Bowman Heros
: Two Imperial Bowmen, all that are left of their number
: since the fall of Muirthemne, aid you. They're
: Oderic-like characters
: 5. Dwarf Hero
: Maybe this could be Acheron from 'Raiders of the Ermine,'
: although it wasnt an objective to keep him alive on
: that level. Oh well.
: 6. Jman
: Gotta have him ;)
: 7. DÊmons
: This is what the heros call the Myrkridian Ghosts, since
: they have no idea that's what these things are. They
: are very mean and nasty. I'm going to implement the
: unused attacks, like the skull-throw and the
: two-handed death blow attack. They wont be as tough
: however since I want there to be a lot of these guys
: fighting your heros.
: 8. Imprisoned Trow
: Statues of frozen trow are present in a couple of places
: on this level. Attacking the statue causes the stone
: to fall away in a trow death sequence, revealing an
: alive and very pissed-off trow encased within.
: 9. Ghosts
: Since you ain't tring to steal the Ibis Crown or
: anything, you may find other ghosts *helpful* on this
: level.
: E. BASIC LEVEL DESCRIPTION
: The level is divided into two parts: You start out
: entering via a cave-type entrance and must mak your
: way to a teleporter ring. This teleports you to the
: second part of the level, the Head's inner sanctum.
: I'm thinking sort of a marathon-symbol shaped level -
: the outer sanctum is where you start, you have to get
: to the inner sanctum, which is the middle area, and
: there is a long hallway connected to the inner sanctum
: running down and out into the caves. There are traps
: in the outer sanctum
: F. OUTER SANCTUM TRAPS
: We had several ideas
: 1. Spider Pits
: Getting close to these or throwing a molotov down the
: hole causes "A nightmare [to] broil up out of
: that pit..."
: 2. Burian vault traps
: There are some burial vaults in the outer sanctum that
: have the graves of famous legends from ancient times.
: You can go in and get their artifact weapon, but you
: have to fight Stygian Knights ("Guardians")
: after you get it
: 3. Dead rising up
: At mass-grave sights, armies of thrall could erupt from
: the earth.
: Any other suggestions?
: G. INNER SANCTUM DESCRIPTION
: You get to the teleporter ring and beam into the inner
: sanctum. You emerge right next to the Head, which is
: on a stake. As you emerge, you are comp controlled.
: Truan picks up the head, but you dont regain control -
: a scripted battle follows, in which everyone but Truan
: dies (sucks, but it has to happen for the story and
: you get compensated right after wards). The Inner
: Sanctum has frozen Trow statues all around it. An army
: of DÊmons comes down the long corridor and the heros
: fight them off, but a molotov goes astray, releasing a
: Trow. he promptly kills the dwarf, then goes and
: releases the other Trow. As a larger army of dÊmons
: comes down the hall, the Trow turn and fight them -
: the Heros are cornered, a battle raging between them
: and the hallway-exit. They flee down the hall, and two
: trow break off from the battle front to chase them
: down the hall. One by one, the remaining heros die
: until only Trahern and Truan are left. Trahern turns
: and says "Get the Head out of here!" and
: turns to face the Trow. Truan turns too and is greeted
: with a curse. "Go, damn you! I had to do the same
: once..."
: Truan turns and runs, and Trahern dies *very* shortly
: therafter. Truan is running down the hall the only
: survivor, with seemingly no hope of escape, when you
: regain control. At this point, a host of dÊmons appear
: at the other end of the hall and run towards you. All
: seems lost - should be a major adrenaline rush for the
: player.
: Here's the thing: Truan has to turn and fight the Trow.
: If he doesn;t, the dÊmons will kill him or even if he
: manages to elude them, the Trow will catch up and kill
: him. If he has the courage to turn and fight, you get
: immediately reinforced - by ghosts.
: Ceiscoran himself, with a host of ghostly Heron Guard,
: appear and open up a can o' whup ass on the Trow.
: Truan barely survives, but you can heal him with an HG
: ghost. You also gain control of three fir'Bolg hero
: ghosts - they are The Three, ai'Kijin, jo'Za, and that
: other guy, whats-his-face. You gotta use the HG and
: fir'Bolg ghosts, Ceiscoran, and Truan to get back to
: the chamber where the Head was. Spiders are attacking
: from the caves behind and dÊmons are constantly
: appearing and attacking from the chamber.
: As you go down the hall, Ceiscoran turns comp-controlled
: when he reaches Trahern's dead body. He performs some
: magic and you gain control of Trahern's ghost. He does
: the same for all the other dead bodies of your heros.
: When he gets to where the Head was, the attacks cease,
: the HG and fir'Bolg ghosts disappear, and Ceiscoran
: creates a teleporter ring that takes you back to the
: outer sanctum. From there, you (Truan and the ghosts
: of the other heros) must make your way to the exit and
: freedom. Level ends when you get Truan to the exit.
: Comments / suggestions / criticism welcome. Your comments
: may affect the design of this level.
: -Ares