Thread:Corrupt Moon/@comment-25543325-20150823173303

Okie, I've seen you did much work on Catacombs. And I'm willing to help :)

First off: What I consider to be the most important part of the work when making replacement biomes (Hallow, Confection, Sparkmines, Infestation, Indigo) is to make key differences between each of them. Let's see. Right now we've got 4 Dark Biomes. They are Corruption, Crimson, Infestation and yours '''Catacombs. '''To be honest I like all of them, each got great items, Crimson offers high-damage weapons and great armor making it amazing for Melee Players. In Corruption you can easily get Vilethorn (That is in my eyes the best Pre-Hard Mode Magic Weapon :>) and Band of Starpower (Mana Cuffs are available too in consequence). It's a great start for Mages. Infestation seems to go for Crowd Control as I suggested to Zofran. What will be Catacomb's speciality? I think we should start with listing all hazards and best loot found in each biome:

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 * Corruption: is pretty much themed after Worms, there are Worm enemies, the Boss is a Worm, therefore it grants the player items which can hit multiple parts at once and often pierce through them (Ball of Hurt, Vilethorn). If you're unprepared you can get easily surrounded by floating Eaters. One of biggest dangers while traversing Corruption are pits. And Fall Damage. If you're knocked down there and didn't found floating island yet, you're dead. End of story. Finally fighting a boss can prove very difficult if done underground as World Eater will have unlimited space to burrow through while players cannot dodge all of his attacks in such small tunnels.

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 * Crimson: Face Monsters are very common in Crimson and are pretty much most dangerous thing in the biome. High knockback resistance, heart and damage make any kind of spear essential when fighting those. Because of that you can easily obtain a spear from Crimson Hearts. It's also amazing when fighting Brain of Cthulhu. Other than these, the biome does not offer anything worse than that. A thing worth noting is that Chambers underground were designed to allow players to dodge teleporting boss.

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 * Infestation: I'm helping with this project too; providing tips and such. I've talked to creator and we decided, Infestation's biggest danger will be splitting enemies and increased spawn rates. Many monsters could spawn and some of them would split into smaller versions or even spawn more creatures if not taken care of. The point of this would be to surround the player and overhelm him/her with too many monsters at once. Additionally, the chasms are filled with Water to force players equip Breathing Reed, Diver Helmet and such. The Orbs (Which are named Hive Pods) are also found underwater. There's no boss, yet.

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Now you can see what key differences are. In the rest of this message I will share my ideas for everything; from loot, to possible dangers and a boss.

Okie, as I pointed out Traps, Labirynths and similar stuff is amazing. The idea of Shattered Spirits spawning above or near traps is awesome too! As I can see enemies are themed around mobility and could be potential distraction from real traps. I have a good example of how it could be handled. Did you heard about will-o'-wisps? They're basically believed to be souls of death people (^^^fits the theme), they're similar to fairies, emit light and lure people into hazards (often drowning). I propose to make a monster like this. It would lure players into various traps, pits and other monsters. Now, I know how this might sound. Remember it's just a concept I wanted to share. With some polishing it could be quite cool element of gameplay :)

Mobility items seem great for me. It's just so different than anything else. Clockwork Boots is accessory designed to dodge and avoid traps and other hazards. I imagine Melee Weapon as something with insanely fast speed (Probably a weapon like Bladed Glove. If it was made a thing, Fethid Baghnaks (That's unbelievably hard name to pronounce) could drop from Catacomb Mimic instead of Crimson one). For Magic Weapon I propose to make Homing Weapon so it can catch up to faster opponents.

In the end, let's talk about Hard Mode loot for a while. I see 2 solutions here: We can try to make Slowing Weapons as there are no items which inflict this debuff to enemies in the game. It would be quite helpful. On the other side, if you feel that you won't do anything in Necro anymore, you're free to use any of my ideas for Necro loot.

''Okay! That's all for today. Tell me your thoughts. Say how I could improve every idea. Ya like it? Yes, No? And as always - Stay Awesome ;)'' 