WTB Weaver's chambers redesign

Hey GGG. One of the biggest disappointments regarding areas are the Weaver's Chambers in my opinion. Just putting some spiders in a cave with webs on the ground is not delivering the 'spidery' theme this area should have at all. Here are some suggetions that came to mind immediately:

  • The spiders inside are the same generic spiders from the outside world the player knows already. They are neither interesting nor vicious enough looking. It is just a repitition.


Example 1: a nasty spider


Example 2: a nasty spider you have already designed

  • Make the cave more open. By now the player has been through enough very narrow caves. A less narrow design would also allow for a more unique art, such as:
  • Make webs hang from the wall. Make giant webs hang from the ceiling. Maybe a little rougher in texture than the very fine webs on the ground.
  • Put half-alive humans and animals inside these webs or make them trapped in giant cocoons (similar to the trapped humans in Alien 2 - opportunity for a rescue side quest here too).
  • Instead of rocks to turn over, make it small cocoons to crack open.
  • Make the cave darker. Right now it is not fearsome at all, you have to bring arachnophobia yourself. Also gives the opportunity for eight glowing spider eyes in the dark per enemy.
  • Give the spiders more attacks than just melee. Or give their melee attacks at least side effects such as slowing or poisoning the player. Also give them more vicious sounds which the player can hear before seeing an enemy and engaging in combat.
  • The player should encounter a movement penalty at places where the webs on the ground are very thick.
  • Make the player hack through webs blocking his/her way.
  • Needs more body fluids. When I kill 20 man-sized spiders I expect the room to look like a bowl of tomato salad exploded. Dressing included.
  • Trapdoor spiders! This is giving me the creeps:
    http://www.youtube.com/watch?v=ySXCdcnKBgg


Disregard witches, aquire currency.
Last edited by dust7#2748 on Feb 12, 2012, 7:29:12 AM
Really really liked your detailed idea, as i liked your other monster related suggestions. These all shall dramatically improve gameplay quality to top level, needless to say.
"This is too good for you, very powerful ! You want - You take"
Thanks for the suggestions, a lot of your ideas are either in production or shortly will be!
Level Designer/Dungeoneer

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First stop for Common Technical Problems
If that is the case I am waiting for a really awesome spider-lair in anticipation. :)
Disregard witches, aquire currency.
I totally agree with this!! Amazing ideas :)
I genuinely liked the Kurast arachnid lairs they had going in Diablo 2, and these sound like great ideas.
Garrison - Closed beta Elemental Cleave DW Duelist
"
Put half-alive humans and animals inside these webs or make them trapped in giant cocoons (similar to the trapped humans in Alien 2 - opportunity for a rescue side quest here too).
They already have bodies wrapped in webbing lying around.
Last edited by Strill#1101 on Feb 17, 2012, 9:09:57 AM
I like your ideas. One I'd also like to offer is the Sword Spiders from Baldur's Gate. They don't just hit you once, if they hit, they stun you briefly and hit you like 3 times. They were horrible to fight, but they were worth a lot of experience. The visual was of a huge spider that impaled you with their limbs rapidly.

I always liked them (or rather, liked to hate them because they had such a nasty attack).
As long as you can block/evade the stunning attack this sounds like a nice enemy-variation to have. Otherwise the chambers might become a HC-grave. Which is not really something bad, just something to keep in mind.
Disregard witches, aquire currency.
"
Joel_GGG wrote:
Thanks for the suggestions, a lot of your ideas are either in production or shortly will be!

GGG for developer of the year all years

;_:7

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