Posted: Wed Dec 21, 2005 8:50 pm
Having play'd my fair share of Mazz games, and with Legendary becoming easier to beat, I believe it's time to start thinking about and working on Mazz VI. I talked to ChrisP last night and from what I understood, Jagman, you were the main guy for this map. I don't want to make myself sound like I am doing this myself, I would just like to be part of the next version of this excellent map. I've been with Myth since TFLs demo came on MacAddict's monthly disk, and was a plugin creator during the early years of Myth 2. I hope that there are some of you who remember me (member of the Crusaders of Light •Çø£•).
Anyway, I've been doing a lot of thinking about what could be done in Mazz 6. Here's what I got so far:
+ New enemies (keeping in mind that Bah'al was the master of undead)
- Berserk, Heron Guard, and Warrior ghosts: they are as simple as a collection reference to make
- Bonemen from Chimera: fit right in as a wave to fight
- The Demon Lord from Chimera: a mini-boss like the Beh's, Lich, and such
- Changeling from Chimera: another mini-boss, which we could increase it's size
- A Forest Giant ghost: the perfect replacement for the Myrk Giants, which really don't fit in Myth history-wise (I am trying to keep everything as accurate in the timeline as possible). Utilize the FG's unused throw special, a perfect replacement for the things the Myrk Giant throws
- Ghasts: a vastly underused unit in my opinion and a great fit here
- TFL Mahir: you gotta admit that errie black thing with razor sharp teeth was cool especially the blood spray for their attack. Made a bit weaker, a perfect unit to attack in sets of 3s.
+ New friends
- Fir Bolg Captain: The Herons have the Paladin as their dude, why not have one additional leader of the archers?
- Dwarf Leader: To replace one of the Demos.
- Skrael: Just a thought....
+ Current unit alterations
- Forest Giant: instead of his special being his taunt, why not do the unused sequence of him bending down and picking up something, but also causes a mandrake bush to appear. Wouldn't that be cool?
- Demo: the consensus of most people I play with is that the Demo is the unit no one wants. Let's change that by upgrading him a little. Boost his resistance to attacks. Include an emergency attack punch like the Fir'Bolg do. It can be easily accomplished using his bottle throw animation. Finally, because he's the 'Demolitionist', why not let him throw 2 lit bottles using TFL physics? They were pretty wild.
- Archers: the only ones without some type of original special. How about giving each of them 1 fire arrow to start with. It's not much but at least it's something.
- Wraiths: personally, I just hate them. They are the cheap ones. One thing which angered me about Mazz 5, is that you never die by having too many units to fight, it ends by your units being stoned. My suggestion is to take their stoning ability away, perferably let the Behs be the only units able to stone, since you have the fair chance of seeing them before they attack. Let the wraiths have a primary attack, and then 'de-vet' as their special
- Paladin: Numerous people had commented on how he should be immune to pus attacks just like his Heron Guard counterparts. I agree.
+ Spells and Weapons
*Mazzarin*
-- Telekinesis: a great spell, but it's range should really be infinite, if that's possible.
-- 'Spell Of Revelation': Think Deceiver's spell, only for Mazz.
-- Paralysis Explosion: The wight's explosion which can be cast at a distance, like the Shards.
-- Lightning Sword Attack: Rabician's special attack from frenzy, but from Mazz using the sequence of him holding an Eblis Stone.
-- Teleportation: I don't know if this is possible but from what I remember a map utilized this feature. Mazz could teleport from one place to another.
-- Spell Of Recovery: The answer to complaints about Mazz being the last unit to survive but turned to stone and unable to fight. This would let Mazz "unstone" himself.
-- 'Aura Of Multiplication': A cool spell I just thought of. For a limited amount of time, Mazz will will be aided by duplicate copies of himself.
*Fir'Bolg*
-- Bow of the Wight: A arrow that causes a wight explosion upon detonation. Would have the puss trail for arrow contrail.
-- Bow of Assistance: Upon impact everything within a limited area would have their health restored. Uses the purple healing contrail for arrow.
-- Bow of Dwarven Artillery: The Pathfinder's special but with some unlit satchels and bottles mixed in as well. Red smoke contrail.
PHEW!!!! That too a LONG time to do. There's what I got. Thoughts, comments, questions, and suggestions would be very appreciated. *goes to rest*
Anyway, I've been doing a lot of thinking about what could be done in Mazz 6. Here's what I got so far:
+ New enemies (keeping in mind that Bah'al was the master of undead)
- Berserk, Heron Guard, and Warrior ghosts: they are as simple as a collection reference to make
- Bonemen from Chimera: fit right in as a wave to fight
- The Demon Lord from Chimera: a mini-boss like the Beh's, Lich, and such
- Changeling from Chimera: another mini-boss, which we could increase it's size
- A Forest Giant ghost: the perfect replacement for the Myrk Giants, which really don't fit in Myth history-wise (I am trying to keep everything as accurate in the timeline as possible). Utilize the FG's unused throw special, a perfect replacement for the things the Myrk Giant throws
- Ghasts: a vastly underused unit in my opinion and a great fit here
- TFL Mahir: you gotta admit that errie black thing with razor sharp teeth was cool especially the blood spray for their attack. Made a bit weaker, a perfect unit to attack in sets of 3s.
+ New friends
- Fir Bolg Captain: The Herons have the Paladin as their dude, why not have one additional leader of the archers?
- Dwarf Leader: To replace one of the Demos.
- Skrael: Just a thought....
+ Current unit alterations
- Forest Giant: instead of his special being his taunt, why not do the unused sequence of him bending down and picking up something, but also causes a mandrake bush to appear. Wouldn't that be cool?
- Demo: the consensus of most people I play with is that the Demo is the unit no one wants. Let's change that by upgrading him a little. Boost his resistance to attacks. Include an emergency attack punch like the Fir'Bolg do. It can be easily accomplished using his bottle throw animation. Finally, because he's the 'Demolitionist', why not let him throw 2 lit bottles using TFL physics? They were pretty wild.
- Archers: the only ones without some type of original special. How about giving each of them 1 fire arrow to start with. It's not much but at least it's something.
- Wraiths: personally, I just hate them. They are the cheap ones. One thing which angered me about Mazz 5, is that you never die by having too many units to fight, it ends by your units being stoned. My suggestion is to take their stoning ability away, perferably let the Behs be the only units able to stone, since you have the fair chance of seeing them before they attack. Let the wraiths have a primary attack, and then 'de-vet' as their special
- Paladin: Numerous people had commented on how he should be immune to pus attacks just like his Heron Guard counterparts. I agree.
+ Spells and Weapons
*Mazzarin*
-- Telekinesis: a great spell, but it's range should really be infinite, if that's possible.
-- 'Spell Of Revelation': Think Deceiver's spell, only for Mazz.
-- Paralysis Explosion: The wight's explosion which can be cast at a distance, like the Shards.
-- Lightning Sword Attack: Rabician's special attack from frenzy, but from Mazz using the sequence of him holding an Eblis Stone.
-- Teleportation: I don't know if this is possible but from what I remember a map utilized this feature. Mazz could teleport from one place to another.
-- Spell Of Recovery: The answer to complaints about Mazz being the last unit to survive but turned to stone and unable to fight. This would let Mazz "unstone" himself.
-- 'Aura Of Multiplication': A cool spell I just thought of. For a limited amount of time, Mazz will will be aided by duplicate copies of himself.
*Fir'Bolg*
-- Bow of the Wight: A arrow that causes a wight explosion upon detonation. Would have the puss trail for arrow contrail.
-- Bow of Assistance: Upon impact everything within a limited area would have their health restored. Uses the purple healing contrail for arrow.
-- Bow of Dwarven Artillery: The Pathfinder's special but with some unlit satchels and bottles mixed in as well. Red smoke contrail.
PHEW!!!! That too a LONG time to do. There's what I got. Thoughts, comments, questions, and suggestions would be very appreciated. *goes to rest*