Incendiary Crimson Arachnid 05/11/2011 02:47 PM CDT
(Expansion from http://www.play.net/forums/messages.asp?forum=20&category=10&topic=17&message=997)

Creature
Level: 185 (Tier 2)
Name: an incendiary crimson arachnid
Look: A myriad of dark baleful eyes look down upon you from atop this massive creature. Short matted orange-red fur coats the hardened blood-hued carapice of this creature. A large bulbous head rests atop its imposing frame which is about the size of an oversized bear, not including the 8 of its very long and muscular legs. Beneath its eyes you notice its fangs and you make a careful note of the displacement of air as it breathes.
Details: Living, Natural, Skinnable, Fire Gems, Jaunt(instant missile to melee), Web Attack, Fire Spit Attack
Location: Dead Forest, a bit North of Fenrae Reavers. From the Tier 1 area take the trail in room A which will lead you to Tier 2 room N which is a safe room. From there you may GO GAP which will lead you to Tier 2 room M.

Tier 1
A
BCD
EFGHI
JKL
M


Tier 2
ABC
DEF
GHI
JKL
M
N


Room N
[Dead Forest, Safe Haven]
Life touches this small pocket of the forest. Clear divides can be seen in the canopy overhead which reveal the sky. Vibrant green grass coats the ground beneath your feet which is somewhat of an anomaly considering the rest of this decrepit forest. A small pond of water rests across the area apart from a hollow log and a few flowers grow beside it. You also see a trail leading into dense foliage and a dark gap in the trees leading further into the forest.
Obvious paths: none.

**All adjacent rooms are connected.
Room M
[Dead Forest, Outside the Gap]
From here you see rows upon rows of dead trees that seem almost methodically placed. The refreshing coolness of the rest of the forest is nowhere to be found here. Though there is light just enough to see, the sight isn't particularly astounding. You also see a gap leading away.
Obvious paths: northwest, north, northeast.

Rooms A*-*L
[Dead Forest, Windy Hollow]
Wind blows frequently throughout this part of the forest. Dead trees twist and catort themselves awkwardly as if trying to uproot themselves. The air is dry and arid.
Obvious paths: varies.

__
~Leilond
http://www.elanthipedia.com/wiki/Leilond
http://soundsoftime.bravehost.com
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Re: Incendiary Crimson Arachnid 05/11/2011 03:39 PM CDT
Your rooms will wreck havoc on mappers (Avalon anyway) if they are all the same.

The only other issue is that when they are big and adjacent like that, critters can take a while to find you. Lines, loops, small bunches, etc work better IMHO.

Other than that, great work.
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Re: Incendiary Crimson Arachnid 05/11/2011 03:43 PM CDT
>>The only other issue is that when they are big and adjacent like that, critters can take a while to find you

IIRC, this isn't always true anymore: critter gen mechanics allow critters in a zone to gen in rooms where there are actual players, as opposed to randomly throughout the map.



"We're not "out to get you," we're here to enhance your playing experience with extreme prejudice.," DR-ARMIFER
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Re: Incendiary Crimson Arachnid 05/11/2011 03:46 PM CDT
So like this...
a-b-c
I I I
d-e-f

Rather than this?
a-b-c
IX IXI
d-e-f


__
~Leilond
http://www.elanthipedia.com/wiki/Leilond
http://soundsoftime.bravehost.com
Reply
Re: Incendiary Crimson Arachnid 05/11/2011 06:46 PM CDT
>> Room shape

TEVESHSZAT is probably a better authority than I am on how things work.

I just know that small confined areas (like gryphons, oshu, eels, snoblins) tend to just more "spawny".
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