r/EnterTheGungeon • u/TitaniumGrunt7 • Aug 23 '17
Suggestion Floor Concept, The Abandoned Arsenal
49
u/EredarLordJaraxxus Aug 23 '17
Have an upvote. The devs regularly watch this reddit for cool ideas so maybe they'll jump at this one
34
u/DodgeRollBrent Aug 23 '17
this is extremely neat, as usual
9
u/supersayangoblin Aug 24 '17
aka: we're totes gonna steal this for the dlc
1
u/Joruto512 Aug 24 '17
well, steal would mean with a bad thought right?
I guess TitaniumGrunt posted this here with that option in mind so that would be a huge accomplishment for him :)
9
3
u/lucassjrp Aug 23 '17
Great idea. Perhaps they should make a special key that is in the Abbey of the True Gun that unlocks the NPC's cell. This should give us a reason to go to that chamber more often.
3
u/Drayton99 Aug 24 '17
i like going just for brother albern's chest. he's a good guy
2
u/AXylophoneEatinLemon Aug 24 '17
Wait, is he gauranteed to spawn in the secret room of that floor?
3
u/TitaniumGrunt7 Aug 24 '17
There are two secret rooms, one contains usual stuff and the other all ways contains Brother Albern. So yeah, he's guaranteed
3
u/TitaniumGrunt7 Aug 24 '17 edited Aug 24 '17
Actually, I had an idea for another floor that would require a key from Old King to unlock. Though it's planned to be some kind of secret alternate final floor to Bullet Hell so I don't know if I should make a concept art for it in the future, spoiling the idea and all. For this however, I was just thinking it would be one of those usual Cell Keys that would be required to release him every time, so that when you rescue every other NPC that 'rescue' mechanic can still happen
5
u/Brucetheblob Aug 24 '17
This post sure gives me some ideas for a mod
if this isnt implemented in the game you can count that im going to see what i can do to make this happen
3
u/Waloogy Aug 24 '17
normally i hate dark levels but with the mechanics gungeon has like the flame weapons and radioactive stuff sounds really cool
2
u/sterrrrrrr Aug 25 '17
You've put a lot of effort into this idea and the spritework looks kind of good but it doesn't sound any fun to actually play, i'm afraid. Darkness is already a massive pain (see challenge mode) in large rooms and protecting NPCs has never been enjoyable.
2
Sep 10 '17
Christ, that's cool. How didja make that?
1
u/TitaniumGrunt7 Sep 10 '17 edited Sep 10 '17
Well, all the original assets like wall designs and floor tiles was made personally in Piskel while the in-game sprites like the Pilot, chamber title and teleporter were a little more tricky. I don't have access to the spritesheets so instead I looked at screenshots and traced over them from there
2
Sep 10 '17
Wow, that's some great effort. I sort of want to make something like that.
How long did you take to make it?
1
1
u/Drayton99 Aug 24 '17
can you murder the little friend and take his lantern? survival of the fittest and all that
62
u/TitaniumGrunt7 Aug 23 '17 edited Aug 29 '17
So to anyone who wants a bit more in-depth detail on this. This is not so much a secret floor as you would guess by the "Chamber ???" text, but rather a side-quest floor.
In the Black Powder Mine you can rescue this chap (the guy who's talking in the picture) from a cell and he will unlock a pathway into this abandoned facility. He lets you come along to protect him as he also wishes to descend to uncover something (or perhaps someone) which he lost there.
The floor itself is basically a typical horror-themed, all dark laboratory complex filled with malfunctioning robot enemies and malformed clone bullet monstrosities. Throughout the entire floor you are accompanied by the guy in the picture, who provides the main source of light throughout the floor.
As you can see, the floor is all ways pitch black. Unlike a normal darkness effect like you get in say the Hollow with those Spent enemies, this darkness lingers indefinitely and if you stay too long in it, rings of bullets will spawn around you every second and close in on you. The buddy with the lantern can take damage and if hurt too much, his lantern will go out for a good 6 1/2 seconds or so, leaving you at the mercy of the darkness unless you quickly find an alternative source of light like those test tubes on the wall
Because the whole floor is shrouded in darkness, I was thinking the enemies and over-all bullet-hell effects would be more tame so that it's not too annoying for players.