Author Topic: Terra Tower Idea  (Read 3441 times)

Agent 12

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Terra Tower Idea
« on: June 08, 2006, 11:01:55 am »
So I was thinking on the way to work today aabout how people were mentioning how they want the timelines to intertwine here's an idea I came up with:

So we have Marle  /    Chrono/Glenn/Magus      /   Lucca/Robo

Going to 1 Ad, 1002 AD and 1999 AD Dinopolis timeline right.

What if all 3 of these had a terra tower location and the three parties each went through the same dungeon.  But if the player played it in the right order they could influence the other two timelines.  Say the chose marle first she could press a switch that opens up a new door for Chrono/Glenn/Magus, but closes another. 

We could load up some debris a la Northern Ruins to block off the switch for Chrono/Glenn/Magus and thus force them to take the new route marle opened. 

This would add replayabliity and I think has potential to be a fun dungeon.

Thoughts?

--jp

« Last Edit: June 08, 2006, 11:22:37 am by jsondag2 »

Shinrin

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Re: Terra Tower Idea
« Reply #1 on: June 08, 2006, 01:59:35 pm »
Sounds really good, I just hope it's do-able :D

Chrono'99

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Re: Terra Tower Idea
« Reply #2 on: June 08, 2006, 02:24:37 pm »
This would require a rather complex dungeon layout to make it not too arbitrary, but if it's well done it would certainly be a great thing :)

Agent 12

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Re: Terra Tower Idea
« Reply #3 on: June 08, 2006, 02:51:29 pm »
It's definately doable, i've been toying with the idea in my head and I think it's time to get a nice complex dungeon in this game.  Really blow people away.

--jp

Agent 12

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Re: Terra Tower Idea
« Reply #4 on: June 09, 2006, 01:22:01 pm »
Attached is a very rough, quick draw up of Terra Tower.

Marle would mainly stay on the left (Teal).  She has access to a switch which will open either door 1 or door 2.  She also can "push a rock" which will fill up a hole to a treasure chest.  After that she basically continues up.

At some point later "debris" will block the door Marle went through and the reptites built a new door which our next two groups will use:


After that Crono/Magus/Glenn come in.  They either go in Door 1 or Door 2 (based on Marle's choice).  Door 1 is interesting in t hat you climb up and fight a "boss fight" who will drop a key, but they dont know it.  Door 2 will lead to another choice where they can choose to move a switch which will open the other door.  After that they keep climbing up.  All paths will lead to a room with 4 pillars that they "jump down" (as to avoid being able to take other paths), and climb up to the the portal home.

Finally Robo and Lucca come in.  They have to take the same first door1/door2 which marle chose a long time ago.  If they take door 1 and Crono/Magus/Glenn killed the bad guy there will be a key which they can use to open a door to a secret boss fight.  If they Marle opened door 2 then the interesting aspect will be whether or not Crono/Magus/Glenn hit their switch.  If they didn't hit the switch they'll take the same path as their 3 friends.  If they did hit the switch the original door is closed and there's a new path.  All paths once again lead to the "pillar room" on floor 4, howeve debris covers up the stair up to the portal.  Inside the pillar floor will be "Azala brain (Temp name), which is Dinopolis version of Mother Brain.


This can still be added on.  I'm thinking Tyrano Lair tileset (I mean it is dinopolis after all).  The door's can be the Skulls.


--jp

[attachment deleted by admin]

Agent 12

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Re: Terra Tower Idea
« Reply #5 on: June 10, 2006, 05:49:18 pm »
Here's a  map I made of the first floor.  Marle will go in the left door and press whichever switch she chooses which will open up the dinosaur skulls on the right.  WHen Crono/Magus/Glenn and Robo/Lucca come the left door will be blocked by debris and the will have built a new door on the right.

Note the hole on the upper left, it'll be filled in if Marle pushes something over on the second floor.

Just wanted you guys to see that it can look better than an excel document haha.

--jp

[attachment deleted by admin]
« Last Edit: June 11, 2006, 03:36:38 am by jsondag2 »

Agent 12

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Re: Terra Tower Idea
« Reply #6 on: June 13, 2006, 01:09:45 am »
2nd floor of Terra Tower:

Left Side:  Use left exit of First floor, will only be accessible by Marle, can push rock down to fill in hole on first floor.

Middle:  only accessible by C/M/G or L/R.  It's accessible dependant on what Marle did with the switch on the first floor.  Two Exits.

Right:  Accessibility same as above.  At first only left door is open but C/M/G will be able to press the switch which will close the left door and open the right.  This will allow L/R to take the right door.


Comments, suggestions, complaints, praise?
--jp

[attachment deleted by admin]

Chrono'99

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Re: Terra Tower Idea
« Reply #7 on: June 13, 2006, 05:40:24 am »
I think we need some interactions with sub-bosses or NPCs. There were never any long, labyrinthic dungeon in the Chrono series. I believe there was a topic about this somewhere, which said that this is precisely what makes the Chrono series more entertaining than other RPGs.

The closest to this kind of dungeon was Terra Tower in CC... personally I disliked that part of the game. It was just boring and made long "just so that it's a long dungeon". Magus's Castle in CT was different because it had all those little scenes with NPCs and the 3 Mystic Knights... Just a suggestion.

Agent 12

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Re: Terra Tower Idea
« Reply #8 on: June 19, 2006, 02:49:55 am »
Here's what I got for the 3rd floor so far.  I still have to add the two hallways on the right side.  4th floor should be easier since it's only 2 rooms and 5th floor will be even easier since it's 1 room.

Chrono 99'  Great idea.  For Dinopolis 1002, perhaps they'll be inerscting with the other "time travellers" through out the dungeon.

Maybe they can fight 1 on the second third and fourth floor and then the all three on the 5th floor?


--jp

[attachment deleted by admin]

Agent 12

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Re: Terra Tower Idea
« Reply #9 on: June 20, 2006, 05:25:20 am »
Alrighty I think I finished.  I made a JPG of each one with some notes on it.  Tell me what you guys think.  I think we'll probably go with the fight 1 at a time on each floor and all on top for Crono Magus Glenn I like that idea.

--jp

[attachment deleted by admin]

Agent 12

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Re: Terra Tower Idea
« Reply #10 on: June 20, 2006, 05:25:54 am »
posted to make attachment...

--jp

[attachment deleted by admin]

Chrono'99

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Re: Terra Tower Idea
« Reply #11 on: June 21, 2006, 10:43:36 am »
Inside the pillar floor will be "Azala brain (Temp name), which is Dinopolis version of Mother Brain.
Is it the Dragon God's precursor? (like Mother Brain is FATE's precursor)

Agent 12

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Re: Terra Tower Idea
« Reply #12 on: June 21, 2006, 10:52:08 am »
I do like this idea.  Would we somehow be able to keep the idea of it being some sort of technological problem (I wanted the fight against "azala brain" to give lucca the idea to make a promethius circuit). 

--jp

Chrono'99

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Re: Terra Tower Idea
« Reply #13 on: June 21, 2006, 06:25:25 pm »
I don't really know... I thought the Reptites/Dragonians had no problem with technology and nature.

But how about Vision Serpent for its name? It's a Mayan religious symbol. It has a lot of deepness and connotations, and fits with the Mayan names of the other time-travelers.

Chrono'99

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Re: Terra Tower Idea
« Reply #14 on: June 22, 2006, 08:12:56 am »
Wait wait, I just thought about something: what IS Terra Tower in CT:CE actually? It's supposed to be a city in CC, but what about CT:CE? I mean, what are the function of the switches from the point of view of someone who lives inside this fictional world (and not from the point of view of the player, who knows that this is a gameplay device)? And why would a switch that Marle activate in the past be kept unchanged for the rest of the timeline (don't the Reptites need to go inside the closed area?). This is a lot of questions, but it didn't come to my mind until now.