Sand shovel -
I don't like the part about turning stone and wood into sand, but I like the ability to to turn sand into sand stone.
Mob caller - Any mob attractant should work with it being a chance that a mob will come towards it based on how far way they are. Otherwise, it will be overpowered and a bit strange.
I don't like the current idea of gray hearts. If they were healed upon killing her then it would be fine. But as it stands, the only purpose of the drop is to recover from the battle, i.e. there is no reward. I would suggest some type of poison arrow.
Skeleton raider - The idea is perfect but the appearance sounds a bit wierd. Other than that, it's awesome.
Zombie paladin - I like it except for the drop. Your ideas are perfect for the concept of bosses that aren't overpowered, but still fun.
Also, there should be no way to obtain adminium without hacking. Ever.
The current slime boss sounds pretty easy. medium slimes only have 1.5 hearts and large slimes only have 10. A huge slime (a regular mob) would be harder. It has 32 hearts and splits into 4 large ones upon death.
You should add Lava/Fire Golems.
They spawn on either large mountains or in volcanoes.Volcanoes made of smooth stone.You climb to the top,and theres a staircase leading under the volcano.Obviously lava randomly spurts out of the walls(maybe).At the bottom of the stairs,theres a 3 block high ledge.Right before you fall,a chest randomly appears and steals your stuff,and gives you a iron sword and a full set of leather armor,and a bow and 4 stacks of 64 arrows.Theres pillars around the walls.In the center of the room(which is semi-sphere-ical,btw)there is circle of lava.When you get close,a rumbling sound occurs and the pool of lava erupts.You automatically jump backwards.The lava turns into cobble and a Golem stands in the center.It can shoot lava from its mouth and hands.And it jumps and tries to land on you,and if you move 2 or less seconds after he jumps,you will dodge it.If you touch him you will be set on fire.Pigs are randomly there,and water is on the edge of the room.It has 30 hearts.And he looks like a GIANT black stone figure with cracks that change colors to red to yellow to orange.
Awesome,eh?
EDIT:oh yeah,he drops armor that is heat proof.
You might want to move this to the Mapping and Modding section as a [REQ]; they are more keen on making this stuff. Your idea is well formulated and I like it. Kodiachi_Zero made his Battle Towers mod with a pretty hard boss to beat. Also, leave crafting out. There would be no point in going to look for a boss just to get something you can craft with easy materials.
Suggestions for a new boss type include:
A giant squid
Something immune to lava, that spawns and swims in (deep?) lava, that shoots fireballs. (lavasharkghast?)
Something that treats dirt (or sand) as water (land shark)
Just some things off the top of my head.
You kill the boss for the ABILITY to craft it, and the item itself.
inb4lrn2read
good point. i just kinda tl;dr'd the post.
Edit: i realize that would be very hard to code, as these bosses only appear once. Well, Notch can do everything i guess.
You should add Lava/Fire Golems.
They spawn on either large mountains or in volcanoes.Volcanoes made of smooth stone.You climb to the top,and theres a staircase leading under the volcano.Obviously lava randomly spurts out of the walls(maybe).At the bottom of the stairs,theres a 3 block high ledge.Right before you fall,a chest randomly appears and steals your stuff,and gives you a iron sword and a full set of leather armor,and a bow and 4 stacks of 64 arrows.Theres pillars around the walls.In the center of the room(which is semi-sphere-ical,btw)there is circle of lava.When you get close,a rumbling sound occurs and the pool of lava erupts.You automatically jump backwards.The lava turns into cobble and a Golem stands in the center.It can shoot lava from its mouth and hands.And it jumps and tries to land on you,and if you move 2 or less seconds after he jumps,you will dodge it.If you touch him you will be set on fire.Pigs are randomly there,and water is on the edge of the room.It has 30 hearts.And he looks like a GIANT black stone figure with cracks that change colors to red to yellow to orange.
Awesome,eh?
EDIT:oh yeah,he drops armor that is heat proof.
I don't like the stealing idea. I actually hate it. If someone can't beat it the first time, they can't come back later with better stuff.
You might want to move this to the Mapping and Modding section as a [REQ]; they are more keen on making this stuff. Your idea is well formulated and I like it. Kodiachi_Zero made his Battle Towers mod with a pretty hard boss to beat. Also, leave crafting out. There would be no point in going to look for a boss just to get something you can craft with easy materials.
Suggestions for a new boss type include:
A giant squid
Something immune to lava, that spawns and swims in (deep?) lava, that shoots fireballs. (lavasharkghast?)
Something that treats dirt (or sand) as water (land shark)
Just some things off the top of my head.
You kill the boss for the ABILITY to craft it, and the item itself.
inb4lrn2read
good point. i just kinda tl;dr'd the post.
Edit: i realize that would be very hard to code, as these bosses only appear once. Well, Notch can do everything i guess.
The bosses would not respawn but you could find the same boss more than once.
1.the boss compass.
few changes here. it could have a count(using the damage) of how many chunks spawned whilst using it. the higher the count, the more chance of finding a boss. this way, you could be sure that you can find a boss.
2. limits.
each boss could have limits on where it could spawn. i know it's already an idea, but when combined with the first idea, it makes sence. bosses couldent spawn within say 200 chunks of each other, to stop them being spammed. bosses with don't necessarily have a home (e.g. castle,ship) could spawn in places allready spawned, within a radius of the player. some bosses could also only spawn if other bosses have been defeated, or after a set time limit, or after their points reach a certain level. some could even be triggered after a certain event, e.g. a blue sheep drowning etc.
3.packs
Some bosses could use pack based AI. You could find a pack of wolfs, witch attack as one. the pirates on the ship(witch i think is a good idea) would be another example. in both scenarios, there could be a leader of the pack, be it a captain or a large wolf, witch is more boss like, and has a variety of moves and AI, and doesn't just walk towards you like the others.
4. swarms
these are more advanced. what im proposing is a "base" (castle?labrynth?island?tower?) witch an infinite "swarm"
protects. these will also have a leader, witch will stop the swarm spawning. the swarm won't be uncontrolled, with a maximum limit of units, and only producing them as needed. if you sneak up on the king, and kill a guard in a corridor set to watch, he won't be replaced until someone realises he's dead. these units will also have defined roles, e.g. soldiers, rangers. they will all think as one, but this link will only be there if there are more than one present. unless the guard screams, or raises an alarm, no one will come to his aid. there will also be lookouts, who can be killed so the player can sneak in. with both 3 and 4, the mobs will be reasonably week, with rangers being killed in 1 shot and soldiers in 2.
thanks for reading, i'll probably think of more sometime. if you want, i can make diagrams or take pictures, so you can put the idea's on the front page. ill also work more on specific bosses, if you want, and all the details.
Geez, if Notch expects to be able to release the full version of the game later this year, he'd better start implementing advanced stuff like this.
How about something like... A Mother Ghast? Could be a huge deformed ghast hanging from a cavern ceiling in the Nether that spawns more ghasts and lashes its tentacles around? Could spray tons of fireballs at you...
If he does get around to implementing boss coding, he could supply us with the source so we could make bosses for our own mods like Mo' Creatures and such.
Of course, our slime boss would have more initial health, split into slimes that are huge slimes (rather than the extra-huge ones in the video), and would be able to summon big slimes until it is split. (Slimes with 8 hearts). (diamond sword deals 5 hearts, arrows deal 2, iron sword deals 4, etc.)
For power pick, how about it has the durability of a stone pickaxe, but acts like a diamond pickaxe in every other way. When you break a block, the item instantly goes towards you. This would make mining diamond over lava less hazardous.
Edit:
I just got another boss idea.
A group of flying pigs.
Arena: A circular half dome (a dome without a ceiling) made of grass floating in the sky above water. A waterfall would be flowing off of one the sides. To enter, you have to go up the waterfall.
Boss stats: There would be a group of 10 flying pigs with white wings. They have pigmen on their backs holding bows. They would fly around in the sky trying to shoot you (within bow range). There would also be an additional flying pig that has a golden crown. These one would also have a pigmen on it's back.
Stats for 10 regular flying pigs: They have 8 hearts each (4 arrow shots). Each arrow they shot will deal 1.5 damage if it hits. Their accuracy is identical to that of a skeleton.
Stats for King of the flying pigs: He has 20 hearts (10 arrow shots). Each shot of his will also deal 1.5 damage. His accuracy is identical to that of a skeleton.
Drops: Hunter's bow. This is a black bow. It is identical to the regular except for 2 things.
#1. Its shots are not as affected by gravity, making it more accurate and able to shoot at longer ranges. This makes it ideal for fighting ghasts.
#2. It's fire rate is equal to the maximum rate that you can damage a mob with all shots doing damage. (Whenever you hit a mob with a bow while firing very quickly, some shots will bounce off harmlessly. This is because all mobs get temporary invulnerability after being hit). The Hunter's bow's fire rate is equal to the time it takes for the invulnerability to wear off. This means that if you miss, you can't instantly fire another shot. It also means that if you are fighting more than one person, you are not going to be able to hit fast enough. This prevents this bow from simply being better over all.
Edit 2: I think I explained the fire rate poorly. Here is how the minecraft wiki puts it.
"After sustaining damage from any source, a Mob will turn red in color for a short period of time. During this period, any other incoming damage will not be counted against the mob's total health. For instance, if you attack a mob with a Bow without letting go of the mouse button, the bow's rate of fire will exceed the mob's allowable rate of incoming damage, and several of the shots will not damage the mob even if they land. Arrows that don't deal damage to a mob are reflected off of it onto the ground, and possibly, from a close range, back at the player (resulting in damage). However, if a mob or player is recovering from damage and then receives higher damage, it gets counted. Players are also subject to damage immunity. "
poll is now open, and two more bosses added: Arachne, queen of the spiders, and the terrifying Curse of the Creeper boss, who will make your life a living nightmare.
Spawn: plains biome (actually, anywhere on land in earth would be fine)
Area/Lair: a ruined village, made of brick, wood, and cobblestone. There are zombie and skeleton spawners in every building, but they don't work in day time.
Drop: Holy Symbol (name could be changed to avoid offending anyone)
Appearance: human with staff, skull helmet, and dark robes
Entrance: Appears in a puff of smoke every night, and disappears in one every morning. Chances are he's already there if you arrive at nighttime.
Special: disappears in day time.
Attacks:
Spawner: Places a zombie or skeleton spawner. Doesn't do it very often.
Other than that, he tends to run away from you, but stays in the village
Drop: Holy (?) symbol
[] []
[] []
When held, press right click to use. It causes all hostile mobs (not just undead) in a radius around you to burst into flames, and it instantly becomes dawn, unless it is already dawn or day.
i thought they were evil? why do they drop a holy symbol?
Spawn: plains biome (actually, anywhere on land in earth would be fine)
Area/Lair: a ruined village, made of brick, wood, and cobblestone. There are zombie and skeleton spawners in every building, but they don't work in day time.
Drop: Holy Symbol (name could be changed to avoid offending anyone)
Appearance: human with staff, skull helmet, and dark robes
Entrance: Appears in a puff of smoke every night, and disappears in one every morning. Chances are he's already there if you arrive at nighttime.
Special: disappears in day time.
Attacks:
Spawner: Places a zombie or skeleton spawner. Doesn't do it very often.
Other than that, he tends to run away from you, but stays in the village
Drop: Holy (?) symbol
[] []
[] []
When held, press right click to use. It causes all hostile mobs (not just undead) in a radius around you to burst into flames, and it instantly becomes dawn, unless it is already dawn or day.
i thought they were evil? why do they drop a holy symbol?
Fair enough. I expected someone to ask that.
Same reason that a zombie drops feathers, a wyvern is carrying a shovel, and a yeti is holding ice skates. It really doesn't have to make sense.
Then again, maybe "symbol of power" would be more accurate. Other than the sun coming up, there isn't really anything to suggest that the symbol is of any alignment.
I like the ice skates idea a lot. The super shovel I'm not crazy about, but it's better than nothing.
How so?
I don't like the part about turning stone and wood into sand, but I like the ability to to turn sand into sand stone.
Mob caller - Any mob attractant should work with it being a chance that a mob will come towards it based on how far way they are. Otherwise, it will be overpowered and a bit strange.
I don't like the current idea of gray hearts. If they were healed upon killing her then it would be fine. But as it stands, the only purpose of the drop is to recover from the battle, i.e. there is no reward. I would suggest some type of poison arrow.
Skeleton raider - The idea is perfect but the appearance sounds a bit wierd. Other than that, it's awesome.
Zombie paladin - I like it except for the drop. Your ideas are perfect for the concept of bosses that aren't overpowered, but still fun.
Also, there should be no way to obtain adminium without hacking. Ever.
They spawn on either large mountains or in volcanoes.Volcanoes made of smooth stone.You climb to the top,and theres a staircase leading under the volcano.Obviously lava randomly spurts out of the walls(maybe).At the bottom of the stairs,theres a 3 block high ledge.Right before you fall,a chest randomly appears and steals your stuff,and gives you a iron sword and a full set of leather armor,and a bow and 4 stacks of 64 arrows.Theres pillars around the walls.In the center of the room(which is semi-sphere-ical,btw)there is circle of lava.When you get close,a rumbling sound occurs and the pool of lava erupts.You automatically jump backwards.The lava turns into cobble and a Golem stands in the center.It can shoot lava from its mouth and hands.And it jumps and tries to land on you,and if you move 2 or less seconds after he jumps,you will dodge it.If you touch him you will be set on fire.Pigs are randomly there,and water is on the edge of the room.It has 30 hearts.And he looks like a GIANT black stone figure with cracks that change colors to red to yellow to orange.
Awesome,eh?
EDIT:oh yeah,he drops armor that is heat proof.
good point. i just kinda tl;dr'd the post.
Edit: i realize that would be very hard to code, as these bosses only appear once. Well, Notch can do everything i guess.
I don't like the stealing idea. I actually hate it. If someone can't beat it the first time, they can't come back later with better stuff.
The bosses would not respawn but you could find the same boss more than once.
1.the boss compass.
few changes here. it could have a count(using the damage) of how many chunks spawned whilst using it. the higher the count, the more chance of finding a boss. this way, you could be sure that you can find a boss.
2. limits.
each boss could have limits on where it could spawn. i know it's already an idea, but when combined with the first idea, it makes sence. bosses couldent spawn within say 200 chunks of each other, to stop them being spammed. bosses with don't necessarily have a home (e.g. castle,ship) could spawn in places allready spawned, within a radius of the player. some bosses could also only spawn if other bosses have been defeated, or after a set time limit, or after their points reach a certain level. some could even be triggered after a certain event, e.g. a blue sheep drowning etc.
3.packs
Some bosses could use pack based AI. You could find a pack of wolfs, witch attack as one. the pirates on the ship(witch i think is a good idea) would be another example. in both scenarios, there could be a leader of the pack, be it a captain or a large wolf, witch is more boss like, and has a variety of moves and AI, and doesn't just walk towards you like the others.
4. swarms
these are more advanced. what im proposing is a "base" (castle?labrynth?island?tower?) witch an infinite "swarm"
protects. these will also have a leader, witch will stop the swarm spawning. the swarm won't be uncontrolled, with a maximum limit of units, and only producing them as needed. if you sneak up on the king, and kill a guard in a corridor set to watch, he won't be replaced until someone realises he's dead. these units will also have defined roles, e.g. soldiers, rangers. they will all think as one, but this link will only be there if there are more than one present. unless the guard screams, or raises an alarm, no one will come to his aid. there will also be lookouts, who can be killed so the player can sneak in. with both 3 and 4, the mobs will be reasonably week, with rangers being killed in 1 shot and soldiers in 2.
thanks for reading, i'll probably think of more sometime. if you want, i can make diagrams or take pictures, so you can put the idea's on the front page. ill also work more on specific bosses, if you want, and all the details.
How about something like... A Mother Ghast? Could be a huge deformed ghast hanging from a cavern ceiling in the Nether that spawns more ghasts and lashes its tentacles around? Could spray tons of fireballs at you...
If he does get around to implementing boss coding, he could supply us with the source so we could make bosses for our own mods like Mo' Creatures and such.
Of course, our slime boss would have more initial health, split into slimes that are huge slimes (rather than the extra-huge ones in the video), and would be able to summon big slimes until it is split. (Slimes with 8 hearts). (diamond sword deals 5 hearts, arrows deal 2, iron sword deals 4, etc.)
Edit:
I just got another boss idea.
A group of flying pigs.
Arena: A circular half dome (a dome without a ceiling) made of grass floating in the sky above water. A waterfall would be flowing off of one the sides. To enter, you have to go up the waterfall.
Boss stats: There would be a group of 10 flying pigs with white wings. They have pigmen on their backs holding bows. They would fly around in the sky trying to shoot you (within bow range). There would also be an additional flying pig that has a golden crown. These one would also have a pigmen on it's back.
Stats for 10 regular flying pigs: They have 8 hearts each (4 arrow shots). Each arrow they shot will deal 1.5 damage if it hits. Their accuracy is identical to that of a skeleton.
Stats for King of the flying pigs: He has 20 hearts (10 arrow shots). Each shot of his will also deal 1.5 damage. His accuracy is identical to that of a skeleton.
Drops: Hunter's bow. This is a black bow. It is identical to the regular except for 2 things.
#1. Its shots are not as affected by gravity, making it more accurate and able to shoot at longer ranges. This makes it ideal for fighting ghasts.
#2. It's fire rate is equal to the maximum rate that you can damage a mob with all shots doing damage. (Whenever you hit a mob with a bow while firing very quickly, some shots will bounce off harmlessly. This is because all mobs get temporary invulnerability after being hit). The Hunter's bow's fire rate is equal to the time it takes for the invulnerability to wear off. This means that if you miss, you can't instantly fire another shot. It also means that if you are fighting more than one person, you are not going to be able to hit fast enough. This prevents this bow from simply being better over all.
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Edit 2: I think I explained the fire rate poorly. Here is how the minecraft wiki puts it.
"After sustaining damage from any source, a Mob will turn red in color for a short period of time. During this period, any other incoming damage will not be counted against the mob's total health. For instance, if you attack a mob with a Bow without letting go of the mouse button, the bow's rate of fire will exceed the mob's allowable rate of incoming damage, and several of the shots will not damage the mob even if they land. Arrows that don't deal damage to a mob are reflected off of it onto the ground, and possibly, from a close range, back at the player (resulting in damage). However, if a mob or player is recovering from damage and then receives higher damage, it gets counted. Players are also subject to damage immunity. "
Please be more specific. I'm open to suggestions.
Hmm... I don't think this really fits. It seems funny, while all the others are serious. Maybe some sort of pig boss, though.
Oh, and thank you for all your ideas. I will be adding them (or variations of them) soon.
i thought they were evil? why do they drop a holy symbol?
Fair enough. I expected someone to ask that.
Same reason that a zombie drops feathers, a wyvern is carrying a shovel, and a yeti is holding ice skates. It really doesn't have to make sense.
Then again, maybe "symbol of power" would be more accurate. Other than the sun coming up, there isn't really anything to suggest that the symbol is of any alignment.