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Mod Kalaya

Mod Kalaya

Jagex Moderator Forum Profile Posts by user


Raids are coming to RuneScape - so, what else to do but to design your own battlegrounds?

Starting today and ending on the 15th July, we want you to write/design/draw your own Raid, with battlegrounds, environment, and any spooky atmosphere you'd like to include! Tell us a story of your journey across the raid-land or draw your own dungeon - the decision is yours on how best to describe your Raid.

This is the first part of a double competitions; next week, you'll need to perfectly design your raid boss - so use this competition to design the dungeon/field/volcano fighting area, and save your boss for next week! We want to see new worlds, alternate dimensions, or your mum's back garden creatively refurbished to be a place in which epic adventures can be had.

To enter this competition, please send your creation to [email protected] with the title "Design a Raid". Make sure to include your display name in your entry. Also, note that this isn't a guaranteed upcoming update - just looking for creativity from the crowd!

The winner will receive a full set of Coolermaster Gear - Headset, Mouse and Keyboard.



I look forward to seeing your entries! :D

Terms and Conditions Apply
Mod Kalaya |
Zarosian
Product Manager | @JagexKalaya

26-Jun-2015 15:38:45 - Last edited on 01-Jul-2015 14:09:38 by Mod Kalaya

Othello
Nov Member 2006

Othello

Posts: 2,640 Adamant Posts by user Forum Profile RuneMetrics Profile
Mod Kalaya said :
We want to see new worlds, alternate dimensions, or your mum's back garden creatively refurbished to be a place in which epic adventures can be had.


Why?!
We have perfectly good scenarios already that could do with some loving!
- Waterbirth Dungeon
- Underground Pass
- Kalphite Hive
- Troll Mountains
- Mort Myre Swamp
And those are just form the top of my head. They are overdue some real updates, and perfect settings for raids!
You can just make a portal (or what even mechanism you use to start a raid) in those locations.

Ps: I'm very optimistic about the coming raids :) , but it should be more important to keep what we have up to speed, than to add new updates.
Thinks Treasure Hunter uses the same mechanics Free**um games, and thereby targets people who are at risk for gambling addiction.

01-Jul-2015 13:02:16 - Last edited on 01-Jul-2015 13:06:24 by Othello

Neborian

Neborian

Posts: 1,543 Mithril Posts by user Forum Profile RuneMetrics Profile
I know you guys have only asked for a raid environment...but, quite frankly I think the best way to approach raid bosses and encounters in general is to have the boss work off of the environment and have the two be connected during the fight. So if I'm going to put one forward, I'd have to describe the bosses as well for it to make near as much sense. But, I suppose I can skrimp on the details of the boss itself, and only describe his relationship with the environment when necessary.

01-Jul-2015 13:15:19 - Last edited on 01-Jul-2015 13:15:45 by Neborian

Neborian

Neborian

Posts: 1,543 Mithril Posts by user Forum Profile RuneMetrics Profile
From what you've shown us of the Goebies world, it was left a wasteland when Tuska rolled through but has begun to re-grow in nature. There are dense, alien, tropical jungles growing rather easily in the wastes there. This gave me the idea of an area that is mixed with with Lore intrigue for Goebie society, as well as giving us some lush jungle settings: have the raid take place in a city that they have been forced to abandon, long ago, and nature has long since started growing into it. This will give us some insight into Goebie society and living conditions and culture, as well as give you some opportunity to be creative with how, for examples, the trees would be bursting through the buildings, how the vines would be hanging down from the walls and from statues and also give you an excuse to really show off and put Goebie plant-life under the spot-light.

That's the general idea for the environment: an abandoned, raided city that's become over-grown and consumed by nature. But they didn't have to abandon this city because of the Airut, no they abandoned this city long before Tuska arrived: a powerful monster moved in to the city. This big thing would of course be the primary raid boss. The level design of the raid would of course be linear with different routes (some more ideal than others) leading from A-B. Point A will be the start, where we directly exit a rather thick, covered area of the forest where we wouldn't be in sight. Point B would be an extremely important building in Goebie society, upon which the raid boss is perched and resting.

It will just happen to wake up as we come (of course) making the first part of the raid a stealth section, not combat. We'd be sneaking through the under-growth, over-growth and ruins of the city, trying hard to stay out of its gaze until we reach the building. This would take us into the houses, see us moving through the alleyways for calm periods of time, climbing some buildings with over-growth on them, etc.

01-Jul-2015 13:15:27 - Last edited on 01-Jul-2015 14:46:06 by Neborian

Neborian

Neborian

Posts: 1,543 Mithril Posts by user Forum Profile RuneMetrics Profile
There would be a lot of diversity in the map in terms of how we can approach it, because the city would have randomly generated creatures in it - things that have moved in as well as offspring of the raid bosses. These monsters would hit very, very hard - but have very little health. If one were to attack we would ideally need to fight it, but this place is dead. The city is very, very, very uncomfortably quiet, and the raid boss would hear any noise we make (including combat) from its spot. The diversity in the the environments interactive nature would mean players would need to split up and do scouting through the routes, to see which of the paths would be the safest to take; scaling trees that have grown into buildings, sneaking through ruined Goebie buildings, worming our way through giant roots and under-brush, etc. In some cases we could even assassinate the monsters, using good timing. Jumping down from the tall trees onto the creatures, etc.

If a team was good, they'd have selected a route to move through or even more time consuming, cleared all of the monsters, meaning they could move through. The route would ultimately lead to one thing: the mad dash to the main buildings. Regardless of routes taken (just to clarify, nothing about the map is randomly generated, just the monster spawns) eventually you'd wind up at this vastly empty space in front of the building. This space is nothing but blackened, smoking earth with traces of very scarce corpses of animals. The Raid boss doesn't breath fire, rather it can control its breath and create extremely hot zones by focusing on them, so the land would not be burning from fire breath, it would just be heavily, heavily heated. The design of this space would blatantly show that this space is DANGEROUS. There will be one ideal moment when the monster is looking in another direction, and then everyone has to run as fast as possible into the building.

01-Jul-2015 13:15:32 - Last edited on 01-Jul-2015 13:39:34 by Neborian

Neborian

Neborian

Posts: 1,543 Mithril Posts by user Forum Profile RuneMetrics Profile
The next area of the raid will take place within the building itself! Now obviously I know very little of Goebie society and culture, so I can't say what this building 'could' be. A cathedral? Goebies may not have religion. A castle? Goebie's may not have rulers. Filled with Goebie art-work? The Goebies may be philistines.

Never the less, the internals space of the building will be massive and of course nature will not have spared it either. Tree's protruding through the walls, with the rubble amassing in piles at the bottom, dips in the room where the foundations have broken due to plant-life growing beneath, essentially creating pitfalls for the carnivorous plants...yes Carnivorous plants, I'll get onto that. Etc! This room will essentially be more of the same of what's outside, but on a much huger scale. There will be no combat in this room, so it will be a very nice place to place some of the more colourful, good-to-look-at plant-life in here to encourage the sense of it being a safe room. This room however will not have a bank, to encourage players to take the stealth section seriously.

The next room however will be the same, but without those plants, as there WILL be a fight in here. Regardless of how efficient you were in the stealth run, the raid boss will have 'noticed' you contextually at the very least. You'd better believe it's going to alert its children.
At the very center of the room will be a huge, over-handing rock formation that has grown through the floor. It doesn't consume the entire room vertically, rather the verticality of the environment is empty floor that has fallen through due to the rock protruding from the ground. In short, there's no way to reach the monster that's going to be on top of it, spewing infantile fire at you - a child of the monster. The creature's hard plating will be immune to magic and ranged. That leaves only one option: the players will need to mind through the rock-face so that the monster can be accessed with

01-Jul-2015 13:15:37 - Last edited on 01-Jul-2015 13:52:33 by Neborian

Neborian

Neborian

Posts: 1,543 Mithril Posts by user Forum Profile RuneMetrics Profile
melee, which it is vulnerable to. Once its armor has been broken, everyone can tear it apart - and that won't take long at all. Going into the next room will be the exact same with the exact same creature on another rock-face like the last. That last monster wasn't a raid boss, and neither's this one - but this second time around, it's harder. The rock-face will take longer to break, and other smaller creatures will jump over the rock-face to attack players, including ones close to the rock-face. Players will need to split up: one part of the team work on the rock-face, the others tanking/kiting the monsters and leading them into the carnivorous plant pitfalls that will be in the room. Killing them will not be quick enough to out-run their spawn speed, and the room might be over-consumed, meaning the miners won't be protected. So, players will need to kite the monsters into these pitfalls to kill them off. Eventually the rock-face will be broken through and then the players can kill the monster again.

The second half of the room (that the players will be able to go through once the second monster has died) will feature some more of the calm, prettier plant-life. This is related to the fact that at this point in the raid, a Goebie will feel safe enough to come with the group, to serve as a bank. The arch-way leading into the next room will be blacked out, forebodingly.

In the next room, players will walk in to see a room identical to the last 2, but no monster will come out from behind the rock this time. A party of Goebies will be on the rock-face, talking to the players about the raid boss that's ahead, the one we've come to kill. We won't be able to pass the rock-face while they ta-suddenly a projectile comes from behind the players and kills the Goebies. Players will turn around and a very, very large and scarier looking version of the monsters from the last 2 rooms will be stood at an over-hanging, large window, perched on where it will fight the players

01-Jul-2015 13:15:50 - Last edited on 01-Jul-2015 14:03:57 by Neborian

Neborian

Neborian

Posts: 1,543 Mithril Posts by user Forum Profile RuneMetrics Profile
-Finally, the first raid boss-. But, like I said I won't talk about it here. As far as the environment goes, just know that there will be rock formation leading from the ground across the walls, to the window structure. This fight holds the same principle as the last 2 rooms: players need to destroy the window-structure's base, so that the creature can fall to the floor. The creature will break through the floor, leaving it completely vulnerable as only half of its body will be visible from over the floor it's broken through. Players will of course, not need to be standing here when that happens. When the creature dies, it will totally fall over the rock-face, making a path over it and into the next room.

There will be one last room before the second and final raid boss, the one right from the begining. This room will be another simple respite area with a bank, lush plants and all of the works, with a grandiose, imposing stair-case at the end, leading to the roof, where the final boss waits.

The winds will be visible up here, atop this high building. We'll be close to the clouds themselves (with an effect akin to the cloud filter you can see in Citadels when your camera is as far up as possible). The skybox would be quite difficult to create here, as it would have to be a model of the city that would have to align with the city as the camera rotated. I instead recommend that you simply have a cloud layer here. I just realized: in the first stealth section, you could make it so that we don't see the creature on top of the building, just its shadow. This means that you could feasibly have the final encounter skybox as a cloud layer, rather than needing to develop and draw an entire city that has to be drawn in 3d retrospect so that it's always in alignment with the camera. If that's more feasible than I thought, then go ahead with that for sure, it would look epic.

01-Jul-2015 13:25:52 - Last edited on 01-Jul-2015 14:20:07 by Neborian

Nox Raijin
Apr Member 2015

Nox Raijin

Posts: 65 Iron Posts by user Forum Profile RuneMetrics Profile
Location/Atmosphere... I would like to see a raid that has a similar atmosphere to Draynor "Night" from the Heist minigame. That atmosphere is very unnerving when you play it for the first time and I get chills whenever I play there!

For the battleground... I think that a desert or swampy type area would add to the spooky feel you are trying to get and if you go to a swamp area there are some pretty neat things you can put in there including some newly found trees, maybe they have a glowing green goo oozing out from the tree with monsters forming from this goo all around. Some of the monsters could be camouflaged and most of the larger monsters would have abilities to make it challenging. I would love to see the first dual wielding monster in the game with ability's come from this raid dungeon too, that would be challenging and unique!

Layout... You would start out with a short cutscene showing you some of the features of the raid then run out for a short while until you run into some monsters that come from the green ooze. While walking through the swamp you would find unnatural statues and ornaments that you have never encountered before, some are even LIVING THINGS! There would be some sort of magical lifts that would take you to secret rooms for loot or more monsters, just depends on your luck. You run past these obstacles and dodge what you can until you reach the final area where you will see an enormous tower, run down of course, with a larger scale magical lift with particle effects coming from it. Did I mention that all of these lifts would take you high in the sky to where you can walk on the clouds? Yeah, that's right, you can walk on the sky for a change. This will be the entrance to the boss fight... To be continued next week for the boss design...

01-Jul-2015 13:54:32

Mod Kalaya

Mod Kalaya

Jagex Moderator Forum Profile Posts by user
Othello said :
Mod Kalaya said :
We want to see new worlds, alternate dimensions, or your mum's back garden creatively refurbished to be a place in which epic adventures can be had.


Why?!
We have perfectly good scenarios already that could do with some loving!
- Waterbirth Dungeon
- Underground Pass
- Kalphite Hive
- Troll Mountains
- Mort Myre Swamp
And those are just form the top of my head. They are overdue some real updates, and perfect settings for raids!
You can just make a portal (or what even mechanism you use to start a raid) in those locations.

Ps: I'm very optimistic about the coming raids :) , but it should be more important to keep what we have up to speed, than to add new updates.


This is a competition, not looking for ideas on the next raid - it's not an update that would be added to the game, more looking for player creativity!

Ta,
Mod Kalaya |
Zarosian
Product Manager | @JagexKalaya

01-Jul-2015 14:07:15

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