Author Topic: General Chex Quest Mod Concept Thread  (Read 4392 times)

Offline Nomekop

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Re: General Chex Quest Mod Concept Thread
« Reply #15 on: July 10, 2016, 02:32:20 PM »
So, I had a brief concept for a survival style gametype: Everyone has one life, but they can be healed and revived by other people zorching the slime off of them.

I'm not entirely sure how well it would work out, but it would be interesting as a test at the very least.

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Re: General Chex Quest Mod Concept Thread
« Reply #15 on: July 10, 2016, 02:32:20 PM »

Offline ChexMaster2109

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Re: General Chex Quest Mod Concept Thread
« Reply #16 on: July 10, 2016, 03:02:03 PM »
I was working on a system like that for the Extreme Survival maps I was making a while ago. Sadly, those fell into the dust.
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Offline Boingo the Clown

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Re: General Chex Quest Mod Concept Thread
« Reply #17 on: July 10, 2016, 05:12:00 PM »
I have suggested this numerous times before, but I will suggest it again.

Perhaps a game withenemies other than flemoids, but still having some kind of connection to breakfast, would be something worth trying.

Offline Nomekop

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Re: General Chex Quest Mod Concept Thread
« Reply #18 on: July 10, 2016, 10:18:51 PM »
Less of a mod concept, but more of enemy concepts: What would the two Cycloptis without armor look like? Likewise, giving flemoids variants with armor could help fill out some enemy slots. Food for thought.

Offline xbolt

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Re: General Chex Quest Mod Concept Thread
« Reply #19 on: July 10, 2016, 11:13:25 PM »
I always pictured an armorless Cycloptis as just a blob.

Offline Boingo the Clown

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Re: General Chex Quest Mod Concept Thread
« Reply #20 on: July 10, 2016, 11:36:12 PM »
Nah.  That's just me.

Offline darkstone

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Re: General Chex Quest Mod Concept Thread
« Reply #21 on: July 11, 2016, 05:45:21 AM »
Mod idea: I finally do all the things I planned on doing and even mentioned in some edits to the wiki.
-_-

Offline Nomekop

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Re: General Chex Quest Mod Concept Thread
« Reply #22 on: August 11, 2016, 01:21:42 PM »
More of a weapon concept than anything else, but...

"The AEZ, or Ambient Energy Zorcher, collects zorch energy from the general environment, allowing for a squad member to take down flemoids regardless of the amount of zorch cartridges they have on their person. Teleporter usage will cause this device to charge at a far faster rate, due to that having the effect of adding to the ambient energy in the general area, although said zorch energy tends to dissipate fairly quickly normally."

Basically a zorcher that regenerates its ammo slowly over time, while getting a boost to its charge if a teleporter is used nearby. Probably would be fairly powerful against Archvile Equivalents, as those would probably be turned into Summoners that use Purple Zorch to summon flemoids.

Offline Ether Bot

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Re: General Chex Quest Mod Concept Thread
« Reply #23 on: November 09, 2016, 06:14:55 AM »
It'd be cool if somebody made some kind of epic Doom/Chex Quest Crossover level. I don't just mean having flemoids replace demons, I mean go all out. Have Chex Quest Style levels melt into Doom style levels. Have the flemoids and demons start out in their respective level bits and then, by the end of it, be fighting alongside eachother. Some real, messed up, teleporter accident style level that embraces both the wacky and inherently absurd concept of breakfast warriors AND the dark colorful and gritty concept of demons in space. But combined. In one level.

And call it something objectively stupid like "Chex Doom: The Chexoning"
« Last Edit: November 09, 2016, 06:16:55 AM by Ether Bot »
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Offline Ether Bot

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Re: General Chex Quest Mod Concept Thread
« Reply #24 on: November 27, 2016, 11:28:58 AM »
A "Best of Chex Quest Mods" pack that takes levels and setpeices from various fan projects into one episode.

And call it "Chex Mix"
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