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Harmony Stone
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Stages
Lohrke City: The ruined Lohrke City from Journey. Has a ceiling, and a destructible houses on each that go about halfway up the course. Very hard to knock people out on this course.
Dwarf Fortress: A side scrolling course. The beginning starts outside the fortress, and monkeys, elephants, and goblins fight in the background. Occasionally an elephant will charge from the background towards the screen, tackling any characters it hits.
When you enter the Dorf Fort, once about half the screen is the narrow opening tunnel, a Dorf will pull a lever and flood the outside with lava, dealing 30% damage on impact and sending characters flying upwards. The narrow tunnel itself will have rocksfall traps, activated if you hit certain parts of the ceiling.
Then you get to the workshops, and no events happen here. Dwarf workers toil in the background on various things.
Then you reach a bridge over a river, with carp in it that attack any who go below the bridge. They deal moderate damage and no knockback, and attack rapidly.
After the bridge is the Noble's rooms, where you see rich dwarves doing rich dwarf things. When you near the end of the Noble's rooms, a noble comes up and pulls a lever on the wall, flooding the chambers. Anyone still in there is swept along to the left and off the screen. A door seals off the Noble's Rooms shortly after the lever is pulled.
After the noble's rooms you go through a short tunnel before reaching the open plains once more, and the course loops.
Clockburgh: A simple course, flat with a clock tower in the middle. Occasionally the clock face will open, and a sniper will train his aim on a single character before shooting a rapidfire spree of 5 slow moving crossbow bolts at him. If attacked, the sniper will close the clock face again. To the left and right of the clocktower are two floating platforms.
KaraQuest: A simple city street with floating platforms. In the background, zombies walk along, and occasionally assault people. Sometimes George will drive by in Kara's truck, or Nick will drive by in his little blue car thing. Hope will occasionally wander in from one side of the screen, and she'll heal anyone who stands next to her.
Nevermore: A flat, open field. A relatively large course, with no floating platforms. Portals drift by constantly, just slightly above double jump height. Anyone sent flying into one dies. They will occasionally drop items or assist trophy characters.
RenderQuest: The course starts as a flat blue void, but as the match progresses Cube builds more and more. First his house, then had adds onto the house, then a balcony, then a tower... the course gets truly massive vertically, and then Cube decides to tear it all down and the course starts rebuilding. Has 2 or 3 different 'builds' that Cube cycles through.
Whitespace: A flat, white course with nowhere to fall below - top, left, and right are the only death areas. Nothing happens here.
WatchQuest: Most of the fight takes place in a small room, with a door on the left. Anyone who slams into the door hard enough goes flying out and dies. Randomly the door will open, and anyone standing next to it is pulled out to their death. The room itself is much larger than the one in the quest, just so fighting can actually happen there, but fallingman.gif is the only way to die.
Neutral Room: A medium-sized, plain course. The gods lounge about in the background. All characters slowly heal in this course, about 2% a second. One of the Primal Gods will be in the foreground at all times.
Xanatos: She slowly wanders about normally, but when she reaches one edge of the course she bends backwards to her Other Face and charges back across the course. On the other side, she stands back up and returns to normal. Anyone who touches her takes 100% in damage, but no knockback.
Fate: Sits in one spot reading. Ignores the conflict entirely.
Xom: Randomly alternates between leaning on his cane, walking about with a limp, and flying in random directions. Anyone he touches takes 10% damage and a random status effect.
Yog: Floats along as a large mass, left and right across the course. He simply passes through and around all characters he touches. Anyone he touches freezes in place until he has moved past them, losing all momentum. They can still take damage while immobilized.
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