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Old 06-25-2012, 03:12 PM
handclaw handclaw is offline

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Default Gnomeregan Redesign - Fan Idea

Well, I've been working on a redesigned Gnomeregan, both, as a city and as an instance. As I'd love to discuss this as I continue to flesh it out, I've made this thread. As a note, I am far from complete, but I got already ideas for some of the "n/a" sections, but I'll need time to write them down properly. ;P Still, enjoy!

--------------------------------------------------------------------------

Gnomeregan Restoration Project

1.0 Event

n/a

note: I am pondering about an event where Mekkatorque using a kind of counteragent to purify the zones from the radiation and so render Thermaplugg's trump card useless.

2.0 The City

2.1 The Workshop

In this zone, gnomish forces used to find survivors after Operation Gnomeregan. But now with the restoration of Gnomeregan in progress, crafters off all the trades gather up here. The conditions aren't optimal yet, but it is being worked on.

Since the retaking of gnomeregan would render the current starting storyline impossible, the starting experience would have to be changed anyway.

2.2 Train Depot

This is where the Gnomeregan trains are housed. Now finally in service again, the trains can bring you to all of the reclaimed parts of the city. There are even plans to expand the train system and connect it with the Deeprun Tram in Ironforge, when further repairs are done.

2.3 The Hall of Gears

The Hall of Gears is the heart of the city, connecting all areas with each other. It belongs to one of the most repaired parts of town.

2.4 Dormitories

The gnomes used to live together in the dormitories, with the central hall being used as a cafeteria. Former refugees are finally returning home and are now moving back in, while others come only to reclaim some of their belongings. It's all a chaotic process and it will take time until everything will be normal again.

2.5 Clean Zone

The Clean Zone was the place, where the survivors barricaded themselves. Right now, all organization is centered around here, as there are still parts of the city in the hands of Thermaplugg. It's here where you will find Mekkatorque planning the next steps to retake the rest of Gnomeregan once and for all.

2.6 The Exhibition Halls

In these derelict halls, the people of Gnomeregan held many exhibitions, showing off the newest inventions, breakthroughs in alchemy and even the newest advancements in the arcane arts. The last show was the so called “Azeroth of Tomorrow” exhibition, but with the fall of Gnomeregan, it was abandoned. Now, with the gnomes reclaiming a huge part of Gnomeregan, this relict of the past has been reclaimed, too. The repair is already in process, but it's far from being done. Still, it attracted already some curious on-lookers.

The “Azeroth of tomorrow” exhibition intended to show how the latest inventions will revolutionize the world as they knew. With the flying machines and submarines from the second war, you had new ways to conquer the skies and the depths of the seas, a prototype of Mekkatorque's mechanostrider showing how gnomekind gained a reliable mount and how it will be improved in the future and many more marvelous displays of gnomish ingenuity. But all of them are broken now.

2.7 The Docks

Unbeknown to many, Gnomeregan had access to the sea all along. Built into an artificial cave, hidden behind a camouflaged gate which looks like a natural part of the cliff, this dock allowed the gnomes to aid the Alliance in the second war using their new submarines. But with the fall of Gnomeregan the access was lost and only collapsed tunnels prevented the leper gnomes from using them. But thanks to the reclamation by the gnomes and their fast repairs, the access has been quickly restored.

The gates have been opened now and several of the newest submarines utilized in the events in cataclysm era docked bringing supplies. There are even some transport ships from the 2nd war which have been docked there all the years.

3.0 The World

n/a

4.0 The Instance

Gnomeregan

Now aviable as a Heroic!


Work in Progress

While a huge part of Gnomeregan has been retaken, Thermaplugg is still out there, making plans to strike back and re-establish his control over the city, and his subordinates are more than willing to follow his command. It is unknown what he is planning, but one thing is sure: time is running.

The new Gnomeregan dungeon has changed quite a bit. You start now in the tunnel leading to the hangar, and since this area poses still a great danger to the rest of the city, a gate has been installed to improve the defense. Going further, you will notice that Thermaplugg rebuilt some areas to meet his needs and at the same time the maintenance declined and a lot of areas are falling apart now.

After fighting through the various leper gnome forces, you arrive in the hangar. You encounter there a machine intended to break through the gnomish blockade. It isn't ready for its intended purpose yet, but it's ready for a testdrive against some pesky adventurers.

The MST Breakthrough 5000 Mark I
First boss encounter

The MST Breakthrough 5000 Mark I is both, a tank and a mech. In tank form, it will try to ram into the players and you must evade. If it rams one of the walls, you should watch out for falling debris from above.

Changing into mech form, it will utilize various weapons to destroy you. The weapons are choosen randomly during the creation of the instance and hence you will have to watch out for different things each time.

-----

The old direct way to the tinker's court caved in and you have to take the route through the engineering labs. You find there various new inventions which pose a threat to your advances, which are no problem to you. Closing in on the exit, you are suddenly zapped by a gnomish World Enlarger and you and your companions shrink to a tiny size. One of Thermaplugg's lieutenants has been expecting you and put up this trap.

Science-Lieutenant Valvebuzz
Second boss encounter

insert mechanics here

Basically, for this encounter you will fight atop a table or a similar surface. Imagine this fight similar to Kologarn, where you fight against the upper body of him. He will try to crush you, but also use his gadgets against you.

-----

After defeating him, you are restored to your normal size and you can finally continue down to the tinker's court. Arriving there, you see Thermaplugg, outside his suit. Striking it down, you must discover that it was a decoy. The doors shut down and Thermaplugg taunts you. Although he wants to unleash bombs on you, he must discover that he is out of bombs. So instead, he sends out masses of troggs. After a while, one particular big one comes in.

Krrragrosh
Third boss encounter

insert mechanics here

This boss is here for the trogg element of gnomeregan. There could be no gnomeregan without troggs, after all. The trogg continue to spawn until you defeat Krrragrosh.

-----

After the fight, you notice a very suspicious wall segment. You discover that behind it is a tunnel, leading deeper into gnomeregan. Going down there, you start to notice that some leper gnomes mutated further since the explosion of the second radiation bomb. Some are more brutish and others have gained other new abilties.

At the end of the corridors, you encounter a giant mutated gnome.

Kazro
Fourth boss encounter

insert mechanics here

Kazro is a prime example of the Leper Gnome mutants. Unlike the others he gained both, strength and the special powers, making him a dangerous foe.

-----

Finally, you arrive in the seat of Thermaplugg's operation, his personal workshop. Since his last encounter with Mekkatorque, he had to replace his lower body with robotic legs. It's clear that it drained his health, both, physically and mentally, but he is still up to some surprises.

Sicco Thermaplugg
Final boss encounter

insert mechanics here

It's Thermaplugg with new robot legs and other gatdets. Possibly, he could use similar abilities to the Goblin Tinker
from Warcraft 3, but well, it's just an idea.
As a side note, Thermaplugg is able to drop a personal treasure: his very own warcraft 2 era flying machine.
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Old 06-25-2012, 03:17 PM
Nazja Nazja is offline

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You know what would be great? A train system that connects all the sub zones and has a small station in most.
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Old 06-25-2012, 03:19 PM
Erthad Erthad is offline

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Would the train depot connect to Ironforge and then to Stormwind?
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Old 06-25-2012, 03:21 PM
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Ah right, forgot to add that in. I wanted to utilize the idea of the train depot, with the tram-like trains bringing you everywhere you want. But I have to flesh it out further a bit to make sure it could work in game.
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Old 06-25-2012, 03:42 PM
Sarahmoo Sarahmoo is offline

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I think that when Blizzard finally adds those boss descriptions to the dungeon journal, it will be the last time they ever go near Gnomeregan again. But just as fancrafting, I really like the idea of reusing newer models in old instances. Like when they added those lava worms to Ragefire Chasm or the enchanted tikis to Zul'Gurub. A clockwork giant boss in Gnomeregan would be so cool.
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Old 06-25-2012, 04:34 PM
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I scribbled on a guide to Gnomeregan in MS Paint years ago...

http://tinypic.com/r/vw381/6

As for a tram going through the area, I think there is a tram line going from a wall opposite Techbot's old room to the Tinkers' Court. If they ever revamp the place, they have to use that.

Edit: Less upstaging.

Edit again: The end at the train depot is two lines that merge, maybe for tram car storage. They don't touch the wall, they just end. The tram continues to the hall of gears where it meets with another line from the destroyed hallway. The hall of gears confuses me, as these two lines apparently both connected to the broken gear in the center of the room (which seems to have been a stationary platform when it was intact), then went off in different directions, only to end up as one line. I assume they wrapped around and connected, and it is just mangled. From there, it goes through the launch bay to the tinkers' court.
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Old 06-25-2012, 05:42 PM
Cemotucu Cemotucu is offline

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Originally Posted by Sarahmoo View Post
I think that when Blizzard finally adds those boss descriptions to the dungeon journal, it will be the last time they ever go near Gnomeregan again. But just as fancrafting, I really like the idea of reusing newer models in old instances. Like when they added those lava worms to Ragefire Chasm or the enchanted tikis to Zul'Gurub. A clockwork giant boss in Gnomeregan would be so cool.
It's possible, but in Mekkatorque's short story a remodeling is implied:

Quote:
The trogg infestation was still going to take time and effort to cleanse. A comprehensive squeege job on these stinking hallways had just been bumped up in priority, and the high tinker was already envisioning plans for a more open, airy layout. This "dark hole" was due for a remodeling the likes of which even the titans had never seen, not just for a return to its former glory, but for something far better.Far brighter. Far more fitting for the gnomes of Azeroth. Gelbin removed his new glasses and sighed, running his fingers down the bridge of his nose. A few upgrades, a few improvements—he could get used to these after all.
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Old 06-25-2012, 05:57 PM
Ashendant Ashendant is offline

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If i remember correctly the Troggs in Gnomeregan were digging to find something really dangerous, like a faceless one vault or something.
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Old 06-27-2012, 06:57 AM
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Updated quite a bit the first post...
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Old 06-27-2012, 07:51 AM
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I'm a fan of the city being opened up, but it feels like Thermaplug is played off a bit too incoherently. Granted, he should be the end boss for old time's sake, but having him just run like a frightened little squab because his precious devices aren't working just seems like a rehash of "it was only a set back!" I'd rather see him in the background priming another bomb and it becomes a race against time instead of him just being chased around willy nilly.

With that said, the actual encounters you spoke of do seem more fun than the current crop, as well as giving the instance its proper gnomish flavor instead of just the usual irradiation jokes.
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Old 06-27-2012, 08:32 AM
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But if we count "cut short" as canon, isnt mekkatorque only "half" the gnome he once was? how would he get around?
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Old 06-27-2012, 01:02 PM
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Originally Posted by Cantus View Post
I'm a fan of the city being opened up, but it feels like Thermaplug is played off a bit too incoherently. Granted, he should be the end boss for old time's sake, but having him just run like a frightened little squab because his precious devices aren't working just seems like a rehash of "it was only a set back!" I'd rather see him in the background priming another bomb and it becomes a race against time instead of him just being chased around willy nilly.

With that said, the actual encounters you spoke of do seem more fun than the current crop, as well as giving the instance its proper gnomish flavor instead of just the usual irradiation jokes.
Actually, as I planned it, there are only two appearances, but maybe I didn't make it clear. Thermaplugg appears in the Tinker's Court (but only as a decoy/hologram) and in his workshop. Those are the only times you encounter him directly. Otherwise, he will use the Gnomeregan Communication Systems to taunt you in the first fight and baiscally to acknowledge your presence.

As I see it, he locked himself up in his workshop and isn't leaving, partly because of health problems, but also because he is making plans all day and all night. The workshop should reflect his mad work a bit with scrapped plans all over the place and half-built devices.

The problem with another bomb is, in the event I was sketching up so far, Mekkatorque has finally a way to fight the radiation agent and hence making Thermaplugg's trump card useless. Only because of this the gnomes could secure a huge part of the city since they don't have to fear his radiation bombs anymore. This again reinforces the idea of Thermaplugg locking himself up in his workshop to find a way to outdo Mekkatorque.

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But if we count "cut short" as canon, isnt mekkatorque only "half" the gnome he once was? how would he get around?
As I explained, you only see him twice, so he wouldn't really come around. ^^ But in addition, he has now a robotic lower body, making him basically a cyborg of sorts.
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Old 06-27-2012, 02:34 PM
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Actually, as I planned it, there are only two appearances, but maybe I didn't make it clear. Thermaplugg appears in the Tinker's Court (but only as a decoy/hologram) and in his workshop. Those are the only times you encounter him directly. Otherwise, he will use the Gnomeregan Communication Systems to taunt you in the first fight and baiscally to acknowledge your presence.

As I see it, he locked himself up in his workshop and isn't leaving, partly because of health problems, but also because he is making plans all day and all night. The workshop should reflect his mad work a bit with scrapped plans all over the place and half-built devices.

The problem with another bomb is, in the event I was sketching up so far, Mekkatorque has finally a way to fight the radiation agent and hence making Thermaplugg's trump card useless. Only because of this the gnomes could secure a huge part of the city since they don't have to fear his radiation bombs anymore. This again reinforces the idea of Thermaplugg locking himself up in his workshop to find a way to outdo Mekkatorque.

As I explained, you only see him twice, so he wouldn't really come around. ^^ But in addition, he has now a robotic lower body, making him basically a cyborg of sorts.
So Mekkatorque invented Hazmat suits with personal anti-nuclear technology systems, aka P.A.N.T.S?
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Old 06-27-2012, 03:05 PM
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So Mekkatorque invented Hazmat suits with personal anti-nuclear technology systems, aka P.A.N.T.S?
Not exactly. ;P

What I was pondering about was, that Mekkatorque utilizes a material to speed up the radioactive decay a lot, but also using elements which absorb the radiation. Now, I am not that scientifically educated, so this may not make any sense, but hence I made this thread to discuss.

Basically, the big weapon Mekkatorque uses in the Gnomeregan Liberation event is a kind of anti-radiation bomb which would purify most of Gnomeregan from the radiance and make further uses of irradiators ineffective. The leper gnomes wouldn't be harmed by it, but it wouldn't undo any mutations either. It would get rid of the Irradiated Horrors and the Viscous Fallout, though.

Also, the blast of this bomb wouldn't reach all of Gnomeregan, so when you go deeper into Gnomeregan in the instance, you will find remains of it again.
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Old 06-27-2012, 03:30 PM
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Not exactly. ;P

What I was pondering about was, that Mekkatorque utilizes a material to speed up the radioactive decay a lot, but also using elements which absorb the radiation. Now, I am not that scientifically educated, so this may not make any sense, but hence I made this thread to discuss.

Basically, the big weapon Mekkatorque uses in the Gnomeregan Liberation event is a kind of anti-radiation bomb which would purify most of Gnomeregan from the radiance and make further uses of irradiators ineffective. The leper gnomes wouldn't be harmed by it, but it wouldn't undo any mutations either. It would get rid of the Irradiated Horrors and the Viscous Fallout, though.

Also, the blast of this bomb wouldn't reach all of Gnomeregan, so when you go deeper into Gnomeregan in the instance, you will find remains of it again.
There are three ways to shield yourself from radiation. Lead or other high density materials. This leads to the materials being contaminated. Theoretically radiation can be diverted using EM fields, however they're nowhere near as capable of blocking everything. Finally there's the use of highly toxic chemicals that absorb radioactive decay, however they're again contaminated by the very act of coming into contact with the radiation.

The best radiation "sponge" I know of are living organisms. Drop a couple druids down the hole and have them start growing stuff and they'll be able to sop up the ambient radiation, but they won't be able to stop a major bomb itself. That would require an EM shield of some sort with anyone working it basically sitting in a mobile bunker in hazmat suits.

So really there is on way to stop radiation from happening, only mitigate the damage it does.
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Old 06-28-2012, 09:37 AM
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There are three ways to shield yourself from radiation. Lead or other high density materials. This leads to the materials being contaminated. Theoretically radiation can be diverted using EM fields, however they're nowhere near as capable of blocking everything. Finally there's the use of highly toxic chemicals that absorb radioactive decay, however they're again contaminated by the very act of coming into contact with the radiation.

The best radiation "sponge" I know of are living organisms. Drop a couple druids down the hole and have them start growing stuff and they'll be able to sop up the ambient radiation, but they won't be able to stop a major bomb itself. That would require an EM shield of some sort with anyone working it basically sitting in a mobile bunker in hazmat suits.

So really there is on way to stop radiation from happening, only mitigate the damage it does.
Hmm, I see... But I fear, I should go for "fantasy science" in this case, as all gnomes running around in Hazmat suits wouldn't really be "the gnomes took Gnomeregan back". After all, why should the refugees return and move in if there is a too big danger of another radiation bomb at all times? The point I want to achieve is, with Thermaplugg losing that weapon, it allows the gnomes to actually gain ground. Right now, there is no limit for Thermaplugg's bomb use, besides maybe ressources.

And well, I kinda like the idea of Thermaplugg making blueprints all day and all night because he needs a new superweapon... ;P

I mean, we got alchemists who fabricate a ton of magical poitons and we got also special metal ores whose properties we can't even describe... But well, what are your thoughts on that?
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Old 06-28-2012, 11:08 AM
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Hmm, I see... But I fear, I should go for "fantasy science" in this case, as all gnomes running around in Hazmat suits wouldn't really be "the gnomes took Gnomeregan back". After all, why should the refugees return and move in if there is a too big danger of another radiation bomb at all times? The point I want to achieve is, with Thermaplugg losing that weapon, it allows the gnomes to actually gain ground. Right now, there is no limit for Thermaplugg's bomb use, besides maybe ressources.

And well, I kinda like the idea of Thermaplugg making blueprints all day and all night because he needs a new superweapon... ;P

I mean, we got alchemists who fabricate a ton of magical poitons and we got also special metal ores whose properties we can't even describe... But well, what are your thoughts on that?
I'd say go with an arcane reinforced EM (AREM) field and Gnome Biologists. That way you can not only add in quests to keep the EM field running, but also add in lore showing Gnomes ability to work with more than just pure technology. Plus there's always the fun dailies of trying to keep plants from mutating a bit too much.

Thermaplugg, that I do like. The guy doesn't seem like someone who just stands around, but is actually the most engaged out of all the lepers in researching, leaving defense to others.
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Old 07-04-2012, 03:20 PM
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I'd say go with an arcane reinforced EM (AREM) field and Gnome Biologists. That way you can not only add in quests to keep the EM field running, but also add in lore showing Gnomes ability to work with more than just pure technology. Plus there's always the fun dailies of trying to keep plants from mutating a bit too much.

Thermaplugg, that I do like. The guy doesn't seem like someone who just stands around, but is actually the most engaged out of all the lepers in researching, leaving defense to others.
Hmm, yeah, I think I will go with that. Have to flesh out the event a bit more though.

But in a related note: A little preview on the Gnomish Hazmat Suit ;P

Going to make some sketches for Gnomeregan Gear. ((Plate Welding Mask Helmet included))
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Old 07-09-2012, 01:49 PM
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Are you ready for the new Gnomeregan?
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Old 07-09-2012, 01:51 PM
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I like your art.
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Old 07-09-2012, 01:52 PM
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Are you ready for the new Gnomeregan?[/center]
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