Alucard_I
Official Terrarian
Here are my thoughts on the Abyss biome.
In general: The sea above the abyss is seemingly sulphuric, right? Some gripes of mine are:
- Sulphuric Acid is extremely toxic and corrosive, it's crazy how you can swim there. You can't, you should die. I'd suggest a debuff that only activates if you're not wearing all armor pieces, and that debuff would quickly sap at your health. Something like: "Skin Corrosion", which deals (5*A + 1) damage every tick, where A is amount of empty armor slots. In fact, the air itself around a sea like that is toxic. So the entire biome should apply that debuff.
- Sulphur isn't soluble in water, and sulphuric acid is denser than water. Abyss' water is blue, which kind of implies that it's clear. There are multiple solutions to that: First is - make all water in the abyss that yellowish sulphuric in color, debuff applied. That would look weird though. Second is - make the ocean above clear and the abyss or part of it - sulphuric. Third - connect abyss and sea not with a straight tunnel, but with a 'un' or 'nu' tunnel. Like two connected U-syphons or an S on its side. That shape.
- Abyss' layers of enemies are nowhere to be seen, there is no indicator that you're in a different layer or anything like that. Solution to that lies in changing abyss gen code to not be a repetitive helix.
- Hardmode items are easily acquired post-Skeletron.
-
+ Sulphuric Acid and water create exothermic reaction - heat appears on the connecting surface of two liquids. Bubbles rising from the ocean are a great touch!
Okay, now for the picture.
Region 1:
- It's empty. And it's 30% of the entire biome! Sure it's meaningful, I don't mind that at all. You're falling into the abyss, which is cool, but not 30% of the entire biome! You could reach the upper edge of the world with these 30%! What is more...
- No enemies spawn there, at all. It's just empty and nothing happens. Why?
- For the entirety of those 30% underground music plays. Not even ocean.
+ Meaningful, ok. The only plus.
Region 2:
- It's repetitive. Surely you noticed a pattern there. Rock - two cliffs - rock - two cliffs... It goes on and on.
- Moving through that region is very boring too. The way down is a helix, or a double one. There is nothing to explore, just go down and down.
- Items are acquired extremely easily. Sure, you need to kill Skeletron to get the shadow key and open the chests, but still.
+ There is great variety in mobs! I haven't seen that many anywhere, except maybe in underground desert. Truly wonderful job.
+ Fantastic music, fits well
+ 100% of the Abyss
Region 3:
- Another drop into the Abyss, with nothing at the end.
- Extremely difficult enemies with no reward.
+ The biome finally ends here. I feel deep satisfaction.
Here's my view on the Abyss.
General: I suggest the double U syphon tunnel so the waters of the Abyss are clearer.
Region 1 - 'Floating Gardens': Photic zone with low pressure. This can be explored at the end of pre-Hardmode and some items can be acquired using a Shadow or Golden Key. Layer 1 enemies spawn here plenty. Players receive a "Compressed Air" debuff that reduces breath meter by 40 seconds, essentially removing all air from players unless they have at least a diving helmet equipped.
Ceiling spikes of the gardens allow the player to quickly swim out of the zone using hooks if they don't have flipper potions, plus they could be a source of Planty Mush. "Floating Islands" can contain some ores, chests and they provide some ground for players to walk on, while also keeping the abyss itself, considering they're not attached to anything and there is nothing below.
Region 2 - 'Cliffside': Photic/Aphotic zone with higher pressure. There is some light, but it's definitely harder to see. That zone can be explored after Plantera and new items can be acquired using Temple Key or Abyss Key, which is made from Temple Key and Lumenyl. Layer 2 enemies spawn here. Players receive a "High pressure" debuff that sets breath meter to zero and quadrifies damage from air loss, while also slowing down the player by 15%. The only way to explore that region would be either gills potion or Neptune's Shell.
Cliffside region is full of dangerous enemies. Being on the edge of photic and aphotic zones, it holds some enemies that emit light to attract players. It is easy to explore and the cliffs might hold something inside them, specifically some rare ore. Cliffsides are a home to some rare plants as well, namely Aqualga that grows only deep underwater and gives seeds when below sea level. Aqualga can be used for potions that increase players' stats when submerged in liquid, or for potions that remove pressure debuffs, allowing players to safely explore the depths.
Region 3 - 'Abyss': Aphotic zone with immense pressure. Players receive "Pressurized" debuff that quickly saps their health regardless of their breath meter. Swimming upwards becomes extremely difficult too, to the point of being stuck in that region without at least flippers. Aqualga and Abyss accessories can help. Layer 3 enemies spawn here, except Adult Eidolon Wyrm. The only source of light here are plants on the surface, but it's not enough to see further than 5 blocks above player's head. This zone should be explored post-Moon lord as it houses extremely strong creatures. In case you guys decide to keep the ocean above clear, this could be the beginning of Sulphuric part.
Abyss is a region that has no light in it and it's not as easy to get in there between the cliffs. Long strands of seaweed or other plant life, like Abyss trees, could be used for furniture and blocks. Surface of the Abyss contains bioluminescent microorganisms, making it glow anywhere, but mostly consists of dirt, sand and organic remains of other creatures. Abyss has an entrance hidden under the glowing surface...
Region 4 - 'Subaqueous Caverns': Aphotic zone with same high pressure. Players receive the same pressure debuffs, but the visibility is reduced to zero, making it impossible to traverse without high-end gear and accessories that give off light. Only enemies that might spawn here are Bobbit Worms. Besides that there is hardly anything else. Just a labyrinth full of traps that leads even further down. This place also contains extremely rare ores and maybe items.
Caverns are here to bar players away from the true abyss below and to keep creatures of the deep away from everything and everyone else. This labyrinth-like region is filled with traps and bobbit worms.
Region 5 - 'True Abyss': No light. Immense Pressure. House of the greatest beasts and an endless fall into the darkness below. Welcome to hell. If you reach the end there might be something for you, but you need a key that only drops from Adult Eidolon Wyrm.
In general: The sea above the abyss is seemingly sulphuric, right? Some gripes of mine are:
- Sulphuric Acid is extremely toxic and corrosive, it's crazy how you can swim there. You can't, you should die. I'd suggest a debuff that only activates if you're not wearing all armor pieces, and that debuff would quickly sap at your health. Something like: "Skin Corrosion", which deals (5*A + 1) damage every tick, where A is amount of empty armor slots. In fact, the air itself around a sea like that is toxic. So the entire biome should apply that debuff.
- Sulphur isn't soluble in water, and sulphuric acid is denser than water. Abyss' water is blue, which kind of implies that it's clear. There are multiple solutions to that: First is - make all water in the abyss that yellowish sulphuric in color, debuff applied. That would look weird though. Second is - make the ocean above clear and the abyss or part of it - sulphuric. Third - connect abyss and sea not with a straight tunnel, but with a 'un' or 'nu' tunnel. Like two connected U-syphons or an S on its side. That shape.
- Abyss' layers of enemies are nowhere to be seen, there is no indicator that you're in a different layer or anything like that. Solution to that lies in changing abyss gen code to not be a repetitive helix.
- Hardmode items are easily acquired post-Skeletron.
-
+ Sulphuric Acid and water create exothermic reaction - heat appears on the connecting surface of two liquids. Bubbles rising from the ocean are a great touch!
Okay, now for the picture.
Region 1:
- It's empty. And it's 30% of the entire biome! Sure it's meaningful, I don't mind that at all. You're falling into the abyss, which is cool, but not 30% of the entire biome! You could reach the upper edge of the world with these 30%! What is more...
- No enemies spawn there, at all. It's just empty and nothing happens. Why?
- For the entirety of those 30% underground music plays. Not even ocean.
+ Meaningful, ok. The only plus.
Region 2:
- It's repetitive. Surely you noticed a pattern there. Rock - two cliffs - rock - two cliffs... It goes on and on.
- Moving through that region is very boring too. The way down is a helix, or a double one. There is nothing to explore, just go down and down.
- Items are acquired extremely easily. Sure, you need to kill Skeletron to get the shadow key and open the chests, but still.
+ There is great variety in mobs! I haven't seen that many anywhere, except maybe in underground desert. Truly wonderful job.
+ Fantastic music, fits well
+ 100% of the Abyss
Region 3:
- Another drop into the Abyss, with nothing at the end.
- Extremely difficult enemies with no reward.
+ The biome finally ends here. I feel deep satisfaction.
Here's my view on the Abyss.
General: I suggest the double U syphon tunnel so the waters of the Abyss are clearer.
Region 1 - 'Floating Gardens': Photic zone with low pressure. This can be explored at the end of pre-Hardmode and some items can be acquired using a Shadow or Golden Key. Layer 1 enemies spawn here plenty. Players receive a "Compressed Air" debuff that reduces breath meter by 40 seconds, essentially removing all air from players unless they have at least a diving helmet equipped.
Ceiling spikes of the gardens allow the player to quickly swim out of the zone using hooks if they don't have flipper potions, plus they could be a source of Planty Mush. "Floating Islands" can contain some ores, chests and they provide some ground for players to walk on, while also keeping the abyss itself, considering they're not attached to anything and there is nothing below.
Region 2 - 'Cliffside': Photic/Aphotic zone with higher pressure. There is some light, but it's definitely harder to see. That zone can be explored after Plantera and new items can be acquired using Temple Key or Abyss Key, which is made from Temple Key and Lumenyl. Layer 2 enemies spawn here. Players receive a "High pressure" debuff that sets breath meter to zero and quadrifies damage from air loss, while also slowing down the player by 15%. The only way to explore that region would be either gills potion or Neptune's Shell.
Cliffside region is full of dangerous enemies. Being on the edge of photic and aphotic zones, it holds some enemies that emit light to attract players. It is easy to explore and the cliffs might hold something inside them, specifically some rare ore. Cliffsides are a home to some rare plants as well, namely Aqualga that grows only deep underwater and gives seeds when below sea level. Aqualga can be used for potions that increase players' stats when submerged in liquid, or for potions that remove pressure debuffs, allowing players to safely explore the depths.
Region 3 - 'Abyss': Aphotic zone with immense pressure. Players receive "Pressurized" debuff that quickly saps their health regardless of their breath meter. Swimming upwards becomes extremely difficult too, to the point of being stuck in that region without at least flippers. Aqualga and Abyss accessories can help. Layer 3 enemies spawn here, except Adult Eidolon Wyrm. The only source of light here are plants on the surface, but it's not enough to see further than 5 blocks above player's head. This zone should be explored post-Moon lord as it houses extremely strong creatures. In case you guys decide to keep the ocean above clear, this could be the beginning of Sulphuric part.
Abyss is a region that has no light in it and it's not as easy to get in there between the cliffs. Long strands of seaweed or other plant life, like Abyss trees, could be used for furniture and blocks. Surface of the Abyss contains bioluminescent microorganisms, making it glow anywhere, but mostly consists of dirt, sand and organic remains of other creatures. Abyss has an entrance hidden under the glowing surface...
Region 4 - 'Subaqueous Caverns': Aphotic zone with same high pressure. Players receive the same pressure debuffs, but the visibility is reduced to zero, making it impossible to traverse without high-end gear and accessories that give off light. Only enemies that might spawn here are Bobbit Worms. Besides that there is hardly anything else. Just a labyrinth full of traps that leads even further down. This place also contains extremely rare ores and maybe items.
Caverns are here to bar players away from the true abyss below and to keep creatures of the deep away from everything and everyone else. This labyrinth-like region is filled with traps and bobbit worms.
Region 5 - 'True Abyss': No light. Immense Pressure. House of the greatest beasts and an endless fall into the darkness below. Welcome to hell. If you reach the end there might be something for you, but you need a key that only drops from Adult Eidolon Wyrm.
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