Idea: Scream. Scream is Rush but… Their far away sound is a slightly distorted Rush faraway sound. The lights flicker the same amount as rush too so that makes this entity harder, they have an up close sound unique from any other entity, how does one counter Scream? Don’t hide in a closet, hiding in a side room is fine but in a closet or under a bed? You’re a goner. The main way you’ll survive Scream is by Sitting in his line of sight of course, does that make sense? No! Is it funny? Yes! And heres some modifiers around them. Screaming Down The Halls - +5% “Scream will be guaranteed to attack.” Requires: nothing! Tip-Toeing Down The Halls - +20% “Scream will emit absolutely no sound.” Requires: ‘Nobody Will Hear You Scream’ And Related Achievements… “ooOoOO!” (Name) “It’s a gHoOOooOssT!!” (Desc) -Survive Scream “Nobody Will Hear You Scream” (Name) “What about a red ghost? That’d be cool.” (Desc) -Crucify Scream “I’m not done here” (Name) “Even if I’m silent…” (Desc) -Survive Scream with no audio cues.
the no closet or bed thing is really bad, they would have to code so it can only spawn when there’s a room that there is a big side room with a wall so you can hide or a sideroom/room that is/has a part far enough from screams objective that his kill hitbox won’t hit you
I will submit theee ideas. 1. Whisper This entity has no cues for it's arrival. Makes a low whispering noise you wouldn't hear walking, gets louder when they are very close. They are 2x slower than rush There are two ways of finding out if this entity has spawned. 1. Occasionally stopping to listen out for its whispering 2. It will faintly dimmer the lights, you wouldn't notice it immediately, as it will dim the closer it is from you. If you find one of it's ways, you are to simply hide, but make sure it is close to not be kicked by hide. It will not break the lights, due to how quiet they are. 2. Reaction This entity also has no cues. Makes a distorted screeching sound which is easy to hear. This entity has the same speed as applying "Im rushing Here" to rush. If you hear its sound, react quickly and hide. 3. Blackout This entity will immediately break the lights, and will start rushing towards you. It will break the lights in the next three rooms as well making them dark rooms, beware as screech will spawn more often (same spawn as applying the "Think Fast modifier")
Floor 2 variants here Whiteout Your screen will turn white blinding you, the entity will rush towards you when it ends, to avoid it just hide anywhere quickly, however there's a chance to blackout attack after it goes away Chain reaction Reaction, but it's scream is more distorted, it's speed is ambush speed but 10% slower, also because it called chain reaction it can make multiple entitys spawn when it Rebounds so be careful Mumble Same as Whisper but it's 1.5x slower then rush, rebounds only once, use light sources like lighters or flashlights to slow it down (it will be 1.75x slower then Rush)
2 variant ideas: Quake: Traits: Spawns from the front, progressing towards the back (similar to a-120 in the Rooms sublevel) Early Cue: Shakes the floor like in the Mineshaft if Rush were to spawn(assuming this ability is removed from Rush or doesn't indicate it) Late Cue: A buzzsaw sound will start playing 3-4 seconds from the following door. After 2 seconds, it will slowly advance from the front door. Electrical: Traits: Only spawns in dark rooms Early Cue: Turns on the lights, all at once, in a dark room. After 3 to 4 seconds, will advance .75x the speed of rush. Late Cue(moving): 2-3 doors before it enters the room, it will let out a loud screech(similar to Blitz from Pressure)
I got an idea for two entities. Drip: This entity would spawn fairly commonly and would behave similarly to Rush (but it wouldn't be a 2D png). This entity would alert you by making water drip around you (you can both hear and see it). After a few seconds it would spawn in the room you just opened and would float through the room somewhat slowly but would accelerate over time. It would travel through 5 or so rooms before despawning. The entity would kill (Drown you) you if it touches you though if you are in it's line of sight for too long it would hit you with a wave of water dealing about 40 dmg and would fling you. Drown: This semi-rare entity (Low chance of replacing Drip) would cause a lot more water to appear around you. Once it spawns, you have 8 seconds to hide or get out of it's AOE (The main room). Once your time runs out, a ton of water would pour from the ceiling and would force you to the ground dealing 50 dmg. Badges: Leaking "Should probably get a plumber for that." -Survive Drip Water Bill "Can't be wasting too much water" -Crucify Drip Water-proof "I'm not going swimming today" -Dodge Drown Dry Spell "I'd prefer to stay dry" Crucify Drown
@@RaidFiftyOne im getting really tired of doors fans treating pressure fans like satan incarnate. This has happened ONCE and ONE time ONLY SHUTUPPPLPPP
Listen, I’m a pressure and doors fan, I think the pressure community is rude towards the devs, but doors fans say that pressure is a copy of doors, tired of both behaviors on both sides
@Viddplexx Yes, both sides are very immature, I reread my original comment and it does kind of come across as me only hating on pressure fans, I apologize.
try this variant of rush called breeze but you could call it fog (made it myself). has the same behaviour as rush except it make no sound and the only way you can see it coming is if you notice a gentle breeze in the room you are in coming from behind. this breeze will blow leaves/paper/dust off table tops and the floor depending on what room you are in. example: if you are in a garden room in the mines, it will sway the grass and blow leaves off trees. the breeze also emits particles. get into a closet as is will make no noise except a low whistle that you can barely hear.
@creepercritz6279 how does it kill you though? Does the wind turn violent and sweep you away or??? It feels more like a QOL thing that'd spawn in The Courtyard to add more flavor to it rather than an entity...
In my opinion, a better option for stealth, is where, it sits in the room like eyes, with its sharp teeth mouth closed. If it spawns, if you are not crouching, its mouth will slowly open and you must crouch to keep it calm. Unlike eyes, sally, dupe, ect. This entity would be fatal, like seek or figure. If you are walking but begin to crouch, it calms back down to let you have a chance on survival. Although lethal entities usually cant be fully crucified, this one would be. This is just my opinion to make stealth better (Yes i solely based this on the name being stealth, dont come for me pls)
I also have another that i made out of boredom Follower Achievement for him spawning "Wait hes good?" Description "Never knew that" Achievement for crucifixion of the entity "Your heartless" (The crucifix will activate on you instead) Description "How could you?" Entity description Basically once he spawns he follows the player around doing nothing (he has a hitbox to interact with objects) Achievement for giving "follower" a crucifix "No bad intentions" Description "He can't use them silly" Modifiers that come with him "Personal buddy"+0%-makes him last forever (also gives the achievement for beating doors with a friend if you get him in the elevator with you) "Not so friendly"+10%-makes follower hostile and deal 10 dmg when he touches you and inverts your controls "Helping hand"-1%-follower always spawns with a item (makes him able to drop items as well) Also did i forget to mention he can hold items like a floating storage?(Can't really drop them on command tho)
Another Idea: Warpz When opening a door (if he spawns) you are greeted with a loud distorted twisty sound. The door turned into a portal, which can take you to literally ANY room, wether its one you have already been through or one ahead of you, which could give you a shortcut. But, its not just a fun entity to give you a shortcut or send you back. Because a random door that youve already went through will get locked, and unable to be opened. Meaning if the portal teleports you to before that locked door, you will be trapped, and killed by Warpz within 10 seconds. Since Warpz constantly rebounds from the first door to the locked door extremely fast. But this entity isnt all RNG, because if you have a feeling that the portal takes you to before the locked room, you dont have to go through the portal door to progress. Next to the portal theres a vent, which takes you on a short detour to a 10 door subfloor, called "The Twistdoor". Its very hard with ambush, and many entities attacking constantly but its only 10 doors long, and once you make it to the end, you end up on the other side of the portal door. You are able to use a crucifix on him by walking through his portal door while holding a crucifix, it will cause your screen to pull in and out and make loud intense twisting sounds before breaking the portal door. Warpz has a 000.1% chance for his portal door to spawn, and a 000000000.1% chance to spawn a second time in the same run. There are badges for him: Ooh A Shortcut! (Go through warpz portal door and teleport to a door ahead of you) Weirdest Detour Ever (Make it through the twistdoor subfloor)
Mine is a bit closer to an Eyes variant, but I call it Lightshow. Appearance: a small white and blue orb with lots of colorful lights coming from it and small dark blue eyes Mechanic: Lightshow is pretty rare (about as rare as Halt) but basically it will spawn in large rooms (can’t spawn near keys or doors, only spawns in the hotel cuz there’s not enough hotel-exclusive entities) and your player will automatically walk towards it after spotting it (it doesn’t make you walk that fast, you can move away and you can’t walk in a hiding spot) and if you get too close you start to take damage (more damage the closer you get) until you either manage to get away or it kills you. Jumpscare: Its jumpscare is hard to explain, but basically the lights shine on the screen turning it white as the entity screams, realizing what it had done to the player, and proceeding with the normal death screen. Lore: Lightshow was originally like the Depth fanmade entity, except its lightshows would amaze the other entities in the hotel and it was seen as a friend to the entities, but one day either because of someone in the hotel before you or another entity, Lightshow ended up dying. The architects weren’t even aware that the entities could die, and didn’t take it well as they also enjoyed seeing its lightshows. It reawakened as a ghost, and wandered around the hotel to present its lightshows to hotel guests and entities, but something had changed when it died, making its lights deadly, and the entity is determined to fix that issue, but it’s never able to tell if it’s fixed until it either hurts someone, or they come out unscathed after the lightshow. All of its lightshows have been unsafe so far, but it still tries its best. First Guiding Light message: “You died to…” “Wait… there’s no way…” “That was Lightshow!” “Lightshow was a threat from before your time here, it was like Ambush but stronger.” (Note: this entity won’t spawn in until your first time surviving Ambush) “But… we thought Lightshow was long gone after it happened…” “Doesn’t look like it acts the same anymore, but I think you should try giving it space for now.” Second Guiding Light message: “You died to Lightshow again…” “Tried to do some research, but had trouble finding it.” “guessing its lights have become deadly somehow, based on your death.” “Good luck.” Third Guiding Light message: “You seem to be having trouble with Lightshow…” “My theory seems to be correct.” “Try to avoid getting close, even if it’s tempting.” If it doesn’t fit into the Doors universe for you, that’s fine because it’s my entity I do what I want BAIIIII
here's my idea for a doors entity: its name is "Loop", and they're basically halt but more annoying. so, once you open a door, loop has a chance to appear. if it does, you'll get an effect similar to one when void hits you, and you'll get teleported to seemingly the exact same room, but the door is gone. to escape, you have to find 5 differences from the initial room you were teleported to within 2 minutes. the rooms will keep changing as you go forward, so you may need to go back sometimes. guiding light will help you locate the room with a difference though. once you find a difference, you interact with that spot, and it'll mark 1/5. once you find all 5 differences, you break the loop, and all the rooms will start shattering. and you can either get to the next unopened door to escape, or guiding light will teleport you out. guiding light's death messages for loop: 1st: "you got stuck in a loop..." "you'll need to find a way out before the loop becomes infinite!" "my lights will help you." 2nd: "you got stuck in a loop again..." "you need to find something in the looping rooms to escape!" "follow the lights!" 3rd (final): "you got stuck in a loop once again..." "you have to find something off in the other rooms, memorise how the first room looks!" "follow the lights!" and the badges for loop are: "Deja Vu" "i feel like i've already been in this room before..." "escape a loop." "Loophole" "i don't like this room." "use a crucifix against Loop." PS: loop wouldn't have a visual appearance kinda like void, the 2 minute time limit is the loop fully closing in, and the differences disappear, and it becomes infinite, so you get stuck in the loop forever. lemme know what y'all think of "loop"!
The devs might actually do smth like that at some point. They can definitely revamp every 2d entity now. They already remade jack to fit the design of doors now
@VagueFaces_000 I literally put a timestamp for when the shaking Ambush image appears. Anyways it would be cool for some of the 2D entities to be more “animated” though you normally don’t get to see them that much so I don’t think it would really matter
@Totally_trustworthy_person still thought you wanted more animation in the characters. But I do agree, though they aren’t any less animated than the pressure 2d entities. They change faces during crucifix scenes, Jumpscare, and kills. But the point you make about not seeing them kinda is the point. You won’t see them very long or at all. Jack only appears for a split second. Shadow is a shadow you can’t even see for long. Rush passes by pretty quickly, so does ambush and blitz. Lookman and eyes are meant to NOT be stared at. But eyes has plenty of animation in case epilepsy do look at it (it’s first person death is one of my favorites)
I got an entity idea called "Haunt" Haunt has a rare chance to spawn if you or your teammate revives It looks similar to you or your teammate except being semi-transparent So it basically follows you around for a some time. To survive you need to not get close to it or it deals 35% health Related Achievements : Who Are You? Uhhh...hello?! Survive Haunt Ghost Buster I ain't afraid of you Use a crucifix against Haunt Guiding Light : First : "You died to Haunt, It follows wherever you go, don't get near it." Second : "You died to Haunt again, try not to get close to it next time." Anyways ye that's all I have to say about "Haunt" and yes it's kinda like "Dopple" from grace but has some new mechanics like spawning after reviving so ye
Imma explain the diferent gimicks for each of the anglers (and pandemonium) for the people who haven't played pressure Angler (Light Grey) Literally just Rush Froger (Yellowish Brown) Works kinda like Ambush. It will flicker the lights, then start rushing. once it enters the room it will wait at the door to the next room for ~2 seconds, then leave. It will wait roughly 5 seconds before rebounding. After it returns it will be gone for good (essentially, Ambush with 1 rebound) Blitz (Bluish Grey) Flickers the lights twice, then rushes at ridiculous speeds, so basically just hide immediately after seeing the lights flicker twice. Pinkie (Pink) Will not flicker the lights at all, instead you have to listen for its scream. So just hide when it sounds close and you should be fine Chainsmoker (Green) Will flicker the lights, and start moving towards the room you're in very slowly (still faster than a player so you can't outrun it) it releases a green smoke around it which forces you out of the lockers much faster than normal. To survive simply wait until its in the same room as you, then hide. Pandemonium (Brown, has loads of eyes) Will flicker the lights, then begin moving at the same speed as Chainsmoker. Unlike the other anglers where you can stand far enough away from them and they wont see you, Pandemonium will always see you unless you hide in a side room. Once you're spotted by Pandemonium, he will rush directly to your exact location at the speed of an Angler. Once spotted it will follow you until either: A) it inevitably catches you, killing you instantly. B) you hide in a locker. C) you die by any other means If you choose to hide in a locker it will rush to that locker and begin a minigame (you can find videos of the minigame on RUclips) A final node monster that wasnt shown is Harbinger (originally called Death Angel. Dark blue in colour) It will chage the lights in a room red, lock the next room door, and start rapidly opening and closing all the draws and lockers in the room. It will then begin following the player immediately (same way pandemonium does) and only stops when you die or hide. When you hide in a locker it will do a minogame similar to Pandemonium. Its minigame is endless and gets progressively harder (once again you can find a video on YT) when you die to it you get a free revive cause its a very unfair entity. (Also Pandemonium and Harbinger aren't angler variants and are instead their own entity)
new 3D entity called the judge (made it myself) the judge is tied to ideas of guilt and judgment. It appears when a player has made mistakes, taken too many risks, or acted selfishly in the game like stealing someones closet. Instead of attacking right away, it watches players carefully, waiting for them to make decisions. If the player behaves in ways that seem wrong or selfish (like betraying another player or taking more than their share), the Judge starts to move toward them. Encounter and Survival : When the Illusory Judge appears, similar to dread or haste, a "trial" begins. Players must face a moral test, not just run or hide. Here's how survival works: The simple way to escape is similar to dread, you must make it through the next door, This will only buy you some time tho, as it will try to attack later on. Redemption: If the player admits to a mistake they’ve made in the game, through the use of chat, they can "confess" by standing still and acknowledging it. This causes the Judge to calm down and disappear, letting the player move on. Resistance: If the player refuses to admit their mistake or tries to escape, the Judge gets angrier. The player’s screen will blur, and they’ll move more slowly, making it harder to escape. The Judge will keep following them until they confess. Denial and Escape: If the player acts kindly after refusing to confess (like helping another player or saving someone from an entity), the Judge will be momentarily satisfied. This will let the player escape and even gain a boost in speed.
I have one.... Reaper A play on the concept of harbringer in pressure where when he appears either hide on time or he sees you and A. kills you or B.puts you in a figure heartbeat minigame when in a locker (the minigame last forever) this entity has a 0.5% chance to replace any entity except seek, figure,screech, grumble,giggle,sally,and the ANNOYING SPIKE PLANTS The achievement is gained from him spawning and its called "Here he comes" With a description of "Your run ends here" The achievement for crucifixion of the entity is called "On deaths door" With a description of "Just enough time to hide" Some modifiers that might come with it are "Destiny will wait" +20%-makes reaper able to replace dread with a 10% chance "Impatience"-5%-makes reaper actually survivable (makes his locker minigame last 1 minute instead of forever) "Everywhere"+1%-makes reaper able to spawn anywhere and replace any side entity "Death wish"+100%-makes reaper always spawn but only replace rush and ambush(also makes him survivable but with a 3 minute minigame) "Ignorant behavior"+0%-makes reaper not spawn (or just makes him not notice the player anymore) "OH LAWD HE COMIN!!"+30%-makes reaper 3X faster "Try to collect any money with this one"+1000%-makes reaper spawn every second (also door 1 doesn't revive you anymore)
Idea: Wait When Wait spawns, it will sit a couple rooms back, but almost never be out of view. It also makes a quiet noise that sounds something like snoring. After a couple seconds, Wait will wake up and begin rushing a decent amount slower than the usual rush speed. When it wakes up, a loud audio cue will also play, in in case it isn't visible. If it enters the player's current room and that player isn't in a closet, they die. Alternatively, Wait could be called Sleep.
Here is my variant: Name: Watchman ( guiding light says you died to who you call watchman) How to know it has spawned: Mines: small earthquake sound Hotel: One light breaking How it works: It is blind but checks every closet in the room and if your in the closet your dead. To avoid it simply go in the middle of the room or not near the closets. If your near a closet and he checks a closet near you will lose 65 damage.
I like the idea of an entity that is somewhat neutral, giving a high risk high reward scenario. An idea i had is an entity called "Search" They will randomly appear in rooms, and if you give them an item it will play hide and seek with you, and you have to find them, you'll have a time limit, if you find them you will be heavily rewarded depended on your gift. if you fail, they will attack you and steal the item you gave them. An achievement idea for them is getting a crucifix from "search" and then using that same crucifix on them in the same run. calling the badge "betrayal" or something. I believe they would be this morphing creature that is capable of hiding in closets and even drawers, and they would appear to look like something hostile, but they aren't exactly.
Blitz: So, umm, you're saying I'm non-existent, right? A-60: Am I a joke to you? A-120: Who do you think you're calling a joke? Glitch Rush: I do exist, what do you mean? Glitch Ambush: Don't forget me too. Edit: There should be an entity called Lightning and it's appearance should look similar to Flash, but however doesn't have flying debris around it and also it's yellow. Its speed should be the same as Flash, but it doesn't rebound (However there's a chance that Lightning can rebound either once or twice), and there shouldn't be a wave of debris after it leaves. Also it should have the same thing on how it spawns (from Lightning crashing to the ground) like how Flash does. When u die to a variant, Guiding light should say this: "You died to Flash/Blitz/Stealth/Lightning." "You must hide when the lights flicker." "Also, that was a variant you encountered." "Hide quickly next time!" Also the reason why I added Blitz to the death message is cuz Blitz should also be in the Hotel and Mines as a Rush variant. Edit 2: We also need A-200 from Rooms to be added to the Rooms subfloor. When it arrives, it should make a wind sound and when it leaves it should make a thud.
Modified rush(four modifiers): y’all didn’t include me? Modified ambush(three modifiers): yeah, both sides always miss us don’t they? Custom rush/ambush: I HAVE INFINITE POSSIBILITIES, HOW DARE YOU NOT INCLUDE ME
Skibidi Rush: "What's the big idea?" Brain Rot Rush: "Those who know" Locked in Alien Rush: "What is the next step of the Operation?" LankyBox Rush: "Bruh. i don't even understand whats happening i think a Doors entity attacked us"
I submit this idea Scarlash: Begins moving the player's camera and making closets hard to hide, ripping closets off that are closest to it. If a player comes into contact, it will bite the player and despawn. It rebounds 1-2 times.
Domain Expansion, Malevolent Yappathon: 0:51 "I believe that doors should add some unique variants of rush" well said, and honestly this is something the Doors Devs should have done a long time ago by implementing it into the mines. I might get a lot of backlash for this but honestly the number of entities you encounter on a non-boss/non-mini-boss room (this includes figure rooms which only appear twice a run if you somehow don't know that) has only increased by like, 2 (only even being minor entities additions like Gloombats and Giggles), they barely added in newer non-boss entities to significantly increase the challenge (you would have to be a SERIOUSLY terrible casual to think otherwise), and it makes the gameplay a lot drier than it otherwise would be if there was at least 5 more entities- even if they're not rush varients. In comparison to hotel, the mines is a lot less "braindead" so to speak because of how much more mindful you need to be when entering new rooms obviously because of the 2 new entities plus the significantly larger screech spawns (obviously because of the increased dark rooms, not to mention the room sizes is a lot bigger and sometimes their structure requires significantly better navigation than in the hotel), in comparison to the hotel, is the mines dry? Obviously not, but honestly after a little bit of repetition it becomes easier to tell how the gameplay uplift from floor 2 (just to clarify again, this is non-boss room levels I'm talking about, majority of floor 2 gameplay being "rapid room progression") is lacking to an extent. They took years with the mines update, couldn't they have changed the gameplay mechanics a bit more significantly instead of adding measures like giggles and gloombats to prevent walking simulator and then slightly ramping up difficulty by changing hide, making ambush timing slightly different, etc. The #1 argument to this paragraph is "I'd like to see you try to do it then, make your own massive billion visits game then and do it yourself"- like dude they had years on their hands... what do people not get about that? Second, that argument is god awful because they even released a new "content update" in which they added 3 new entities being NEW VARIENTS of rush/ambush-like entities, and a new variant of screech. Took them only a couple months to do that- even if those variants were satire or if they were an easter egg, it took only a couple months, couldn't they have made something non-easter egg-eqsue, non-satire within a couple years? You "do it yourself" argument copy pasta guys gotta understand just how much that they've left on the table with floor 2. I would like to clarify that I don't hate floor 2, I personally don't hate it's gameplay (I think its MUCH more stimulating than the hotel and the backdoor), the doors devs have done a lot to add to the lore with floor 2, from the dead screeches in door 150, to the ending in floor 200, and perhaps there's lore to rush being in the mines (because that does seem unorthodox), doors really cooked with floor 2, particularly with the boss fights (Imo), but although I'm probably the worst person out there to put what I'm about to reiterate into words, although the mines is great, doors could and should have done a LOT better with the general "rapid-room-progression"/non-boss room gameplay (especially given their time) by simply adding in more entities with different mechanics. I'll probably get a lot of naysayers and a lot of people on my back talking about how I'm wrong but it's just that I did a terrible job at putting this opinion into words, I really hope that someone reading this can better put it into words than I can because, regardless of whether this is a hot take or not, there is truth to it that most people refuse to see, or refuse to acknowledge as a "significant truth" and more so as something with little truth and only delusions (kind of ironic). Like dude, when I saw that the content update released, I was like "really? No new mines entities?" (maybe that sounded a little delusional), but both mines updates (mines debut and content) were close towards late 2024, it's been years since doors was first shone under the spotlights of mainstream, it really has been such a long time, and I think that the non-boss room gameplay mechanics should have had a bigger uplift from the hotel, they could have done much better with this, as they have with the boss fights and lore; there really should have been more changed mechanics, the majority of non-boss threats in the mines should have been more innate- it's been years dude there just should have been more pushing forces than rush and ambush- the only real threats outside of boss fights is still rush and ambush (figure literally only appears twice a run, don't even mention him- I haven't ever seen a casual player die as much to him than ambush, in the mines). I know that it's more easier said than done to have both good boss fights, and good regular room mechanics but the "do it yourself" argument can only go so far, it really is ignorance to not understand that they had so much time in their hands to do so and that, although the mines is amazing, it has wasted potential. If you somehow read this far... congratulations! Your glasses prescription has increased by 0.65%. Have a good one.
You know, Flash reminded me a lot of my concept for Starve, which is a fanmade Entity that would rarely spawn alongside Rush. She would arrive right when Rush stopped rushing through the room, and you would have to wait for her to leave before you stopped hiding or she would hit you ( she is much faster than everyone else, too, faster than Ambush ).
Yeah the Lsplash comment about 2d entities is true. I went through the doors ideas wiki to look through fanmade entities and all of them were rush copies. And on doors concept videos it’s the same too even in the comments. But your ideas are very good cheddar bakls
Here's an silly fanmade rush variant. Fiend - Either find an toy car on a bed, drawer, or an chest, or smth.. You interact with the car to put it in your inventory. Clicking or tapping the screen (PC or Laptop - Clicking. Mobile - Tapping.) while holding the car will activate it. Causing the car to float in the air. Oh and, this is a chance. There's an 15% chance to spawn the actual entity, and an 85% chance to just.. do nothing. You can do this 2 times before the item actually breaks. (This Rush entity will signal it's arrival by the sound of an engine. Like a car, or something.) When it attacks, it will make sounds similar to extremely fast motorcycles or speedy cars. This will INSTANTLY one shot you. (You also have 5 seconds before it runs you over like a drunk father drinking alcohol while texting someone driving a car going 500 mph on a school zone) Achievement names and descriptions: Vroom! "I wanna have a car like that." Survive Fiend. School Zone. "Its the police!" Crucify Fiend. (if you play a specific game with controlling time and having hosts, you might know what this entity would reference :3) (edit: one of the texts turned into a link for some reason, let me fix that)
I have a doors entity idea for quite some time so introducing •Check After the player entered a room,the lights will flicker fast and a faint screeching noise can be heard,check then will enter the room circling around every corner of the room,the doors to the next and previous room are locked and closet doors will be opened,after a while check will exit from the path thst he entered. So essentially check is rush but would only apply to one room but cannot be countered by hiding. Instead the player must exit the room quickly,if you snooze then watch as the doors are locked and the closets cannot be closed as check slaughters you
@@JustanotherTreefan What if the previous room has firedamp though? Either because of the mines of because of a modifier. Would Check just not spawn in these cases just to be sure it's not an instant loss? What if a node monster is already active at the time, like Rush or Ambush?
@@sanderhankel9098 Check would not stay in the room for a long time,maybe only 5 seconds so you have enough time to not suffocate. And check is a variant of rush so he can't spawn if rush is in action
i had some ideas for entities sorrow (they have a circle, if you step in the circle you get damaged so you have to avoid it ) vortex (they are like a blackhole and they pull you towards them, you have to walk around/away from them) grief (rush for a subfloor) scream (seek infected grumble) chuckle/chortle (variants of giggle/grumble) chaos (ambush for a subfloor) revenge (you can spawn them once you die, only in multiplayer, can only spawn once, they act like rush) lure (they shine on obvious fake places, they have a green color to them and act like guiding light, when interacting with fake object lure will jump out and hurt the player) glitched eyes (they tp around the room rapidly and you cant to look at them or they instant kill, they can spawn on the floor or on the ceiling) glitched halt (spawns a + shaped room and you have to go straight, turn around and go to the middle, he will tell you to go right or left, you have to go the oposite of what he tells you, then you turn around at the end of a end and repeat multiple times)
@@ChezmanCheddarBalls Yeah really weird but just cause they aren't an anglerfish Uhhh also useless fact there's 2 entities that are named "legallydistinctsmokeyface" and "legallydistinctglitchyface" which totally aren't rush and ambush
Entity Idea - Blare Blare is a loud, but a slow Rush, kinda like Chainsmoker in Pressure, but he rebounds a bit. Badges: Beep! Too Slow! Survive Blare The Sirens Aren’t Working Shut your mouth, bye. Crucify Blare. Blare’s Behavior Blare could be crucified He is slow, so you have to time it, like Chainsmoker. His spawn rate is low, so Blare wouldn’t be in all runs He is really, really loud Modifiers: It’s Too Loud!: Blare spawns more often. +10 Blaring, Blaring: Blare will rebound more. +5 No Blare: Blare doesn’t have any cues of its arrival. +10 Back, Front, Back, Front: Blare will attack every 20-30 second. (A Hard Place) +25
Gonna play the devil's advocate here and say that I think Doors is already too bloated with Rush clones (A-60, A-120, Blitz, etc). If the decision was up to me I would've just kept it at Rush and Ambush.
I feel like it’s fine that there are that many because they don’t usually appear all together and their mechanics are different enough to justified their inclusions
Idea: THE HORSE - nah, im kidding. Idea: Darkness. Will flicker the lights until they break. Will pathway the closest path to you, kinda like Dread, except they dont go through walls. It gets more visible the closer it gets. It would be blue with some black around its body. Would have some ghost particles floating around it (like hide), which is your main indicator that they are close without having to get close. The way to escape is to walk through the doors until there is light . The lights would be off for the next 2-5 rooms. Cannot spawn from door 40 to Jeff's shop, cannot spawn when there are seek eyes, Their mechanic in the greenhouse would change slightly. There would be three lightning strikes indicating it spawned and would have to get even closer for it to be visible, and it would only despawn after 2 doors, without needing a lit room because uh, its the green house. It would look like a mix of rush and dread, be green with some black at the lower end of its body, and would be 3d. But it would always be facing you if in the same room/subroom and will make somewhat quiet whispers, and making sounds similar to rush when close. Exclusive to the Hotel but can be added to the Mines with modifiers. It also can only spawn once and is relatively rare, but it can spawn again in the greenhouse. Badge example: (Name) (Description) (How to get the badge) Badge 1: Blackout. Who turned off the lights? Survive Darkness. Badge 2: Whiteout. LET THERE BE LIGHT Crucify Darkness. Modifier 1: Dark Makes Darkness more common and can now spawn more. Requires Whiteout +10% (Linked with Consumed by the void) Consumed by the void Darkness will emit no sound and will spawn more. +10% (Linked with Dark) Modifier 3: Not dark enough. Darkness can now spawn in the Mines. Requires Blackout. +5%
Here's a good idea. Bolt: basically, you will hear a roar, a slam, and anyone who's not hiding 1 second after the slam gets turned to a red most as they tear past EVERY room at once. It's basically instant, you don't have time to see him
My idea for new monster at the doors: Split. The idea that he would start making noises of not crazy candy so it have audio cues, so usually it will start chase you but you will be a faster than him and a random noises of candy not crazy start appear every 3 seconds , he follows the path to the door, and u need to find 2 or more doors ( can be dupe or not fake, cannot be looting room) so ur path is splits in 2 or more, so Split follows the 1 path and its which player chooses, sometimes it can close it eyes. The clue of it when ur screen turns grey for a second, so he closed his eyes and you can choose room fast, or he will keep follow you, when you open correct door its disappears behind ur back and splits in lot of particles. And its disappears . If you turn back before its disappears it will hit you on 50 hp. When it disappears you get badge "Isnt it behind my back?" Observer. Another variation of a Rush, Rush with 3 Eyes and smiling face. Appears only when seek eyes are start to spawn. And there chance to find blue eye, but its looks different to a seek eyes, so when you see 1 of this eyes in your room, you need to find a hiding place, it cannot be looting rooms,it will check every room like warden at jails. So when you hear it noise and its close to you just hide in closet or behind something that he cant see you, he would stay at every room for 3 seconds (looting rooms= with shears like this one) it moves fast so dont get bored if you tired of waiting when it get out to next room. If you survive it you will receive badge: " A pale look ", idk about crucifixion.
One random entity i imagined when i saw the floor 2 ending is called : Possesed knight. It would be most common in the seek chase in the castle but has a small chance to spawn outside it. It has 2 varriants , the one armored with a mace and the one armored with that weapon i forgot the name of that is basicly a giant axe . The twist is when you get near they swing their weapon in front of them , but the thwist is that the axe is predictable while the mace isnt and can swing anywhere. The entity looks like giant knight statues with seek goo dripping out of their joints and helmet(along with air holes in the helmet or whatever they are called)
I know these are only Rush varients but why not throw my own entity into these comments; "The Whistle" is a tall humanoid entity wearing a red suit with a melting candle in its chest pocket. Similar to Jeff the only thing you can see of the entities "face" are two amber eyes amongst the smoke: when it spawns it plays its signiture Whistle Audio and spawns 1-4 rooms ahead or behind the player. Its interaction is simple enough, you accept his deal and 1-3 happen: 1. You are teleported BACKWARDS 10 rooms [essentially letting you "retry" for different room generations] 2. You are teleported ahead 2-8 rooms, this doesnt skip scripted rooms like The Library or Seek Chases however 3. Nothing Happens and The Whistle despawns. The way the exchange works could go multiple ways; The Whistle accepts Gold but also shows interest in taking Health from the player instead if they dont have any. If you try to Crucify The Whistle it will enter a short hostile phase where it attempts to chase and attack the offending player before despawning.
Having a spawner entity would be cool too if we had more Rush variants. For example, I just made this entity concept called "Rejoice" which can spawn Rush, Ambush, and any other Rush variant (For example: Flash) How do you know what entity Rejoice'll spawn? Simple. Rejoice will start to turn the color of the entity it spawns (Gray for Rush, green for Ambush, blue for Flash, etc.)
There more than 2 variants of Rush. 1. Rush (obviously) 2. Ambush (ik u know) 3. Blitz 4. A-60 5. A-120 6. Glitched Rush (ok this kinda cheating) Ur point still stands I’m just a nerd
I feel like if they added another Rush variant, it should explain something about the area. We see lightning outside of the playable area, but there are no visible lightning strikes. Something I thought would be cool is that what’s actually happening is that you’re hearing some sort of lightning based runner entity and the lightning is the sound of it zipping around. Maybe that’s just the sound it makes when it changes direction.
Here's a Door 250 idea: Entrance: When you reach Door 250 in the castle, you will encounter the Figure. But just then, a black arm made by Seek would grab the Figure and infect it, turning it into a puppet. The Infected Figure tries to kill you, but Guiding Light makes a log fall, causing the Figure to run towares the sound. First Phase: In Door 250, you are tasked to find 3 keys to the Flooded Dungeons. You have to walk in a maze of shrubs (though it's not too confusing and each dead end has a hiding spot). There is a door leading to the Flooded Dungeons, similar to the Basement in the Courtyard. Infected Figure: It still preserves its old mechanics. It can still hear, but an eye is placed by Seek so it can see. However, its sight is limited, only having a scanner coming out of its eye. If it's yellow, it doesn't see you. But if it becomes orange, it will chase you. It is an insta-kill entity. Festering Trap: Traps made out of Figure's meat. They lie on the ground like Snare, but if you step on one, you may get your foot into its mouth, as it will bite you and make a loud growl for the Figure to hear before letting you go. It deals 20 damage. Second Phase: Once you find all 3 keys, you then use it to get in the Flooded Dungeons. A new entity appears. It is Lurk, as it breaks out of a dungeon cell before going in the water. Lurk: It is a half snake, half piranha entity. It has the teeth of the piranha and gills, but has the body of a snake. When it detects you in the ater, it will swim towards you. You can easily evade it as it is slower than you. To survive it, you must go on rocks. It hates going up land and will stay in the water so it won't catch you there. It deals 30 damage if attacking. There will be 3 subphases here. First, you must keep swimming to reach a lever. Pulling the lever will make a gate open to the next subphase. The water gets deeper when you enter the subphase. Then, after reaching the end of the 3rd subphase, you will collect the puzzle pieces needed and return. Third Phase: After that, you will go to the gate leading to Door 251. The Figure tres to reach you, but the Guiding Light prevents it from reaching you. During this part, there will be 4 puzzle pieces you have to complete. The first one is a Seek picture. The second one is a Grumble picture. The third is a Figure picture, and the fourth is an Ambush picture. Once you completed the puzzles, the Guiding Light stops its seal. The Figure will run to you, but you run to Doorn251 as the Guiding Light seals the door shut.
When you bring up the inage if the Angler variants and ke tion them at the start if the video, you mentioned Pandemonium. The devs if Pressure have stated that Pandemonium isnt a variant of the Angler. Though I can understand since it more or less has the same function as the Anglers.
I like the idea of flash! But the pressure mini game gives me an idea. It will still be called flash and will be blue and the lightning is still the cue. If you see a lightning the next room there will be a big room like halts but less narrow. When you enter this room there will be crouch segments and closets. When you enter you need to find a closet. Flash will go through the room taking off wood off the Ceilings , walls and floors. After the first one you have to wait 3 - 8 secs until the next attack. If he comes a second time he will take more wood out of the room. If you take too long the whole room will no longer exist and you will fall into the void and die. There is a strategy to counter it and it is seeks jumping ability. He will keep rebounding until the room is gone. That is all my idea!
Idk, I like these concepts but I feel like they lack in areas which they really shouldn’t The screen shake mechanic of Stealth could cause motion sickness for players, and if you add a option to decrease it those players would have a disadvantage for already having a disadvantage irl And I feel like Flash could be cool it’s first time, but Doors is a Roguelike, you aren’t supposed nor expected to play once and be done Which would make Flash mechanic of rebounding really annoying even if it’s fast, as you just have to sit there and watch And I just feel like the whole idea of the debris following him don’t work if he’s going back and forth It could be way better if it either didn’t rebound and was like a lightning flash, you have some seconds to hide after the lightning, then it would spawn, VERY VERY FASTLY go by (like, to the point that you can even count the frames which it is visible) and leave a lightning trail behind just to show that it already went by for players that could’ve missed it And then the debris come also fastly, so it’s like a small quick time, after Flash went by you would have to immediately get out and get back in to not get hit Or maybe it DID rebound but only ONCE, after reaching the end door of the next room it would turn around and go back This would be so, even in your first try you could have an idea of how it works as you would see the clutter going by when he’s going normally, and so you could assume it would also go back after it does I have no ideas for Stealth tho, I just don’t really like it, the concept of a stealth really fast enemy never really felt enjoyable to me, as it often felt unfair when you didn’t notice that it was coming from the lack of audio queue (specially a easily hearable one) But the lights flickering part of it could potentially fix that Another tangent about Stealth is that, if it’s too slow then it stops feeling like a threat, and if. It isn’t slow enough it goes back to feeling unfair What about, when it flicked out of existence it would speed up, and when visible it would be slower, to invoke more of that feeling of confusion
Rush clone concept Name: Knocker Attack que: has a chance to attack when a player open any door Behavior: Upon opening the trapped door, the entity will jumpscare the the player, which they will quickly slam the door shut. The player then has a few secs to get into a locker as it bangs the door open. Afterwards it will slam itself into the locker of the player before despawning. This will activate a mini game where the player must keep several circles from depleting out, If failed the entity will just bust the locker open and kill them. All players will have a turn with this entity. If a player attempts to stay out of site, the entity will simply path find them even they're in full cover. Tip: It's reccommended to get out of a locker if Knocker is not path finding to your locker to prevent and occupied attacking someone else. This is to prevent hide from evicting you out.
I don't think doors needs rush variants that much imo. It works in pressure because the game is heavily much more designed around randomization. Meanwhile Doors is much more about having a bit more consistency with some cool little events sprinkled around the place, i feel like if Doors just adds more rush-like entities it might feel a little bloated in the 2d entity rushes trough the room thing. It's kinda why i personally don't like it with pressure purely because it ruins that feeling of consistency and predictability that i much more enjoy.. i don't wanna be under constant pressure because i forgot that mr. poopybutt has a very unique mechanic where he rushes allll over the place, but i have to specifically know his wacky and silly sound he makes or uhohh i get the png jumpscare. But yeah personally i think just rush and ambush are fine enough additions i don't think the game needs more purely for the sake of variety
I made an idea like 2 years ago. Phobia will bash through a closet killing the player in it. So like rush but not rushing through the hall, but comes through a closet, you can tell its the closet youre in by a static sound
i will make 2 new entities in here 1. fear his appearance will be like depth but face at you, purple, no eyes, and bigger when you hear a scream from the distance it means that he is there, he will scream for a few rooms and when you hold a crucifix while he screams it will activate and turn purple before exploding and kill you, hiding will also trigger him by the hiding spot takes tentacles out reaching the target and takes the target, killing them. there is no way to crucify him because of him killing you when you hold a crucifix. the jumpscare is like hastes but purple and the text being NO 2.hatred his appearance is a red face with eyes and mouth he only triggers when you betray all of the people in your seed, he makes entities much harder, replacing rush with old rush (a smiling face) that glitches and turns red at the jumpscare, ambush with old ambush (similar to aROXmbush), dupe into vacuum, adds lookman, makes halt red, replaces screech with scjvereech, makes snare spawn in any room, makes hides behavior like in floor 2 (makes hide trigger faster in floor 2), adds itchy to timothy, adds all modifiers for dread, makes sally's chance higher, makes seek chase longer, makes figure easier to catch you, and removes guiding light.
how the hell are you supposed to survive fear if it spawns? hatred also sounds like an classroom friend that makes up ideas that are just silly and makes things impossibly harder.
@justinrainfumero5922 dont hold crucifix or hide when it isnt useful with fear also hatred will also depend how many players you betray (forgot to add it)
Idea: Flick He is blue and green and you will know he's going to attack by a blue flashbang, and room glowing and becoming less visible due to his texture coming in. When you hear this hide in a closet, every 2.8 seconds he makes a flashbang sound. It will either sound high pitched or low pitched, if its high pitched that means he is still outside the closet, and if you stop hiding you lose. If its a low pitched flashbang that means he is in closets, so dont be in a closet. He will do about 7 flashbangs in total, and his chances of spawning is 1.5% each room you walk into.
My Rush varient idea Sight A rush behavior entity that have insane vision which allow them to even see you through closet the only way to avoid them is to break the line of sight Way to detect: the light will flicker 3-5 times before shutting off(not break) which alert the player about Sight presence Spawn condition: only spawn if the current room or the room have a out of sight spot like a bedroom Achievements: -I can see you (get killed by Sight while hiding in closet) -Where did he go? (Successfully hide from Sight) -Go blind (use crucifix on Sight) Idk if that a good idea
I have an idea of rush Smoke You can detect it when it spawns when dark fog covers the ground and slow humming noises are heard After smoker rushes the area you will be instantly taken out of your hiding spot and will trigger the heart beat minigame and you have to escape the room before you die of suffocation. Smoker only spawns above door 50
I made 2 entities: 1:fade:if the lights flickers but no rush noise It mean u have to stays till You will have to look around If u see it do not look away When u look away it will disappear and then ur screen would be blind (means he caught u) But it wouldn’t have a jumpscare ur screen will be blind for around 1 minute and then u will wake up from the ground and u look behind u to see him closing the door How to win fade:don’t look away 2:Strike He’s like if sally and rush were combined The lights would flicker u would hide But he has some quite improvements When u hide u will have a heart beat minigame if u lose he would open the closet with 2 floating hands and then scream at u with wave How to win strike:don’t lose the minigame
i think rather than adding new entities similar to rush, as there is only so much you can do to make them different enough to be noteworthy without completely changing the mechanics, i think rush should just have a chance of making some other visual and/or sound then flickering the lights or causing an earthquake in the case of the mines, to warn the player of their presence. The reason i say this is i don't like that there are so many slightly different clones of rush in pressure as there are barely any differences to the point i only count them as one entity. Besides, LSplash and Red don't want to make more 2d entities but most likely would be willing to make a few changes to a pre existing one.
I think to make progression better and also be able to teach the player about new mechanics better since pressure doesn’t teach you about what each variant specifically does rush instead could get more mechanics with the more floors we get it’s already the case rn where rush gets the ability in floor 2 to come from the front, maybe in one floor he could get the chance to have maybe pinkie mechanics or blitz mechanics or chainsmoker too. Maybe in later floors he could get a rebound like blits and maybe even fully rebound although not as much as ambush and would be more predictable and easier to dodge
peak video also heres my entity concept for doors: Follow mechanic: Follow will flick the lights for some seconds before breaking them down, after this, Follow will damage every unhidden player while shaking the screen violently, after some seconds (30 - 45), the screenshake will stop, which is a sign that Follow despawned, safe spots works on this entity Damage: 10 Design: it has no design or particule Strategy: use what you learned from Ambush but you must hide and unhide much faster since Hide can still spawn during Follow's attack
I Had a pretty good Theory on Why eyes is scared of screech Let me explain. you see eyes is basically a bunch of eyes put together. But what Else it eyes put together? Seek. my theory is that why eyes is scared of screech Because eyes Doesn't want to get Taken over by seek. so when seeing an Variant of seek, being screech He closes the eyes to avoid being taken over AT all costs. Another theory on how seek has ALL of his eyes could be the eyes seek Actually DID corrupt and uses the eyes to Know where the player is, BUT because eyes is dead at that point He wont be able to hurt us if we look at him
0:41 No hate on pressure but I feel like use the mechanics of doors entities similarly with the angler variant Normal: rush Pinkie: A-60 Chain smoker: A-120 Pandemonium: blitz(ok this one you may not agree they are similar) Blitz (I think it is): Ambush.
Idea- Fear: it sounds like ambush but disorted,but it doesn't kill you, instead it makes hiding in a closet or bed cause you to die. It makes the lights flicker as much as ambush, but after that quickly creates 5 lightning strikes so you can tell that it isn't ambush. it also has a dark red glow instead of green. modifiers: Doppelganger +5% Fear has exactly the same sound as ambush and there are no lightning strikes. the only way to differentiate it from ambush is its red glow. Claustrophobia +10% encountering Fear makes you unable to hide for 5 doors. Thanatophobia + 10% Fear will come more and more frequently as your health decreases. badges: Hiding from your fears(name) "wasn't the best idea." (desc) die to Fear. Face your fears(name) survive Fear. (desc) Overcome your fears(name) crucify Fear. (desc) Fearless(name) beat doors with all Fear modifiers. (desc) another idea-Maim: its rush but instead of killing you decreases your max health by 20%, reduces your speed by 15%(you should still be able to beat seek) and every entity does 20 more damage. interacting with items(picking up, turning on, opening doors etc) will take 50% more time. It makes a loud static sound when approaching and cannot be hidden from in closets and beds. modifiers: Cripple +20% decreases your max health by 50%, reduces your speed by 25%(needs speed boost to outrun seek), and every entity does 80 damage. interacting with items will take 150% more time. You cannot hide from it. Critical injuries +10% decreases your health to 1 upon hit. badges: (imma finish later)
Groundie:Snare, but it's an worm, appears in holes in any moment, they can disappear if it's there for some time. Stay:You can't be seen by the entity if it emits a purple light
0:21 “The only two variants of Rush are, Rush and Ambush”
Blitz: AM I A JOKE TO YOU?!
A 60 and A 120: .-.
True
a60
A-60 and A-120 too
Glitched rush:
Idea: Scream.
Scream is Rush but…
Their far away sound is a slightly distorted Rush faraway sound. The lights flicker the same amount as rush too so that makes this entity harder, they have an up close sound unique from any other entity, how does one counter Scream? Don’t hide in a closet, hiding in a side room is fine but in a closet or under a bed? You’re a goner. The main way you’ll survive Scream is by Sitting in his line of sight of course, does that make sense? No! Is it funny? Yes! And heres some modifiers around them.
Screaming Down The Halls - +5%
“Scream will be guaranteed to attack.”
Requires: nothing!
Tip-Toeing Down The Halls - +20%
“Scream will emit absolutely no sound.”
Requires: ‘Nobody Will Hear You
Scream’
And Related Achievements…
“ooOoOO!” (Name)
“It’s a gHoOOooOssT!!” (Desc)
-Survive Scream
“Nobody Will Hear You Scream” (Name)
“What about a red ghost? That’d be cool.” (Desc)
-Crucify Scream
“I’m not done here” (Name)
“Even if I’m silent…” (Desc)
-Survive Scream with no audio cues.
Can anyone respect the fact that this man literally wrote down all the modifiers and achievements just to tell people his concept
Screaming down the halls should require ooooo because people who didn’t encounter scream yet wouldn’t know what to do and die
Wow this is cool 😀
actually fire concept
the no closet or bed thing is really bad, they would have to code so it can only spawn when there’s a room that there is a big side room with a wall so you can hide or a sideroom/room that is/has a part far enough from screams objective that his kill hitbox won’t hit you
0:25 Fun fact, Pandemonium (the last guy with the 62 quadrillion eyes) is actually not part of the Angler family, yet, a separate monster.
thank you for saying this.
How did I get so many likes in 26 minutes?!
Thankyou!
This is such an underrated fact
YES! So many people misjudge pandemonium as an angler variant when he’s a seperate entity in the node monster family 😭
I will submit theee ideas.
1. Whisper
This entity has no cues for it's arrival.
Makes a low whispering noise you wouldn't hear walking, gets louder when they are very close.
They are 2x slower than rush
There are two ways of finding out if this entity has spawned.
1. Occasionally stopping to listen out for its whispering
2. It will faintly dimmer the lights, you wouldn't notice it immediately, as it will dim the closer it is from you.
If you find one of it's ways, you are to simply hide, but make sure it is close to not be kicked by hide.
It will not break the lights, due to how quiet they are.
2. Reaction
This entity also has no cues.
Makes a distorted screeching sound which is easy to hear.
This entity has the same speed as applying "Im rushing Here" to rush.
If you hear its sound, react quickly and hide.
3. Blackout
This entity will immediately break the lights, and will start rushing towards you. It will break the lights in the next three rooms as well making them dark rooms, beware as screech will spawn more often (same spawn as applying the "Think Fast modifier")
Blackout…?
DANDY’S WORLD?!
Floor 2 variants here
Whiteout Your screen will turn white blinding you, the entity will rush towards you when it ends, to avoid it just hide anywhere quickly, however there's a chance to blackout attack after it goes away
Chain reaction
Reaction, but it's scream is more distorted, it's speed is ambush speed but 10% slower, also because it called chain reaction it can make multiple entitys spawn when it Rebounds so be careful
Mumble
Same as Whisper but it's 1.5x slower then rush, rebounds only once, use light sources like lighters or flashlights to slow it down (it will be 1.75x slower then Rush)
@@HayCD3I like dandys world to but cmon...
Cool
You Forgot #4: The Horse
Cheddar,the horse is here
He lie he like the horse
Fact
I WAS JUST ABOUT TO COMMENT THAT EXACT COMMENT
🐎🐎🐎🐎🐎🐎
CHEDDAR BALLS X STUPID HORSE
GET OUT-
2 variant ideas:
Quake:
Traits: Spawns from the front, progressing towards the back (similar to a-120 in the Rooms sublevel)
Early Cue: Shakes the floor like in the Mineshaft if Rush were to spawn(assuming this ability is removed from Rush or
doesn't indicate it)
Late Cue: A buzzsaw sound will start playing 3-4 seconds from the following door. After 2 seconds, it will slowly
advance from the front door.
Electrical:
Traits: Only spawns in dark rooms
Early Cue: Turns on the lights, all at once, in a dark room. After 3 to 4 seconds, will advance .75x the speed of rush.
Late Cue(moving): 2-3 doors before it enters the room, it will let out a loud screech(similar to Blitz from Pressure)
I got an idea for two entities.
Drip: This entity would spawn fairly commonly and would behave similarly to Rush (but it wouldn't be a 2D png). This entity would alert you by making water drip around you (you can both hear and see it). After a few seconds it would spawn in the room you just opened and would float through the room somewhat slowly but would accelerate over time. It would travel through 5 or so rooms before despawning. The entity would kill (Drown you) you if it touches you though if you are in it's line of sight for too long it would hit you with a wave of water dealing about 40 dmg and would fling you.
Drown: This semi-rare entity (Low chance of replacing Drip) would cause a lot more water to appear around you. Once it spawns, you have 8 seconds to hide or get out of it's AOE (The main room). Once your time runs out, a ton of water would pour from the ceiling and would force you to the ground dealing 50 dmg.
Badges:
Leaking
"Should probably get a plumber for that."
-Survive Drip
Water Bill
"Can't be wasting too much water"
-Crucify Drip
Water-proof
"I'm not going swimming today"
-Dodge Drown
Dry Spell
"I'd prefer to stay dry"
Crucify Drown
Most entity ideas i see is rush but its arrival cue is different but atleast this one was atleast different
Tbh not that hard to script aswell (the details would probably take longer than scripting unfortunately)
May script it as a test later or something
The problem is if they DID do this, Pressure fans wouldn't stop saying "DoOrS cOpIeD pReSsUrE"
@@RaidFiftyOne im getting really tired of doors fans treating pressure fans like satan incarnate. This has happened ONCE and ONE time ONLY SHUTUPPPLPPP
Listen, I’m a pressure and doors fan, I think the pressure community is rude towards the devs, but doors fans say that pressure is a copy of doors, tired of both behaviors on both sides
Pressure is a copy or “inspiration” from doors but tbh I like doors more because idk why but yeah
@Viddplexx Yes, both sides are very immature, I reread my original comment and it does kind of come across as me only hating on pressure fans, I apologize.
@@RaidFiftyOne it’s Alr
0:03 Cheddar, The Horse is Here! (Family Guy Refrance)
That is family guy
W comment
is this skibidi
@@Function-MACROlil kid
petah, the horse is here.
try this variant of rush called breeze but you could call it fog (made it myself). has the same behaviour as rush except it make no sound and the only way you can see it coming is if you notice a gentle breeze in the room you are in coming from behind. this breeze will blow leaves/paper/dust off table tops and the floor depending on what room you are in. example: if you are in a garden room in the mines, it will sway the grass and blow leaves off trees. the breeze also emits particles. get into a closet as is will make no noise except a low whistle that you can barely hear.
breeze would be a way better name for this
Insidæ, sitting in the corner:
@ObjectIsCool i thought if i named it breeze then people will think im stealing from minecraft as this entity is similar in how it looks.
@creepercritz6279 how does it kill you though? Does the wind turn violent and sweep you away or??? It feels more like a QOL thing that'd spawn in The Courtyard to add more flavor to it rather than an entity...
@@JayCeeTheOne7 I'm guessing that after the wind, the rush variant spawns and will try to kill you.
0:38 “Expendable at the library.”
*“WHAT!?!?!?”*
“Expendable at the library.”
*“MINIGAAAAAAAAMMESSS”*
minigame ❤😊😊
@@PandemoniumMINIGAME-m3b pls dont hurt me i have family
MINIGAAAAAAAAAME
(Btw, loved that doors 2 ost video!)
In my opinion, a better option for stealth, is where, it sits in the room like eyes, with its sharp teeth mouth closed. If it spawns, if you are not crouching, its mouth will slowly open and you must crouch to keep it calm. Unlike eyes, sally, dupe, ect. This entity would be fatal, like seek or figure. If you are walking but begin to crouch, it calms back down to let you have a chance on survival. Although lethal entities usually cant be fully crucified, this one would be. This is just my opinion to make stealth better
(Yes i solely based this on the name being stealth, dont come for me pls)
I also have another that i made out of boredom
Follower
Achievement for him spawning
"Wait hes good?"
Description
"Never knew that"
Achievement for crucifixion of the entity
"Your heartless"
(The crucifix will activate on you instead)
Description
"How could you?"
Entity description
Basically once he spawns he follows the player around doing nothing (he has a hitbox to interact with objects)
Achievement for giving "follower" a crucifix
"No bad intentions"
Description
"He can't use them silly"
Modifiers that come with him
"Personal buddy"+0%-makes him last forever (also gives the achievement for beating doors with a friend if you get him in the elevator with you)
"Not so friendly"+10%-makes follower hostile and deal 10 dmg when he touches you and inverts your controls
"Helping hand"-1%-follower always spawns with a item (makes him able to drop items as well)
Also did i forget to mention he can hold items like a floating storage?(Can't really drop them on command tho)
“Not so friendly” is basically just doppel from grace.
Another Idea:
Warpz
When opening a door (if he spawns) you are greeted with a loud distorted twisty sound. The door turned into a portal, which can take you to literally ANY room, wether its one you have already been through or one ahead of you, which could give you a shortcut.
But, its not just a fun entity to give you a shortcut or send you back.
Because a random door that youve already went through will get locked, and unable to be opened. Meaning if the portal teleports you to before that locked door, you will be trapped, and killed by Warpz within 10 seconds. Since Warpz constantly rebounds from the first door to the locked door extremely fast.
But this entity isnt all RNG, because if you have a feeling that the portal takes you to before the locked room, you dont have to go through the portal door to progress. Next to the portal theres a vent, which takes you on a short detour to a 10 door subfloor, called "The Twistdoor". Its very hard with ambush, and many entities attacking constantly but its only 10 doors long, and once you make it to the end, you end up on the other side of the portal door.
You are able to use a crucifix on him by walking through his portal door while holding a crucifix, it will cause your screen to pull in and out and make loud intense twisting sounds before breaking the portal door.
Warpz has a 000.1% chance for his portal door to spawn, and a 000000000.1% chance to spawn a second time in the same run. There are badges for him:
Ooh A Shortcut!
(Go through warpz portal door and teleport to a door ahead of you)
Weirdest Detour Ever
(Make it through the twistdoor subfloor)
“Doors cannot add any fan made entities”
Greed and dread. Silence, technically in a painting.
dread is in the game, i think you meant depth?
@ dread was a fan-made entity, but yes I forgot depth.
I think cheddar is scared because of the situation with rainbow friends xd
@Sayers81, it isn't actually. I came from HOTEL+ trailer before getting scrapped.
@ I’ll check over it rq
Mine is a bit closer to an Eyes variant, but I call it Lightshow.
Appearance: a small white and blue orb with lots of colorful lights coming from it and small dark blue eyes
Mechanic: Lightshow is pretty rare (about as rare as Halt) but basically it will spawn in large rooms (can’t spawn near keys or doors, only spawns in the hotel cuz there’s not enough hotel-exclusive entities) and your player will automatically walk towards it after spotting it (it doesn’t make you walk that fast, you can move away and you can’t walk in a hiding spot) and if you get too close you start to take damage (more damage the closer you get) until you either manage to get away or it kills you.
Jumpscare: Its jumpscare is hard to explain, but basically the lights shine on the screen turning it white as the entity screams, realizing what it had done to the player, and proceeding with the normal death screen.
Lore: Lightshow was originally like the Depth fanmade entity, except its lightshows would amaze the other entities in the hotel and it was seen as a friend to the entities, but one day either because of someone in the hotel before you or another entity, Lightshow ended up dying. The architects weren’t even aware that the entities could die, and didn’t take it well as they also enjoyed seeing its lightshows. It reawakened as a ghost, and wandered around the hotel to present its lightshows to hotel guests and entities, but something had changed when it died, making its lights deadly, and the entity is determined to fix that issue, but it’s never able to tell if it’s fixed until it either hurts someone, or they come out unscathed after the lightshow. All of its lightshows have been unsafe so far, but it still tries its best.
First Guiding Light message: “You died to…” “Wait… there’s no way…” “That was Lightshow!” “Lightshow was a threat from before your time here, it was like Ambush but stronger.” (Note: this entity won’t spawn in until your first time surviving Ambush) “But… we thought Lightshow was long gone after it happened…” “Doesn’t look like it acts the same anymore, but I think you should try giving it space for now.”
Second Guiding Light message: “You died to Lightshow again…” “Tried to do some research, but had trouble finding it.” “guessing its lights have become deadly somehow, based on your death.” “Good luck.”
Third Guiding Light message: “You seem to be having trouble with Lightshow…” “My theory seems to be correct.” “Try to avoid getting close, even if it’s tempting.”
If it doesn’t fit into the Doors universe for you, that’s fine because it’s my entity I do what I want BAIIIII
you know halts chance is 100% to get in a run now
@@reed.red1 not in this comment 😎
@@DefNotEnder yuh uh 😀
HOLY YAP......BRO IS THE PRESIDENT OF YAPMERICA
@@immanuelxoagub-hh1ru I like making long comments they’re fun :(
0:13 Pandemonium is It's own monster, not an angler varient
1 2 pandemonium
i mean its still a node monster that flickers the lights
@@FunkletonJazz true
Minigames
Harbinger: I’m the same thing as those minigames, am I a joke to you?
here's my idea for a doors entity:
its name is "Loop", and they're basically halt but more annoying.
so, once you open a door, loop has a chance to appear. if it does, you'll get an effect similar to one when void hits you, and you'll get teleported to seemingly the exact same room, but the door is gone.
to escape, you have to find 5 differences from the initial room you were teleported to within 2 minutes. the rooms will keep changing as you go forward, so you may need to go back sometimes. guiding light will help you locate the room with a difference though.
once you find a difference, you interact with that spot, and it'll mark 1/5. once you find all 5 differences, you break the loop, and all the rooms will start shattering. and you can either get to the next unopened door to escape, or guiding light will teleport you out.
guiding light's death messages for loop:
1st: "you got stuck in a loop..."
"you'll need to find a way out before the loop becomes infinite!"
"my lights will help you."
2nd: "you got stuck in a loop again..."
"you need to find something in the looping rooms to escape!"
"follow the lights!"
3rd (final): "you got stuck in a loop once again..."
"you have to find something off in the other rooms, memorise how the first room looks!"
"follow the lights!"
and the badges for loop are:
"Deja Vu"
"i feel like i've already been in this room before..."
"escape a loop."
"Loophole"
"i don't like this room."
"use a crucifix against Loop."
PS: loop wouldn't have a visual appearance kinda like void, the 2 minute time limit is the loop fully closing in, and the differences disappear, and it becomes infinite, so you get stuck in the loop forever.
lemme know what y'all think of "loop"!
Really cool
IS THAT THE CYAN SOUL ALSO KNOWN AS PATIENCE
Might be too hard to code
99 PERCENT OF PEOPLE CANT FIND THE DIFFERENCE
Loop💀☠️
0:18 “There are only two variants of rush”
Blitz, A-60, A-120, Glitched Rush, and Glitched Ambush: *Ahem*
Edit: Dayum bro, I jus started a war💀🙏
Glitch ambush is variation of ambush and a-120 too because a-120 rebounds
@@ScreechiePSST The two varients of rush INCLUDE Ambush
Not to mention modified rush.
And the custom rush and ambush lmao
a-60 and a-120? i find that they're very different.
And all however many rush clones form the chat integration “spawn fan made entity” thing
2:10 oh my god. he actually did it. he made rush. but blue. and like... really fast.
0:50 I like the inclusion of an animated image rather than just a still one
The devs might actually do smth like that at some point.
They can definitely revamp every 2d entity now.
They already remade jack to fit the design of doors now
@ wdym, most of the 2D entities constantly shake
@Totally_trustworthy_person I thought this was you saying the 2d images need more animations lol
@VagueFaces_000 I literally put a timestamp for when the shaking Ambush image appears.
Anyways it would be cool for some of the 2D entities to be more “animated” though you normally don’t get to see them that much so I don’t think it would really matter
@Totally_trustworthy_person still thought you wanted more animation in the characters.
But I do agree, though they aren’t any less animated than the pressure 2d entities.
They change faces during crucifix scenes, Jumpscare, and kills.
But the point you make about not seeing them kinda is the point.
You won’t see them very long or at all.
Jack only appears for a split second. Shadow is a shadow you can’t even see for long.
Rush passes by pretty quickly, so does ambush and blitz.
Lookman and eyes are meant to NOT be stared at. But eyes has plenty of animation in case epilepsy do look at it (it’s first person death is one of my favorites)
I got an entity idea called "Haunt"
Haunt has a rare chance to spawn if you or your teammate revives
It looks similar to you or your teammate except being semi-transparent
So it basically follows you around for a some time. To survive you need to not get close to it or it deals 35% health
Related Achievements :
Who Are You?
Uhhh...hello?!
Survive Haunt
Ghost Buster
I ain't afraid of you
Use a crucifix against Haunt
Guiding Light :
First : "You died to Haunt, It follows wherever you go, don't get near it."
Second : "You died to Haunt again, try not to get close to it next time."
Anyways ye that's all I have to say about "Haunt" and yes it's kinda like "Dopple" from grace but has some new mechanics like spawning after reviving so ye
2:16 lsplash was foreshadowing glitched fragment rush :O
Imma explain the diferent gimicks for each of the anglers (and pandemonium) for the people who haven't played pressure
Angler (Light Grey)
Literally just Rush
Froger (Yellowish Brown)
Works kinda like Ambush. It will flicker the lights, then start rushing. once it enters the room it will wait at the door to the next room for ~2 seconds, then leave. It will wait roughly 5 seconds before rebounding. After it returns it will be gone for good (essentially, Ambush with 1 rebound)
Blitz (Bluish Grey)
Flickers the lights twice, then rushes at ridiculous speeds, so basically just hide immediately after seeing the lights flicker twice.
Pinkie (Pink)
Will not flicker the lights at all, instead you have to listen for its scream. So just hide when it sounds close and you should be fine
Chainsmoker (Green)
Will flicker the lights, and start moving towards the room you're in very slowly (still faster than a player so you can't outrun it) it releases a green smoke around it which forces you out of the lockers much faster than normal. To survive simply wait until its in the same room as you, then hide.
Pandemonium (Brown, has loads of eyes)
Will flicker the lights, then begin moving at the same speed as Chainsmoker. Unlike the other anglers where you can stand far enough away from them and they wont see you, Pandemonium will always see you unless you hide in a side room. Once you're spotted by Pandemonium, he will rush directly to your exact location at the speed of an Angler. Once spotted it will follow you until either: A) it inevitably catches you, killing you instantly. B) you hide in a locker. C) you die by any other means
If you choose to hide in a locker it will rush to that locker and begin a minigame (you can find videos of the minigame on RUclips)
A final node monster that wasnt shown is Harbinger (originally called Death Angel. Dark blue in colour)
It will chage the lights in a room red, lock the next room door, and start rapidly opening and closing all the draws and lockers in the room. It will then begin following the player immediately (same way pandemonium does) and only stops when you die or hide. When you hide in a locker it will do a minogame similar to Pandemonium. Its minigame is endless and gets progressively harder (once again you can find a video on YT) when you die to it you get a free revive cause its a very unfair entity.
(Also Pandemonium and Harbinger aren't angler variants and are instead their own entity)
You forgot The Multi Monster
new 3D entity called the judge (made it myself)
the judge is tied to ideas of guilt and judgment. It appears when a player has made mistakes, taken too many risks, or acted selfishly in the game like stealing someones closet. Instead of attacking right away, it watches players carefully, waiting for them to make decisions. If the player behaves in ways that seem wrong or selfish (like betraying another player or taking more than their share), the Judge starts to move toward them.
Encounter and Survival :
When the Illusory Judge appears, similar to dread or haste, a "trial" begins. Players must face a moral test, not just run or hide. Here's how survival works:
The simple way to escape is similar to dread, you must make it through the next door, This will only buy you some time tho, as it will try to attack later on.
Redemption: If the player admits to a mistake they’ve made in the game, through the use of chat, they can "confess" by standing still and acknowledging it. This causes the Judge to calm down and disappear, letting the player move on.
Resistance: If the player refuses to admit their mistake or tries to escape, the Judge gets angrier. The player’s screen will blur, and they’ll move more slowly, making it harder to escape. The Judge will keep following them until they confess.
Denial and Escape: If the player acts kindly after refusing to confess (like helping another player or saving someone from an entity), the Judge will be momentarily satisfied. This will let the player escape and even gain a boost in speed.
Catholicism simulator
what if im playing solo?
kind of annoying mechanic but I see where you're coming from
@TotallyNotAleph he won’t apear
I have one....
Reaper
A play on the concept of harbringer in pressure where when he appears either hide on time or he sees you and A. kills you or B.puts you in a figure heartbeat minigame when in a locker (the minigame last forever) this entity has a 0.5% chance to replace any entity except seek, figure,screech, grumble,giggle,sally,and the ANNOYING SPIKE PLANTS
The achievement is gained from him spawning and its called
"Here he comes"
With a description of
"Your run ends here"
The achievement for crucifixion of the entity is called
"On deaths door"
With a description of
"Just enough time to hide"
Some modifiers that might come with it are
"Destiny will wait" +20%-makes reaper able to replace dread with a 10% chance
"Impatience"-5%-makes reaper actually survivable (makes his locker minigame last 1 minute instead of forever)
"Everywhere"+1%-makes reaper able to spawn anywhere and replace any side entity
"Death wish"+100%-makes reaper always spawn but only replace rush and ambush(also makes him survivable but with a 3 minute minigame)
"Ignorant behavior"+0%-makes reaper not spawn (or just makes him not notice the player anymore)
"OH LAWD HE COMIN!!"+30%-makes reaper 3X faster
"Try to collect any money with this one"+1000%-makes reaper spawn every second (also door 1 doesn't revive you anymore)
Spike plants are called snare :D
what if you crucify it, will it just be an failed crucifixion like other entities?
For flash it would be cool if when crucified the debre to fall on to the ground
Idea: Wait
When Wait spawns, it will sit a couple rooms back, but almost never be out of view. It also makes a quiet noise that sounds something like snoring. After a couple seconds, Wait will wake up and begin rushing a decent amount slower than the usual rush speed. When it wakes up, a loud audio cue will also play, in in case it isn't visible. If it enters the player's current room and that player isn't in a closet, they die. Alternatively, Wait could be called Sleep.
Here is my variant: Name: Watchman ( guiding light says you died to who you call watchman)
How to know it has spawned: Mines: small earthquake sound Hotel: One light breaking
How it works: It is blind but checks every closet in the room and if your in the closet your dead. To avoid it simply go in the middle of the room or not near the closets. If your near a closet and he checks a closet near you will lose 65 damage.
so going in the middle of the room is basically an AOE. right? an small but big enough of a circle to not get attacked?
Is watchman blind?
I like the idea of an entity that is somewhat neutral, giving a high risk high reward scenario.
An idea i had is an entity called "Search" They will randomly appear in rooms, and if you give them an item it will play hide and seek with you, and you have to find them, you'll have a time limit, if you find them you will be heavily rewarded depended on your gift. if you fail, they will attack you and steal the item you gave them.
An achievement idea for them is getting a crucifix from "search" and then using that same crucifix on them in the same run. calling the badge "betrayal" or something.
I believe they would be this morphing creature that is capable of hiding in closets and even drawers, and they would appear to look like something hostile, but they aren't exactly.
what if instead of search giving u the crucifix and using the crucifix on it, you.. give search the crucifix?
Erm.. Pandemonium is just a node entity, not an Angler variant ☝️🤓
Although, I do think new Rush variants could be fire
Cool concepts👍I will definitely add them to my fanmade for doors!
1:50 THE 4 YEAR OLD ROBBER IS BACK 🗣📢
1ST LIKE!!!!
Is she confirmed to be 18/14?? Or am I just going off with the design
@ChazHarry if you watch his other vid he says that sally is 4-8 years old
Another idea screamer the only sound is screaming its basically a variant of nightscreamer but blue
Blitz: So, umm, you're saying I'm non-existent, right?
A-60: Am I a joke to you?
A-120: Who do you think you're calling a joke?
Glitch Rush: I do exist, what do you mean?
Glitch Ambush: Don't forget me too.
Edit: There should be an entity called Lightning and it's appearance should look similar to Flash, but however doesn't have flying debris around it and also it's yellow.
Its speed should be the same as Flash, but it doesn't rebound (However there's a chance that Lightning can rebound either once or twice), and there shouldn't be a wave of debris after it leaves.
Also it should have the same thing on how it spawns (from Lightning crashing to the ground) like how Flash does.
When u die to a variant, Guiding light should say this:
"You died to Flash/Blitz/Stealth/Lightning."
"You must hide when the lights flicker."
"Also, that was a variant you encountered."
"Hide quickly next time!"
Also the reason why I added Blitz to the death message is cuz Blitz should also be in the Hotel and Mines as a Rush variant.
Edit 2: We also need A-200 from Rooms to be added to the Rooms subfloor. When it arrives, it should make a wind sound and when it leaves it should make a thud.
Modified rush(four modifiers): y’all didn’t include me?
Modified ambush(three modifiers): yeah, both sides always miss us don’t they?
Custom rush/ambush: I HAVE INFINITE POSSIBILITIES, HOW DARE YOU NOT INCLUDE ME
Skibidi Rush: "What's the big idea?"
Brain Rot Rush: "Those who know"
Locked in Alien Rush: "What is the next step of the Operation?"
LankyBox Rush: "Bruh. i don't even understand whats happening i think a Doors entity attacked us"
@@2tonpotatoall Rush clones from 2023 and spawn fanmade entity option from chat control:we exist are we invisible to u?
he doesn't mean sub-floors or secrets.
@@2tonpotato GET OUT!!!
I submit this idea
Scarlash:
Begins moving the player's camera and making closets hard to hide, ripping closets off that are closest to it. If a player comes into contact, it will bite the player and despawn. It rebounds 1-2 times.
Domain Expansion, Malevolent Yappathon: 0:51 "I believe that doors should add some unique variants of rush" well said, and honestly this is something the Doors Devs should have done a long time ago by implementing it into the mines. I might get a lot of backlash for this but honestly the number of entities you encounter on a non-boss/non-mini-boss room (this includes figure rooms which only appear twice a run if you somehow don't know that) has only increased by like, 2 (only even being minor entities additions like Gloombats and Giggles), they barely added in newer non-boss entities to significantly increase the challenge (you would have to be a SERIOUSLY terrible casual to think otherwise), and it makes the gameplay a lot drier than it otherwise would be if there was at least 5 more entities- even if they're not rush varients. In comparison to hotel, the mines is a lot less "braindead" so to speak because of how much more mindful you need to be when entering new rooms obviously because of the 2 new entities plus the significantly larger screech spawns (obviously because of the increased dark rooms, not to mention the room sizes is a lot bigger and sometimes their structure requires significantly better navigation than in the hotel), in comparison to the hotel, is the mines dry? Obviously not, but honestly after a little bit of repetition it becomes easier to tell how the gameplay uplift from floor 2 (just to clarify again, this is non-boss room levels I'm talking about, majority of floor 2 gameplay being "rapid room progression") is lacking to an extent.
They took years with the mines update, couldn't they have changed the gameplay mechanics a bit more significantly instead of adding measures like giggles and gloombats to prevent walking simulator and then slightly ramping up difficulty by changing hide, making ambush timing slightly different, etc. The #1 argument to this paragraph is "I'd like to see you try to do it then, make your own massive billion visits game then and do it yourself"- like dude they had years on their hands... what do people not get about that? Second, that argument is god awful because they even released a new "content update" in which they added 3 new entities being NEW VARIENTS of rush/ambush-like entities, and a new variant of screech. Took them only a couple months to do that- even if those variants were satire or if they were an easter egg, it took only a couple months, couldn't they have made something non-easter egg-eqsue, non-satire within a couple years? You "do it yourself" argument copy pasta guys gotta understand just how much that they've left on the table with floor 2.
I would like to clarify that I don't hate floor 2, I personally don't hate it's gameplay (I think its MUCH more stimulating than the hotel and the backdoor), the doors devs have done a lot to add to the lore with floor 2, from the dead screeches in door 150, to the ending in floor 200, and perhaps there's lore to rush being in the mines (because that does seem unorthodox), doors really cooked with floor 2, particularly with the boss fights (Imo), but although I'm probably the worst person out there to put what I'm about to reiterate into words, although the mines is great, doors could and should have done a LOT better with the general "rapid-room-progression"/non-boss room gameplay (especially given their time) by simply adding in more entities with different mechanics. I'll probably get a lot of naysayers and a lot of people on my back talking about how I'm wrong but it's just that I did a terrible job at putting this opinion into words, I really hope that someone reading this can better put it into words than I can because, regardless of whether this is a hot take or not, there is truth to it that most people refuse to see, or refuse to acknowledge as a "significant truth" and more so as something with little truth and only delusions (kind of ironic).
Like dude, when I saw that the content update released, I was like "really? No new mines entities?" (maybe that sounded a little delusional), but both mines updates (mines debut and content) were close towards late 2024, it's been years since doors was first shone under the spotlights of mainstream, it really has been such a long time, and I think that the non-boss room gameplay mechanics should have had a bigger uplift from the hotel, they could have done much better with this, as they have with the boss fights and lore; there really should have been more changed mechanics, the majority of non-boss threats in the mines should have been more innate- it's been years dude there just should have been more pushing forces than rush and ambush- the only real threats outside of boss fights is still rush and ambush (figure literally only appears twice a run, don't even mention him- I haven't ever seen a casual player die as much to him than ambush, in the mines). I know that it's more easier said than done to have both good boss fights, and good regular room mechanics but the "do it yourself" argument can only go so far, it really is ignorance to not understand that they had so much time in their hands to do so and that, although the mines is amazing, it has wasted potential.
If you somehow read this far... congratulations! Your glasses prescription has increased by 0.65%. Have a good one.
😔
why
I aint reading allat
@Kevoc_Studio But that's the poi-
You know, Flash reminded me a lot of my concept for Starve, which is a fanmade Entity that would rarely spawn alongside Rush. She would arrive right when Rush stopped rushing through the room, and you would have to wait for her to leave before you stopped hiding or she would hit you ( she is much faster than everyone else, too, faster than Ambush ).
they should add a rush variant called pandemonium and when they find you in a locker they play minigames
“Guys… I’m feeling a LOT of pressure here!” “Say that again.”
Should be rare tho
@@5omeguy all this pandemonium is putting a lot of pressure on me...
At this point, I don’t even care, just turn doors into pressure devs, nobody can resist making your game look bad
@VagueFaces_000 tbh i kinda like the blocky and low-poly style of doors
Yeah the Lsplash comment about 2d entities is true. I went through the doors ideas wiki to look through fanmade entities and all of them were rush copies. And on doors concept videos it’s the same too even in the comments. But your ideas are very good cheddar bakls
W video
True
The vid just released😭🙏
@@Supergamer1qa it was a W video though
@Eyeballcircuit how😭🙏
@@Supergamer1qa you just know, thats how..
Here's an silly fanmade rush variant.
Fiend - Either find an toy car on a bed, drawer, or an chest, or smth.. You interact with the car to put it in your inventory. Clicking or tapping the screen (PC or Laptop - Clicking. Mobile - Tapping.) while holding the car will activate it. Causing the car to float in the air. Oh and, this is a chance. There's an 15% chance to spawn the actual entity, and an 85% chance to just.. do nothing. You can do this 2 times before the item actually breaks. (This Rush entity will signal it's arrival by the sound of an engine. Like a car, or something.) When it attacks, it will make sounds similar to extremely fast motorcycles or speedy cars. This will INSTANTLY one shot you. (You also have 5 seconds before it runs you over like a drunk father drinking alcohol while texting someone driving a car going 500 mph on a school zone)
Achievement names and descriptions:
Vroom!
"I wanna have a car like that."
Survive Fiend.
School Zone.
"Its the police!"
Crucify Fiend.
(if you play a specific game with controlling time and having hosts, you might know what this entity would reference :3)
(edit: one of the texts turned into a link for some reason, let me fix that)
2:51 STORM RUSH FROM DOORS ALLEYS, WHAT?????????!?
I have a doors entity idea for quite some time so introducing
•Check
After the player entered a room,the lights will flicker fast and a faint screeching noise can be heard,check then will enter the room circling around every corner of the room,the doors to the next and previous room are locked and closet doors will be opened,after a while check will exit from the path thst he entered. So essentially check is rush but would only apply to one room but cannot be countered by hiding. Instead the player must exit the room quickly,if you snooze then watch as the doors are locked and the closets cannot be closed as check slaughters you
locked rooms exist and can take several minutes just to find a key in
@sanderhankel9098 you can backtrack too,the goal is just not to be in that room
@@JustanotherTreefan What if the previous room has firedamp though? Either because of the mines of because of a modifier. Would Check just not spawn in these cases just to be sure it's not an instant loss? What if a node monster is already active at the time, like Rush or Ambush?
@@sanderhankel9098 Check would not stay in the room for a long time,maybe only 5 seconds so you have enough time to not suffocate.
And check is a variant of rush so he can't spawn if rush is in action
2:36 Basically Slugfish from Grace.
I agrre.
Ambush, Blitz And Slugfish Are The Fast Siblings
i had some ideas for entities
sorrow (they have a circle, if you step in the circle you get damaged so you have to avoid it )
vortex (they are like a blackhole and they pull you towards them, you have to walk around/away from them)
grief (rush for a subfloor)
scream (seek infected grumble)
chuckle/chortle (variants of giggle/grumble)
chaos (ambush for a subfloor)
revenge (you can spawn them once you die, only in multiplayer, can only spawn once, they act like rush)
lure (they shine on obvious fake places, they have a green color to them and act like guiding light, when interacting with fake object lure will jump out and hurt the player)
glitched eyes (they tp around the room rapidly and you cant to look at them or they instant kill, they can spawn on the floor or on the ceiling)
glitched halt (spawns a + shaped room and you have to go straight, turn around and go to the middle, he will tell you to go right or left, you have to go the oposite of what he tells you, then you turn around at the end of a end and repeat multiple times)
0:03 THE STUPID HORSE STRIKES AGAIN 😡🐎
0:03*
Dude, awsome concepts they would be creepy and cool to see in game!!!
Pandemounium isnt supposed to be a varient of angler, its just supposed to be a node monster with a different mechanic
so... just a variant of angler
Pandemonium is literally just an angler variant it just isn't grouped in with em for whatever reason
@@ChezmanCheddarBalls Yeah really weird but just cause they aren't an anglerfish
Uhhh also useless fact there's 2 entities that are named "legallydistinctsmokeyface" and "legallydistinctglitchyface" which totally aren't rush and ambush
@@ChezmanCheddarBallsalso mirage exists
@@ChezmanCheddarBalls MEEOWWW
@@ChezmanCheddarBallsI looked it up and yes, you are correct.
I'm also happy you saw my comment
Lore idea for stealth: his sound cue is so high that the player's ears cannot comprehend it, but it is present as it does shake the screen.
0:39 MINIGAAAAAAME!!!!!!!
MINIGAMES, MINIGAMES! MINIGAAAMES!!!!
Entity Idea - Blare
Blare is a loud, but a slow Rush, kinda like Chainsmoker in Pressure, but he rebounds a bit.
Badges:
Beep!
Too Slow!
Survive Blare
The Sirens Aren’t Working
Shut your mouth, bye.
Crucify Blare.
Blare’s Behavior
Blare could be crucified
He is slow, so you have to time it, like Chainsmoker.
His spawn rate is low, so Blare wouldn’t be in all runs
He is really, really loud
Modifiers:
It’s Too Loud!: Blare spawns more often. +10
Blaring, Blaring: Blare will rebound more. +5
No Blare: Blare doesn’t have any cues of its arrival. +10
Back, Front, Back, Front: Blare will attack every 20-30 second. (A Hard Place) +25
Gonna play the devil's advocate here and say that I think Doors is already too bloated with Rush clones (A-60, A-120, Blitz, etc). If the decision was up to me I would've just kept it at Rush and Ambush.
I feel like it’s fine that there are that many because they don’t usually appear all together and their mechanics are different enough to justified their inclusions
Idea: THE HORSE - nah, im kidding.
Idea: Darkness.
Will flicker the lights until they break. Will pathway the closest path to you, kinda like Dread, except they dont go through walls. It gets more visible the closer it gets. It would be blue with some black around its body. Would have some ghost particles floating around it (like hide), which is your main indicator that they are close without having to get close. The way to escape is to walk through the doors until there is light . The lights would be off for the next 2-5 rooms. Cannot spawn from door 40 to Jeff's shop, cannot spawn when there are seek eyes, Their mechanic in the greenhouse would change slightly. There would be three lightning strikes indicating it spawned and would have to get even closer for it to be visible, and it would only despawn after 2 doors, without needing a lit room because uh, its the green house. It would look like a mix of rush and dread, be green with some black at the lower end of its body, and would be 3d. But it would always be facing you if in the same room/subroom and will make somewhat quiet whispers, and making sounds similar to rush when close. Exclusive to the Hotel but can be added to the Mines with modifiers.
It also can only spawn once and is relatively rare, but it can spawn again in the greenhouse.
Badge example:
(Name)
(Description)
(How to get the badge)
Badge 1:
Blackout.
Who turned off the lights?
Survive Darkness.
Badge 2:
Whiteout.
LET THERE BE LIGHT
Crucify Darkness.
Modifier 1:
Dark
Makes Darkness more common and can now spawn more.
Requires Whiteout
+10%
(Linked with Consumed by the void)
Consumed by the void
Darkness will emit no sound and will spawn more.
+10%
(Linked with Dark)
Modifier 3:
Not dark enough.
Darkness can now spawn in the Mines.
Requires Blackout.
+5%
Also, it slows down if ANY entities are near and also slows down in locked rooms (if the door I open, it will keep its original pace)
Flash us please,show us ur cheddarballs
AYO🤨
AYO-
noice
Here's a good idea. Bolt: basically, you will hear a roar, a slam, and anyone who's not hiding 1 second after the slam gets turned to a red most as they tear past EVERY room at once. It's basically instant, you don't have time to see him
0:01 and that kids, is how urbanshade now wants to make deep sea horses
LOL
Sebastian,are you a failed deep sea horse
My idea for new monster at the doors:
Split.
The idea that he would start making noises of not crazy candy so it have audio cues, so usually it will start chase you but you will be a faster than him and a random noises of candy not crazy start appear every 3 seconds , he follows the path to the door, and u need to find 2 or more doors ( can be dupe or not fake, cannot be looting room) so ur path is splits in 2 or more, so Split follows the 1 path and its which player chooses, sometimes it can close it eyes. The clue of it when ur screen turns grey for a second, so he closed his eyes and you can choose room fast, or he will keep follow you, when you open correct door its disappears behind ur back and splits in lot of particles. And its disappears . If you turn back before its disappears it will hit you on 50 hp. When it disappears you get badge "Isnt it behind my back?"
Observer.
Another variation of a Rush, Rush with 3 Eyes and smiling face. Appears only when seek eyes are start to spawn. And there chance to find blue eye, but its looks different to a seek eyes, so when you see 1 of this eyes in your room, you need to find a hiding place, it cannot be looting rooms,it will check every room like warden at jails. So when you hear it noise and its close to you just hide in closet or behind something that he cant see you, he would stay at every room for 3 seconds (looting rooms= with shears like this one) it moves fast so dont get bored if you tired of waiting when it get out to next room. If you survive it you will receive badge:
" A pale look ", idk about crucifixion.
At the start bro forgot about blitz 💀
And the room entities,
And modifiers.
And the admin panel custom rush
sub-floor entities don't count
@VagueFaces_000also wdym "custom rush" how does that count? you make the entity not LSplash.
Rush, ambush, Blitz, glitch rush, glitch ambush.
If non-canon ones count:
a-60, a-120.
@Joetanklol it’s part of admin.
You can customize its design, sound, particles, speed, damage, if it rebounds or not and how much it rebounds, light.
One random entity i imagined when i saw the floor 2 ending is called : Possesed knight. It would be most common in the seek chase in the castle but has a small chance to spawn outside it. It has 2 varriants , the one armored with a mace and the one armored with that weapon i forgot the name of that is basicly a giant axe . The twist is when you get near they swing their weapon in front of them , but the thwist is that the axe is predictable while the mace isnt and can swing anywhere. The entity looks like giant knight statues with seek goo dripping out of their joints and helmet(along with air holes in the helmet or whatever they are called)
A halberd?
Petah...Da Horse Is Here.
lol i commented that too
I know these are only Rush varients but why not throw my own entity into these comments;
"The Whistle" is a tall humanoid entity wearing a red suit with a melting candle in its chest pocket. Similar to Jeff the only thing you can see of the entities "face" are two amber eyes amongst the smoke: when it spawns it plays its signiture Whistle Audio and spawns 1-4 rooms ahead or behind the player.
Its interaction is simple enough, you accept his deal and 1-3 happen:
1. You are teleported BACKWARDS 10 rooms [essentially letting you "retry" for different room generations]
2. You are teleported ahead 2-8 rooms, this doesnt skip scripted rooms like The Library or Seek Chases however
3. Nothing Happens and The Whistle despawns.
The way the exchange works could go multiple ways; The Whistle accepts Gold but also shows interest in taking Health from the player instead if they dont have any.
If you try to Crucify The Whistle it will enter a short hostile phase where it attempts to chase and attack the offending player before despawning.
Hello horse why are you everywhere
Its the STUPID HORSE
Having a spawner entity would be cool too if we had more Rush variants.
For example, I just made this entity concept called "Rejoice" which can spawn Rush, Ambush, and any other Rush variant (For example: Flash)
How do you know what entity Rejoice'll spawn? Simple. Rejoice will start to turn the color of the entity it spawns (Gray for Rush, green for Ambush, blue for Flash, etc.)
There more than 2 variants of Rush.
1. Rush (obviously)
2. Ambush (ik u know)
3. Blitz
4. A-60
5. A-120
6. Glitched Rush (ok this kinda cheating)
Ur point still stands I’m just a nerd
Not to mention every modifier version of rush and ambush.
As well as the admin panel custom node
@VagueFaces_000literally none of what you mentioned count.
I feel like if they added another Rush variant, it should explain something about the area. We see lightning outside of the playable area, but there are no visible lightning strikes. Something I thought would be cool is that what’s actually happening is that you’re hearing some sort of lightning based runner entity and the lightning is the sound of it zipping around. Maybe that’s just the sound it makes when it changes direction.
0:04 THE HORSE CAN SPEAK NOW!?
neif
"That stupid literate horse with the brainpower to convey speech"
Lore?
NO WAY
The horse is taking over
Here's a Door 250 idea:
Entrance: When you reach Door 250 in the castle, you will encounter the Figure. But just then, a black arm made by Seek would grab the Figure and infect it, turning it into a puppet. The Infected Figure tries to kill you, but Guiding Light makes a log fall, causing the Figure to run towares the sound.
First Phase: In Door 250, you are tasked to find 3 keys to the Flooded Dungeons. You have to walk in a maze of shrubs (though it's not too confusing and each dead end has a hiding spot). There is a door leading to the Flooded Dungeons, similar to the Basement in the Courtyard.
Infected Figure:
It still preserves its old mechanics. It can still hear, but an eye is placed by Seek so it can see. However, its sight is limited, only having a scanner coming out of its eye. If it's yellow, it doesn't see you. But if it becomes orange, it will chase you. It is an insta-kill entity.
Festering Trap:
Traps made out of Figure's meat. They lie on the ground like Snare, but if you step on one, you may get your foot into its mouth, as it will bite you and make a loud growl for the Figure to hear before letting you go. It deals 20 damage.
Second Phase: Once you find all 3 keys, you then use it to get in the Flooded Dungeons. A new entity appears. It is Lurk, as it breaks out of a dungeon cell before going in the water.
Lurk:
It is a half snake, half piranha entity. It has the teeth of the piranha and gills, but has the body of a snake. When it detects you in the ater, it will swim towards you. You can easily evade it as it is slower than you. To survive it, you must go on rocks. It hates going up land and will stay in the water so it won't catch you there. It deals 30 damage if attacking.
There will be 3 subphases here. First, you must keep swimming to reach a lever. Pulling the lever will make a gate open to the next subphase. The water gets deeper when you enter the subphase. Then, after reaching the end of the 3rd subphase, you will collect the puzzle pieces needed and return.
Third Phase: After that, you will go to the gate leading to Door 251. The Figure tres to reach you, but the Guiding Light prevents it from reaching you.
During this part, there will be 4 puzzle pieces you have to complete. The first one is a Seek picture. The second one is a Grumble picture. The third is a Figure picture, and the fourth is an Ambush picture.
Once you completed the puzzles, the Guiding Light stops its seal. The Figure will run to you, but you run to Doorn251 as the Guiding Light seals the door shut.
Lurk's mechanic reminds me of skelepede from Pressure
When you bring up the inage if the Angler variants and ke tion them at the start if the video, you mentioned Pandemonium. The devs if Pressure have stated that Pandemonium isnt a variant of the Angler. Though I can understand since it more or less has the same function as the Anglers.
I like the idea of flash! But the pressure mini game gives me an idea. It will still be called flash and will be blue and the lightning is still the cue.
If you see a lightning the next room there will be a big room like halts but less narrow. When you enter this room there will be crouch segments and closets. When you enter you need to find a closet. Flash will go through the room taking off wood off the Ceilings , walls and floors. After the first one you have to wait 3 - 8 secs until the next attack. If he comes a second time he will take more wood out of the room. If you take too long the whole room
will no longer exist and you will fall into the void and die. There is a strategy to counter it and it is seeks jumping ability. He will keep rebounding until the room is gone. That is all my idea!
1:15 Why can’t they add fanmade entities?
Copyright stuff
I think if they’re making them to be added to the game, copyright stuff wouldn’t happen
The creator of the fanmade entities can sue the person adding them into the game
@@the_sun104 but they made the fan made entity to be added to the game
Nah its prolly cuz the devs want the entitys to be original ideas, not creations of someone else
Man there is a lot of suggestions for entitys that I am contemplating at making a doors like game
2:18 Is it blitz?
BRO ITS FLASH
I really like the "prime" entities from rooms and doors, maybe add something like this
Horse side character goes hard 🔥🔥🗣️🗣️🐴
Idk, I like these concepts but I feel like they lack in areas which they really shouldn’t
The screen shake mechanic of Stealth could cause motion sickness for players, and if you add a option to decrease it those players would have a disadvantage for already having a disadvantage irl
And I feel like Flash could be cool it’s first time, but Doors is a Roguelike, you aren’t supposed nor expected to play once and be done
Which would make Flash mechanic of rebounding really annoying even if it’s fast, as you just have to sit there and watch
And I just feel like the whole idea of the debris following him don’t work if he’s going back and forth
It could be way better if it either didn’t rebound and was like a lightning flash, you have some seconds to hide after the lightning, then it would spawn, VERY VERY FASTLY go by (like, to the point that you can even count the frames which it is visible) and leave a lightning trail behind just to show that it already went by for players that could’ve missed it
And then the debris come also fastly, so it’s like a small quick time, after Flash went by you would have to immediately get out and get back in to not get hit
Or maybe it DID rebound but only ONCE, after reaching the end door of the next room it would turn around and go back
This would be so, even in your first try you could have an idea of how it works as you would see the clutter going by when he’s going normally, and so you could assume it would also go back after it does
I have no ideas for Stealth tho, I just don’t really like it, the concept of a stealth really fast enemy never really felt enjoyable to me, as it often felt unfair when you didn’t notice that it was coming from the lack of audio queue (specially a easily hearable one)
But the lights flickering part of it could potentially fix that
Another tangent about Stealth is that, if it’s too slow then it stops feeling like a threat, and if. It isn’t slow enough it goes back to feeling unfair
What about, when it flicked out of existence it would speed up, and when visible it would be slower, to invoke more of that feeling of confusion
“There are only two variants of rush, those being rush and ambush.”
Blitz, a-60, a-120 and glitched rush are feeling left out
Rush clone concept
Name: Knocker
Attack que: has a chance to attack when a player open any door
Behavior: Upon opening the trapped door, the entity will jumpscare the the player, which they will quickly slam the door shut. The player then has a few secs to get into a locker as it bangs the door open. Afterwards it will slam itself into the locker of the player before despawning. This will activate a mini game where the player must keep several circles from depleting out, If failed the entity will just bust the locker open and kill them. All players will have a turn with this entity. If a player attempts to stay out of site, the entity will simply path find them even they're in full cover.
Tip: It's reccommended to get out of a locker if Knocker is not path finding to your locker to prevent and occupied attacking someone else. This is to prevent hide from evicting you out.
isnt this just pandemonium but harder
@justinrainfumero5922 Indeed this just shows why 99.9999999999% of fanmade entities will never be added
I don't think doors needs rush variants that much imo. It works in pressure because the game is heavily much more designed around randomization. Meanwhile Doors is much more about having a bit more consistency with some cool little events sprinkled around the place, i feel like if Doors just adds more rush-like entities it might feel a little bloated in the 2d entity rushes trough the room thing. It's kinda why i personally don't like it with pressure purely because it ruins that feeling of consistency and predictability that i much more enjoy.. i don't wanna be under constant pressure because i forgot that mr. poopybutt has a very unique mechanic where he rushes allll over the place, but i have to specifically know his wacky and silly sound he makes or uhohh i get the png jumpscare. But yeah personally i think just rush and ambush are fine enough additions i don't think the game needs more purely for the sake of variety
I made an idea like 2 years ago. Phobia will bash through a closet killing the player in it. So like rush but not rushing through the hall, but comes through a closet, you can tell its the closet youre in by a static sound
i will make 2 new entities in here
1. fear
his appearance will be like depth but face at you, purple, no eyes, and bigger
when you hear a scream from the distance it means that he is there, he will scream for a few rooms and when you hold a crucifix while he screams it will activate and turn purple before exploding and kill you, hiding will also trigger him by the hiding spot takes tentacles out reaching the target and takes the target, killing them. there is no way to crucify him because of him killing you when you hold a crucifix.
the jumpscare is like hastes but purple and the text being NO
2.hatred
his appearance is a red face with eyes and mouth
he only triggers when you betray all of the people in your seed, he makes entities much harder, replacing rush with old rush (a smiling face) that glitches and turns red at the jumpscare, ambush with old ambush (similar to aROXmbush), dupe into vacuum, adds lookman, makes halt red, replaces screech with scjvereech, makes snare spawn in any room, makes hides behavior like in floor 2 (makes hide trigger faster in floor 2), adds itchy to timothy, adds all modifiers for dread, makes sally's chance higher, makes seek chase longer, makes figure easier to catch you, and removes guiding light.
how the hell are you supposed to survive fear if it spawns? hatred also sounds like an classroom friend that makes up ideas that are just silly and makes things impossibly harder.
@justinrainfumero5922 dont hold crucifix or hide when it isnt useful with fear also hatred will also depend how many players you betray (forgot to add it)
Idea: Flick
He is blue and green and you will know he's going to attack by a blue flashbang, and room glowing and becoming less visible due to his texture coming in.
When you hear this hide in a closet, every 2.8 seconds he makes a flashbang sound. It will either sound high pitched or low pitched, if its high pitched that means he is still outside the closet, and if you stop hiding you lose. If its a low pitched flashbang that means he is in closets, so dont be in a closet.
He will do about 7 flashbangs in total, and his chances of spawning is 1.5% each room you walk into.
My Rush varient idea
Sight
A rush behavior entity that have insane vision which allow them to even see you through closet the only way to avoid them is to break the line of sight
Way to detect: the light will flicker 3-5 times before shutting off(not break) which alert the player about Sight presence
Spawn condition: only spawn if the current room or the room have a out of sight spot like a bedroom
Achievements:
-I can see you (get killed by Sight while hiding in closet)
-Where did he go? (Successfully hide from Sight)
-Go blind (use crucifix on Sight)
Idk if that a good idea
seeing how cheddar has ties with the devs it’s very possible for future rush variants to be added
Really cool concept ceddar
I think that Rush could have been created inside of the castle, and multiple variants as well, however Rush and Ambush were the only ones to escape
I have an idea of rush
Smoke
You can detect it when it spawns when dark fog covers the ground and slow humming noises are heard
After smoker rushes the area you will be instantly taken out of your hiding spot and will trigger the heart beat minigame and you have to escape the room before you die of suffocation.
Smoker only spawns above door 50
I made 2 entities:
1:fade:if the lights flickers but no rush noise
It mean u have to stays till
You will have to look around
If u see it do not look away
When u look away it will disappear and then ur screen would be blind (means he caught u)
But it wouldn’t have a jumpscare ur screen will be blind for around 1 minute and then u will wake up from the ground and u look behind u to see him closing the door
How to win fade:don’t look away
2:Strike
He’s like if sally and rush were combined
The lights would flicker u would hide
But he has some quite improvements
When u hide u will have a heart beat minigame if u lose he would open the closet with 2 floating hands and then scream at u with wave
How to win strike:don’t lose the minigame
i think rather than adding new entities similar to rush, as there is only so much you can do to make them different enough to be noteworthy without completely changing the mechanics, i think rush should just have a chance of making some other visual and/or sound then flickering the lights or causing an earthquake in the case of the mines, to warn the player of their presence. The reason i say this is i don't like that there are so many slightly different clones of rush in pressure as there are barely any differences to the point i only count them as one entity. Besides, LSplash and Red don't want to make more 2d entities but most likely would be willing to make a few changes to a pre existing one.
The horse is going to be used as the “erm why are you___ 🤓” type character forever.
Hmmm, maybe make flashes debris act like slugfish from grace where you have to avoid being in the path to the door.
pandemonium: how am i a variant to u?
death angel: IF HE IS A VARIANT THEN WHAT AM I?
Honestly I like the way they already do it where the back door and rooms have unique rushes like A-90 and Blitz
I think to make progression better and also be able to teach the player about new mechanics better since pressure doesn’t teach you about what each variant specifically does rush instead could get more mechanics with the more floors we get it’s already the case rn where rush gets the ability in floor 2 to come from the front, maybe in one floor he could get the chance to have maybe pinkie mechanics or blitz mechanics or chainsmoker too. Maybe in later floors he could get a rebound like blits and maybe even fully rebound although not as much as ambush and would be more predictable and easier to dodge
peak video
also heres my entity concept for doors:
Follow
mechanic:
Follow will flick the lights for some seconds before breaking them down, after this, Follow will damage every unhidden player while shaking the screen violently, after some seconds (30 - 45), the screenshake will stop, which is a sign that Follow despawned, safe spots works on this entity
Damage: 10
Design: it has no design or particule
Strategy: use what you learned from Ambush but you must hide and unhide much faster since Hide can still spawn during Follow's attack
I Had a pretty good Theory on Why eyes is scared of screech Let me explain. you see eyes is basically a bunch of eyes put together. But what Else it eyes put together? Seek. my theory is that why eyes is scared of screech Because eyes Doesn't want to get Taken over by seek. so when seeing an Variant of seek, being screech He closes the eyes to avoid being taken over AT all costs. Another theory on how seek has ALL of his eyes could be the eyes seek Actually DID corrupt and uses the eyes to Know where the player is, BUT because eyes is dead at that point He wont be able to hurt us if we look at him
0:41 No hate on pressure but I feel like use the mechanics of doors entities similarly with the angler variant
Normal: rush
Pinkie: A-60
Chain smoker: A-120
Pandemonium: blitz(ok this one you may not agree they are similar)
Blitz (I think it is): Ambush.
I would swap A-120 and Blitz. (Doors)
I feel like A-60 is more like Blitz and Pinkie combined into one entity.
Idea- Fear: it sounds like ambush but disorted,but it doesn't kill you, instead it makes hiding in a closet or bed cause you to die. It makes the lights flicker as much as ambush, but after that quickly creates 5 lightning strikes so you can tell that it isn't ambush. it also has a dark red glow instead of green.
modifiers:
Doppelganger +5%
Fear has exactly the same sound as ambush and there are no lightning strikes. the only way to differentiate it from ambush is its red glow.
Claustrophobia +10%
encountering Fear makes you unable to hide for 5 doors.
Thanatophobia + 10%
Fear will come more and more frequently as your health decreases.
badges:
Hiding from your fears(name)
"wasn't the best idea." (desc)
die to Fear.
Face your fears(name)
survive Fear. (desc)
Overcome your fears(name)
crucify Fear. (desc)
Fearless(name)
beat doors with all Fear modifiers. (desc)
another idea-Maim: its rush but instead of killing you decreases your max health by 20%, reduces your speed by 15%(you should still be able to beat seek) and every entity does 20 more damage. interacting with items(picking up, turning on, opening doors etc) will take 50% more time. It makes a loud static sound when approaching and cannot be hidden from in closets and beds.
modifiers:
Cripple +20%
decreases your max health by 50%, reduces your speed by 25%(needs speed boost to outrun seek), and every entity does 80 damage. interacting with items will take 150% more time. You cannot hide from it.
Critical injuries +10%
decreases your health to 1 upon hit.
badges:
(imma finish later)
Claustrophobia and Worst Time Ever would be pain
Groundie:Snare, but it's an worm, appears in holes in any moment, they can disappear if it's there for some time.
Stay:You can't be seen by the entity if it emits a purple light
Will these entities have renders too? These are really cool