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February 15th, 2007, 11:28 PM
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#1 |
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Commander Keen
Join Date: Oct 2005
Location: Rio de Janeiro - Brazil
Posts: 704
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Map30! Any suggestions?
Ok guys! I think the Map30 is "the most important" Map for obvious reasons!
What i'm doing looks more or less like this... ![]() Now, i need to know what everyone working on this project suggest to this map. Just shooting the brain or something big like those Maps from TNT and PLUTONIA? When i said "The most important Map", i'd means... The end of 29 AWESOME Maps before this! ![]() Ok! Ok! Ok! ... my english sucks! I know! Last edited by Logan MTM; February 15th, 2007 at 11:35 PM. |
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February 16th, 2007, 06:39 AM
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#2 |
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Commander Keen
Join Date: Apr 2004
Location: Spain
Posts: 4,344
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Looking incredibly sweet Logan!. Now, call me freak but I had this strange dream (damn... A Doom dream... damn) where map30 was something along the lines of "Survive for a long time and kill a lot of monsters until the clues for killing the big monster are revealed, then you solve the puzzle and kill the boss".
I go for a "Non typical" Map30. |
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February 16th, 2007, 08:06 AM
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#3 |
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Join Date: Apr 2005
Location: Netherlands
Posts: 2,073
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Maybe start in an dark evil cathehedral and maybe do creative stuff with scrolling floors to teleport dead bodies in they fall down from small holes in the walls.
Dunno if it sounds cool I just thought this up in an sec, what I do think it should need alot of gore blood/corpses pentagrams just an very evil place, maybe let the map start as an normal map walk around in some evil place just kill monsters like normal until you get to the boss his hideout and its going to start spawning new baddies throughout the whole map.
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My wads on WIP |
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February 16th, 2007, 12:29 PM
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#4 |
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Join Date: May 2003
Location: HTML Hole
Posts: 5,063
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I say ridiculous amounts of detail not seen since the likes of Gothic99.
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February 16th, 2007, 03:00 PM
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#5 |
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Commander Keen
Join Date: Apr 2004
Location: Spain
Posts: 4,344
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Who made the guy above leader for the project?. Detail you say?... Details are for wussies :P!!!.
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February 16th, 2007, 03:27 PM
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#6 | |
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Join Date: May 2003
Location: HTML Hole
Posts: 5,063
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Quote:
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February 16th, 2007, 03:50 PM
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#7 |
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Commander Keen
Join Date: Apr 2004
Location: Spain
Posts: 4,344
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Nah, I am already the one and only supreme leader of some other stuff. Come on PS, I was just kidding, don´t get offended
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February 16th, 2007, 04:03 PM
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#8 |
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Join Date: Apr 2005
Location: Netherlands
Posts: 2,073
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Youre doing an very good job as an leader PS I'm pretty sure I couldn't do an better job myself, life as an mapper is easy doing all the planning is alot more work.
So big fat kudos to you
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My wads on WIP |
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February 16th, 2007, 04:04 PM
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#9 | |
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Join Date: May 2003
Location: HTML Hole
Posts: 5,063
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Quote:
BTW: I'll be on IRC tonight, though I'm on there most nights now. But I encourage others to join. It gets quiet in there sometimes, and I don't like it. |
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February 16th, 2007, 04:26 PM
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#10 |
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Commander Keen
Join Date: Oct 2005
Location: Rio de Janeiro - Brazil
Posts: 704
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Thank you Dani!
Thank you Dutch! ... working... |
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February 16th, 2007, 09:14 PM
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#11 |
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Join Date: Apr 2001
Location: Somewhere between Space and Time
Posts: 5,185
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Make it gloomy, bloody, morbid, and red..
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February 16th, 2007, 10:36 PM
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#12 |
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Join Date: Apr 2004
Posts: 1,381
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more toilets.
edit: on a serious note, what to do with the romero head?....nothing, or make it something neat, or throw john carmack on it? Last edited by jetflock; February 17th, 2007 at 03:10 AM. |
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February 17th, 2007, 03:15 AM
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#13 |
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Commander Keen
Join Date: Apr 2004
Location: Spain
Posts: 4,344
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I played a map pack by Psyren that replaced it with a Chthulu... That rocked but it behaved like a John Romero head after all... I´m thinking. we could put some iconic stuff to act as the final boss that is protected by Boom powered traps and puzzles the player has to avoid... Again, I´d stay away from the classic approach. For example, the map30 of the original NDCP was a bit of a dissapointment for me in terms of originality.
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February 17th, 2007, 05:13 AM
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#14 |
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Commander Keen
Join Date: Dec 2005
Location: Australia, Darwin
Posts: 522
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Basically, I like DaniMetals idea, make the final boss brain thingy have a good high amount of health, and have the boss surrounded by traps and walls that continously move up and down, making the player have to move to another angles to get a good shot at it.
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February 17th, 2007, 08:58 AM
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#15 |
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Join Date: Apr 2001
Location: Somewhere between Space and Time
Posts: 5,185
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I actually have a possible replacement texture for the icon of sin. But probably wouldn't be a good idea to post it here.
Pm me If you would like to take a look. Also a few other hellish x4 128x512's. |
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February 17th, 2007, 09:49 AM
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#16 |
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Join Date: Feb 2004
Location: Helsinki, Finland
Posts: 7,429
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Here's the suggestion I posted some time ago. I haven't seen it used in any map before, so it could be pretty neat:
There is a boss spawner (or many of them) somewhere where the player can't see it nor ever touch it, but there is some regular type exit thing, a switch or such. The player would then have to fight under constant pressure against dudes spawning randomly in the whole level. While this relies very much on luck as the monsters spawning are always random, I think that if made difficult enough, it could work pretty well. It would require luck and skill. The longer the player has to stick around, the less dominant luck will be, as the player will meet more monsters. It could even be a rather small map, but with shitloads of switches to press all around the map to make the player work for it. |
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February 17th, 2007, 03:42 PM
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#17 |
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Join Date: Apr 2001
Location: Somewhere between Space and Time
Posts: 5,185
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Sounds cool also, I like the part about the switches where by hitting random switch's it could constantly collaps tons of walls opening the map up more and more until the exit switch is finally revealed? or possibly stage 2. But not a switch at a time, I'm thinking more like 5 or so at a time. and maybe around 50-60 switch's.
Here's something else about the icon of sin that could be like a stage 2, have 2 icons of sin's, with texture replacements of a giant eyeball for each. I'm thinking very large textures for this would be neat/scary looking. So both eye's would have to be shot out. The thing is it would only take 1 eye to be shot out, so maybe it could be timed with shootable door switch's and then finally hit a chain of barrels at the end to kill it. /shrug Last edited by MR_ROCKET; February 17th, 2007 at 04:07 PM. |
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February 17th, 2007, 03:44 PM
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#18 |
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Join Date: May 2003
Location: HTML Hole
Posts: 5,063
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Could we make an animated Icon of Sin texture?
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February 17th, 2007, 04:33 PM
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#19 |
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Join Date: Apr 2001
Location: Somewhere between Space and Time
Posts: 5,185
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You know, I'v only made small animations but I'm sure it's doable.
The thing I'd be wondering is though, you know how a the larger an animation the slower it is, well I'm not sure how well it would do in Doom. I'v just never had to make an animation that size, and I'd want things to be stable. I'll let you know if I come up with anything. Rofl, it would be neat to have some big evil eyeballs blinking at you
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February 17th, 2007, 06:12 PM
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#20 |
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Join Date: Apr 2004
Posts: 1,381
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hmmm....interesting ideas....maybe you could place that new gunner monster behind a door, behind the romero heads, than when the player shoots the texture, a gun trigger opens the door for a sec, the gunners fire at each romero, and then the door closes.
something like this could damage both eyes, would just have to make the romero health high.... and come to think of it, i have a giant eye texture..... edit: hmm.....though, zdoom would handle this a little easier, as gun switches can be triggered by any gun, not like in prboom, where it is like original doom, and only bullet guns can effect it-considering though, i suppose you could only use the missile in doom2, so thats not much of a problem. |
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