(WIP) The Ultimate Icon Of Sin

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Re: (WIP) The Ultimate Icon Of Sin

Postby Arch » Sat Jul 27, 2013 12:40 pm

Great work, much better than original icon of sin. Am I supposed to jump? I couldn´t get some of the items.
One little bug: when you´re killed by that lightning, the message is "player killed himself".
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Re: (WIP) The Ultimate Icon Of Sin

Postby NachtIntellect » Sat Jul 27, 2013 12:45 pm

Well if I could sum it up in a few words.

Absolutely freaking satisfying, this is what doom 2 has missed, it now even feels more satisfying just to watch that big badass boss just blow the hell up, it took me a while to beat him, I died a few times while trying.
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Re: (WIP) The Ultimate Icon Of Sin

Postby Cardboard Marty » Sat Jul 27, 2013 12:49 pm

The arena could use a bit of work to make it more "oh shit tons of monsters everyone"-friendly. The player is going to be fighting both the Icon and hordes of monsters at the same time, so if there should be one advantage the player has, it should be his mobility. As it stands right now, the Icon has 7.5 times the health of a Cyberdemon. That's way too much, especially if you're playing with vanilla weapons. I suggest either A) keeping his monster summoning ability and lowering his health by quite a bit, which means you can keep the unfavorable terrain as an obstacle so the player can focus on taking out the Icon as fast as possible. Or B) Still lower his health, because it's still high, but have it so you already have monsters that are spawned in and placed on the map. This encourages strategizing on how to take out the enemies at hand and by proxy encouraging repeated run-throughs due to pre-determined enemy layout. This, coupled with giving the Icon visible states of pain and such, would greatly help this fight become amazing.

A final boss in a game should a test of everything the player has learned up to that point. In Doom, your speed and mobility is key, so I feel like option B would be the better choice here.
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Re: (WIP) The Ultimate Icon Of Sin

Postby Quadruplesword » Sat Jul 27, 2013 2:24 pm

The primary threats of the boss still come not from his attacks but from the hordes of demons he summons and extremely unfavorable terrain(I have falled down in a random pit and rocketed the shit out of myself on at least six occassions). Outside of his "magically drain your HP because I have said so" roar, throughout 7+ attempts, none of his attacks hit me once.

Not bad work overall but this still does not qualify as an "ultimate" boss. Any boss that wins primarily by spamming minions is not a boss but merely a summoner tank.


You can protect yourself from the roar by hiding behind something. If he starts to roar, make a mad dash for the nearest cover and you'll be okay. It's also worth noting that his roar damages his spawns which can actually work in your favor because you can take pot shots at the monsters from behind cover while they're being stun locked.

And yes, I think the arena for the boss fight should be opened up to make the legions of monsters more manageable. Lastly, I understand your point about bosses that rely on mook spam to win, but if you were the Baphomet and you knew a heavily armed space marine had single-handedly fought his way through Hell and was on his way to deliver the coup de grace to you, wouldn't you rely on your ability to summon legions of demons to try and overwhelm him and increase your chances of victory? :P
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Re: (WIP) The Ultimate Icon Of Sin

Postby Tormentor667 » Sat Jul 27, 2013 2:47 pm

This is pretty cool :) But a health bar or some indication how much is left to do would be cool.
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Re: (WIP) The Ultimate Icon Of Sin

Postby southpark2010 » Sat Jul 27, 2013 3:40 pm

There is, isn't there? I believe I saw one in the Youtube video. I'm unable to test this out at the moment, so I don't know if Sarge removed it or not.
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Re: (WIP) The Ultimate Icon Of Sin

Postby IMX » Sat Jul 27, 2013 4:44 pm

Arch wrote: Am I supposed to jump? I couldn´t get some of the items.


I checked it while having "god" mode on, and yes; the two blue armors are almost unreachable with vanilla settings, and the megasphere is just impossible

Quadruplesword wrote:You can protect yourself from the roar by hiding behind something. If he starts to roar, make a mad dash for the nearest cover and you'll be okay.


Well, every time he started screaming I tried to take cover but those 48HP points kept dissapearing from me :roll: (the initial roar substracts you that exact quantity having full armor and health) Its roar can be felt thru the entirety of the map
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Re: (WIP) The Ultimate Icon Of Sin

Postby ArielBoss » Sat Jul 27, 2013 4:51 pm

Cara, você está realmente de parabéns, realizou meu e o sonho de muitas outras pessoas. :wub:
Alright now, let's begin ... the spirit of the thing is perfect, you gotta it. On the difficulty I do not think that is hard, in fact this very easy :twisted: , after all, you're fighting with satan in person, is not any kind of soldier possessed, is the lord of darkness.
And as someone else had already said, and I agree, it would be better if there was more than one stage the fight, I think the idea to fight with the classical wall and then he would be standing half out of the question, unless you were teleported to another arena, but would be very weird.My idea is this: Many are asking for a larger arena, and I must agree, so why not do by this way,
primarily to fight the way you have conceived, and then you have this all excited about winning "easy" in the middle of the explosion and it starts to move and come up to you in the samsara style. So you could give him the attack archvile and whatever else you have in mind. My idea for this final battle arena would be an open area with a few pillars, imagine that .... perfect :3:
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Re: (WIP) The Ultimate Icon Of Sin

Postby Quadruplesword » Sat Jul 27, 2013 5:01 pm

Well, every time he started screaming I tried to take cover but those 48HP points kept dissapearing from me :roll: (the initial roar substracts you that exact quantity having full armor and health) Its roar can be felt thru the entirety of the map

Really? The couple times I did this fight, I just ducked behind a wall out of his sight and his roar couldn't hurt me. Dunno what to tell you :?
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Re: (WIP) The Ultimate Icon Of Sin

Postby Ghostbreed » Sat Jul 27, 2013 5:07 pm

Dreams can become reality.

Had to try this:
Spoiler: Caco Gangbangers
And fuck jumping in Doom. So Sarge broke the game now? Grrrreat...
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Re: (WIP) The Ultimate Icon Of Sin

Postby Quadruplesword » Sat Jul 27, 2013 5:28 pm

And fuck jumping in Doom. So Sarge broke the game now? Grrrreat...


How does an optional mod break the game when you don't have to play it?
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Re: (WIP) The Ultimate Icon Of Sin

Postby Ghostbreed » Sat Jul 27, 2013 5:42 pm

Because he otherwise kept the vanilla intact. Now we need to "break" those rules in order to complete even the vanilla game.
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Re: (WIP) The Ultimate Icon Of Sin

Postby Enjay » Sat Jul 27, 2013 5:58 pm

Very little of what you see in that map is possible in vanilla.

Ghostbreed wrote:Now we need to "break" those rules in order to complete even the vanilla game.

You don't need to load the mod at all. :P
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Re: (WIP) The Ultimate Icon Of Sin

Postby Ghostbreed » Sat Jul 27, 2013 6:25 pm

Guess I'm whining for nothing.
If I need to jump or whatever, then so be it.
:)
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Re: (WIP) The Ultimate Icon Of Sin

Postby ArielBoss » Sat Jul 27, 2013 6:56 pm

Ghostbreed wrote:Guess I'm whining for nothing.
If I need to jump or whatever, then so be it.
:)

But you dont need play :mrgreen:
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