DooM Fusion Mapping - Scrapped

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NeuralStunner
 
 
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Re: [COMMUNITY] DooM Fusion Mapping

Post by NeuralStunner »

Damage wrote:Pretty decent map.
Cool.
Damage wrote:boss fights
Just... no. This gets tiring quickly.
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KeksDose
 
 
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Re: [COMMUNITY] DooM Fusion Mapping

Post by KeksDose »

Nice to see my torches being used (yeh, with Ghastly's code), but...

Code: Select all

decorate.txt says:

// TORCH EFFECT //
// ------------ //
//   BY TORM    //
What the fuck!? :(

The map itself is pretty tough, maybe even a bit unfair. I think it is way too cramped, and the Overlord fight is just impossible for me. I do like, however, how well Slough of Despair and Tricks and Traps work together. Either just replace that Overlord or make the central area much bigger.
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printz
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Re: [COMMUNITY] DooM Fusion Mapping

Post by printz »

Xaser wrote:What I'd like to see is a combination that, instead of connecting the maps directly, arranges them all in a massive outdoor crater-like area and has the exits lead outside. Helluva daunting task, though, I'd assume.
Once Eternity gets its linked portals fully working (if it happens), you may use those to safely build the roof layer, above all buildings. Or you could use regular portals if only the detail matters.

It's not daunting anyway. Just build a huge circular sector, and paste all levels on it. Or, otherwise, paste all levels on the canvas, and build the outside around them.
KeksDose wrote:Nice to see my torches being used (yeh, with Ghastly's code), but...

Code: Select all

decorate.txt says:

// TORCH EFFECT //
// ------------ //
//   BY TORM    //
What the fuck!? :(
CodenniumRed did it again.
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ShadesMaster
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Re: [COMMUNITY] DooM Fusion Mapping

Post by ShadesMaster »

Luckily, all those changes are easy to make. The pyrodemon can be toned down further (he's already been nerfed quite a bit in damage and hp). I can make the start area and cacodemon areas in particular bigger, and other areas as well... I can add details such as the 'metal wheel ceiling' and other things I've planned. The ovelord fight might have to be removed completely, or I might nerf its damage some more (like pyro, nerfed a bit already). Plus there are some more areas overall I'd want to add... the missing backpack secret from the 'demon room turned lost soul ledge' can incorporate the slough dark hall with the blue switch... I can clean up credits and excess stuff and decorate (and readd the torch crackling fire sound, which is still pointed to but I forgot to do), etc.

Than there's the matter of all those updated hpack maps still sitting on my hard drive. I should submit those soon....
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Re: [COMMUNITY] DooM Fusion Mapping

Post by Grymmette »

Yeah, those changes sound acceptable.

Can't wait to see the fixed up version :)
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printz
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Re: [COMMUNITY] DooM Fusion Mapping

Post by printz »

CodenniumRed wrote:The ovelord fight might have to be removed completely,
Quite indeed it might have to be removed, because honestly, what in the nine hells is an overlord doing in a cramped place like Tricks and Traps in Hell's Despair? That's one of the most powerful monsters even hell couldn't contain, as evidenced by its power to defeat countless cyberdemons all against it. I'd suggest a hades elemental, or three/four, instead. To honour the four pain elementals that appeared in original Tricks and Traps, for example.
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Grymmette
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Re: [COMMUNITY] DooM Fusion Mapping

Post by Grymmette »

Yeah, that's actually much better, and definitely more creative. Just make sure there's enough room to fight 3/4 hades elementals :roll:
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NeuralStunner
 
 
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Re: [COMMUNITY] DooM Fusion Mapping

Post by NeuralStunner »

Why not just, I dunno, not have boss monsters in a standard map at all?
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Grymmette
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Re: [COMMUNITY] DooM Fusion Mapping

Post by Grymmette »

I'm working on a new submission, a combination of the Doom Trilogy's most memorable boss maps. You can probably guess at how it's gonna go along. Probably gonna be a challenging map on all difficulties, maybe the final map, dunno.
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Re: [COMMUNITY] DooM Fusion Mapping

Post by NiGHTMARE »

NeuralStunner wrote:Why not just, I dunno, not have boss monsters in a standard map at all?
The original Tricks 'n' Traps did have a Cyberdemon...
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Re: [COMMUNITY] DooM Fusion Mapping

Post by NeuralStunner »

NiGHTMARE wrote:The original Tricks 'n' Traps did have a Cyberdemon...
As many of those as I've seen, I guess I don't consider those "bosses" in DooM II any more. (For instance, with enough ammo, the one in Map32 is a joke.) :laff:
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Re: [COMMUNITY] DooM Fusion Mapping

Post by Gez »

The cyberdemon in MAP08 is not a boss. It's a trick. He's there to be gang-raped by the baron brigade, and when he wins, he has little enough health left that he's barely more dangerous than a rocket zombie.

Especially when there's an invulnerability sphere around.
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Re: [COMMUNITY] DooM Fusion Mapping

Post by Grymmette »

Gez wrote:The cyberdemon in MAP08 is not a boss. It's a trick. He's there to be gang-raped by the baron brigade, and when he wins, he has little enough health left that he's barely more dangerous than a rocket zombie.

Especially when there's an invulnerability sphere around.
Gotta agree with Gez. The cyberdemon fight is anything but a boss. (Although for the purpose of this map you may just want to make it so that the boss can be defeated or survive just barely, like in Tricks and Traps)

Maybe instead of including two boss fights you can include more "traps." Possibly some new and creative ones that will leave the player either scratching his head trying to figure out how to get out of his situation, or something that will really catch the player off guard.

You, know, so the player won't play the map and go "Oh I'll just play this exactly like I would play 'Tricks and Traps.'" A couple twists on the map would go a long way to making it really have a "new" feeling. I mean, I can see a lot of potential in a Slough of Traps fusion, as both maps were "tricky" in their own way. There's a lot more that can be done.
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daimon
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Re: [COMMUNITY] DooM Fusion Mapping

Post by daimon »

i played at both maps of this project, nice stuff guys
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Re: [COMMUNITY] DooM Fusion Mapping

Post by Shadelight »

The fog in CodenniumRed's map kinda ruins it...
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