Phobus
Forum Staple

Posts: 2138
Registered: 10-06 |
Statistics:
Status: 1%
Hours Spent Working: 0
Vertices: 0
Linedefs: 0
Sidedefs: 0
Sectors: 0
Things: 0
Secrets: 0
Monsters on Hard: 0
Monsters on Medium: 0
Monsters on Easy: 0
No Monsters Speed Run Time: N/A
UV Speed Run Time With Monsters: N/A
UV Max Run (all kills, all secrets): N/A
Music: Castle - "Krook's March" by Andreas and Savas Oulassoglo (MIDI of Donkey Kong Country 2 Castle music) downloaded from vgmusic.com.
Hello again - this will be the development thread for Seven Faces. I'm aiming for the mid-to-late MAP2# slots with this map. I'm getting the thread in and laying down my plans whilst I have them organised in my head. I'll update the thread with screenshots when I've started working and gotten something to actually show. I should be starting work in about a week from this post, as I've got some university work to handle first, small updates to make to my other two CC4 entries, and a map to finish for the 1994 Tune Up Challenge.
The Plan:
I'm intending to make a large hell-themed map where the player starts in a room with 7 faces, and 7 obstacles blocking a key to a door which is immediately visible in the room.
Central to the map will be a large arena, which must be opened remotely from behind the locked door. The exit, which will be a grand portal-esque structure, will be in this room, as will a rather heavy final battle.
The rest of the map will be 7 different challenges. Completing each will hide the relevent face and open up one of the obstacles blocking the key. The 7 challenges can be tackled in any order, and a good player will be able to stock up before choosing to take on any of them.
Progression-wise, the player will have a Rocket Launcher and Chainsaw easily accessible at the start of the map, and be able to get the chaingun and shotgun from enemies. The SSG and Plasma Rifle will be accessible, but optional without needing to enter any of the challenges. Berserk and BFG will be in secrets.
As is often the case with my maps, this one will have a few thematically obvious sections, which should help the player find hsi way around and provide some visual interest too. I'm aiming for something big, so this one may take longer than my other two maps for this project.
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