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Khaoscythe
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Map'll be a bit more fun if there's an MS at the start...that way it'd actually be possible (and more fun) to UV/NM-Spd this.

But on subject as to making that map/trap fair:
-Adjust the lighting of the upper area...that way players don't waste ammo 1/3rd of the time.
-There's a bit too much ammo, just give 'em BP, SSG/100, PG/600 it's enough for 18 Revies (adding a secret to this map <a Rocket Launcher with 4 rockets> would also be an idea here). But do add a MS (or CA, whichever is your pref. of difficulty) for that upper area doesn't really have much to hide from the seekers aside from baiting a Rev in their path...

...the idea of staying in the lower level for more than 5 seconds bores me...gotta add zazz XP

Last edited by Khaoscythe on 06-25-09 at 18:21

Old Post 06-25-09 17:54 #
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Super Jamie
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Jodwin said:
http://www.akinomori.com/stuff/revmap.zip
prboom -complevel 9


Wow. I stand corrected.

Khaoscythe said:
...the idea of staying in the lower level for more than 5 seconds bores me...gotta add zazz XP

It was intended to be a shitty un-fun concept map to prove a point. However, evidently I am wrong :P

Old Post 06-25-09 22:41 #
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Khaoscythe
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Heh, got worked up over projects, saw this thread, saw the map and was like "can I run this in under a minute?" lolz

Old Post 06-25-09 23:34 #
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Pirx
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revenants aren't that bad. hitscanners are since all movement skills are useless without cover.

Old Post 06-26-09 00:37 #
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Airman266
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Ramoooooooooooooone, FUCK hitscanners

Old Post 06-26-09 00:45 #
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Maes
I like big butts!


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Super Jamie said:

Wow. I stand corrected.

It was intended to be a shitty un-fun concept map to prove a point. However, evidently I am wrong :P



Merry-go-rounding, FTW. \o/

I do however find revvies pretty bad, especially in source ports. For one, at least in ZDoom they seem to be inflicting 80-point damage from fireballs way too often, which is only marginally better than getting hit by a cyberdemon rocket. Given the choice, it's better to get revvie-punched than revvie-rocketed.

This also gives them an advantage vs all other mid-tier monsters, notably cacodemons and hell knights. Even if those have more HP than revvies, they can be nearly or actually be killed by revvies if the exchange consists mostly of fireballs, because revvies have homing missiles AND greater average damage. Only in melee things even up, but even then revvies have a bit faster/better timed melee attacks. All of these factors make them formidable opponents for anything up to a mancubus (and two of them can even cripple or kill a baron).

It also seems that in ZDoom their rockets have a much sharper turn rate, to the point of being able to invert directions in a small 128 by 128 room. Never recall that being possible/happening in vanilla, but in ZDoom I have to watch my back if my dodging was anything but clean-cut, even in a smallish room.

And...yeah, their sniping can be bad but your map doesn't illustrate the point well. Putting a whole bunch of them on a far ledge (where you can't even see them, especially at vanilla resolutions) would better give the idea.

Old Post 06-26-09 10:39 #
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Ichor
The Mysterious Red Square


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Bashe said:

Don't you dare


How about unescapable slime pits hidden under normal looking false floors?

Old Post 06-26-09 20:31 #
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myk
webbed digits


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Ha, illusio-pits of death!

Old Post 06-26-09 20:37 #
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David_Dweedle
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im tootooing with Booms Scrolling floor Conveyor belt things.. I reckon if I lay em out right I could make some nice Traps.. "Laughs maniacly"

Old Post 06-27-09 09:25 #
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Airman266
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Ichor said:

How about unescapable slime pits hidden under normal looking false floors?



That would probably get you labeled as a map terrorist

Old Post 06-27-09 19:38 #
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deathbringer
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uhhhhhhhhh

Good indicators for crushers would be several pools of blood and some gibs underneath it (as well as the good powerup that activates the trap on collection), "obvious" "machinery" above it (which could just be a differently-coloured "ring" with the actual crushing bit lowered slightly out of it.

Inescapable pits should be lit well enough so that the slime in them can be seen, and the lack of stairs / lifts is relatively obvious too. The player should be given a short time to notice these details before they are set upon by monsters.

Monster traps where they emerge from doors when an item is collected should have diffrently-coloured doors, or doors with metal "surrounds" suggesting they move. The item could also be on some sort of pedestal/stand and lit brightly, making it seem "too easy" to grab.

The "Baron" marble face could be used near a trap, if the trap involves Barons springing out to attack.

Traps in Hell should be less fair than traps in tech bases, cities and other earthly environments... because, well, it's hell!

Old Post 06-27-09 20:52 #
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David_Dweedle
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Ichor said:

How about unescapable slime pits hidden under normal looking false floors?



You know.. this would be fesible in a real puzzle,trap orientated map.. of course put up warnings and stuff.. maybe..

Heh.. make a floor like in Indiana Jones where you gotta walk on the right letters lol.

Old Post 06-27-09 23:20 #
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udderdude
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Airman266 said:


That would probably get you labeled as a map terrorist



There have been really old maps that used that trick.

Old Post 06-27-09 23:27 #
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