Archvile
Register | User Profile | Member List | F.A.Q | Privacy Policy | New Blog | Search Forums | Forums Home
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > Doom General > Icon of Sin
 
Author
All times are GMT. The time now is 19:50. Post New Thread    Post A Reply
40oz
And who knows, maybe I'm wrong. But that's extremely unlikely because I'm always right.


Posts: 5063
Registered: 08-07


Possible to make it so it doesn't complete a map by killing the icon of sin?

I was thinking about making a map where the icon of sin was more just a standalone monster than some epic boss. It would be cool if you had to kill it at the beginning of a map to open a door to the rest of the map.

Old Post 07-23-09 20:55 #
40oz is online now Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
esselfortium
Cumulonimbus Antagonistic Posting


Posts: 5268
Registered: 01-02


Using Dehacked you could replace its BrainDie codepointer (which ends the level) with KeenDie, which is a codepointer that works on any map and fast-opens doors tagged 666 (or was it 667? I forget).

You could also replace the BrainScream pointer with just regular Scream to stop it from spawning explosions everywhere on death, if you want.

__________________
essel.spork-chan.net - doom stuff, artwork, and music by esselfortium

Old Post 07-23-09 21:00 #
esselfortium is online now Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Creaphis
I will deliberately take a contrary position just for the sake of writing incredibly long arguments


Posts: 3991
Registered: 10-05


You could probably even just replace Keen's sprites and sounds with Romero's sprites and sounds and then put a Keen in your map, if you don't mind using a quick-and-dirty Romero effigy that spawns on the ceiling and dies quietly if you're far away.

If you want the Icon of Sin to launch spawn cubes, and stop launching them once it dies, the dehacked editing will have to be much more clever. I'm not sure, but I think you could put the bosseye's cube-spawning behaviour on a killable monster.

Old Post 07-23-09 21:31 #
Creaphis is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
myk
volveré y seré millones


Posts: 14420
Registered: 04-02


You can hack the Romero head so it will not end the level, but any monsters spawners will continue producing minions after the head is dead.

If you want the player to be able to stop the boss from spawning stuff without ending the level, hack the "Demon spawner", making it shootable (and perhaps viewable) and giving it death frames. When it dies, it will stop generating monsters, because it does so only as long as frame 786, or its code pointer, is active. You can also give it a pain sequence, with a pain sound, but make sure it goes back to frame 786 after it gets hurt or it'll stop spawning stuff.

In this case, the spawner would be at once the target and the spawning point, as opposed to in the original game, where each is a separate thing.

Old Post 07-29-09 14:33 #
myk is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Baby Bonnie Hood
Junior Member


Posts: 120
Registered: 05-09


Seeing the subject title gave me an idea.

Would you play a megawad that's a compilation of various wads' MAP30s, as in 32 levels of Icon of Sin battles? The original one from Doom 2 could even start it off as its MAP01.

Old Post 08-01-09 19:03 #
Baby Bonnie Hood is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
spank
I'm afraid of Americans


Posts: 1841
Registered: 06-00


That's been thought of: http://www.doomworld.com/linguica/dwspd006.txt

Old Post 08-01-09 19:17 #
spank is offline Profile || Blog || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Creaphis
I will deliberately take a contrary position just for the sake of writing incredibly long arguments


Posts: 3991
Registered: 10-05



spank said:
That's been thought of: http://www.doomworld.com/linguica/dwspd006.txt


That's a compilation of several speedmaps from 2001. That doesn't exactly "salt the earth" for future Icon of Sin-based mapsets.

I've considered doing something like that too, but only in a casual, half-serious style, as most people aren't exactly clamouring for more Icon fights.

Old Post 08-01-09 19:46 #
Creaphis is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Jimmy91
rhymes with Midi91


Posts: 1120
Registered: 04-06


Plus creating such a project would likely erase all reason to include Icon fights as the conclusion to every future wad release ever. :/ At least I think it would do.

Old Post 08-01-09 22:06 #
Jimmy91 is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
printz
CRAZY DUMB ZEALOT


Posts: 6841
Registered: 06-06


This endeavour will fail if it's not for a port disabling the annoying limit which prevents non-MAP30 cube spawnees from killing on creation.

Old Post 08-01-09 22:36 #
printz is online now Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
40oz
And who knows, maybe I'm wrong. But that's extremely unlikely because I'm always right.


Posts: 5063
Registered: 08-07



Jimmy91 said:
Plus creating such a project would likely erase all reason to include Icon fights as the conclusion to every future wad release ever. :/ At least I think it would do.


That may be a good thing. I'm sure many people would agree that Icon of Sins as the last boss is an extremely predictable and at this point loathsome ending. And the only thing increasing it's difficulty is giving it more monster spawners, and/or turning the map into a switch quest.

Since the Icon of Sin isn't exactly difficult to kill (2-5 rockets to the head should do it), It would be fun to see the Icon of Sin be made into a standalone monster, rather than an horribly dragged out ending to a good megawad. Since Doom 2 came out, Cyberdemons and Spider Masterminds are now regular monsters that we see early in the game. I think Icons of Sin are ready to be seen early in newer megawads too.

Old Post 08-02-09 02:47 #
40oz is online now Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
EarthQuake
9.5 on the Richter!


Posts: 2745
Registered: 05-03


Why don't you guys put your creativity to use and do something different with the Icon of Sin? You know it doesn't have to be the exact same set up every time...

Old Post 08-02-09 07:46 #
EarthQuake is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
myk
volveré y seré millones


Posts: 14420
Registered: 04-02


Yeah, maybe that's because people are calling it "Icon of Sin", which is the name of the level, and not necessarily of the "monster".

Old Post 08-02-09 09:14 #
myk is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
ArmouredBlood
Senior Member


Posts: 1687
Registered: 05-09


I'm now tempted to make MAP01 of my episode have a brief icon of sin fight ... >.< ooohhh, the ideas ...

EDIT: Well I went ahead and did it. Check my Bunker hill/Area42 thread in wads/mods if you want to try it, and of course it's MAP01. Of course it's somewhat simple since it's a MAP01 but hey, maybe it's a new take.

Last edited by ArmouredBlood on 08-02-09 at 20:38

Old Post 08-02-09 09:25 #
ArmouredBlood is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Chrispaks
Mini-Member


Posts: 84
Registered: 12-08



40oz said:


That may be a good thing. I'm sure many people would agree that Icon of Sins as the last boss is an extremely predictable and at this point loathsome ending. And the only thing increasing it's difficulty is giving it more monster spawners, and/or turning the map into a switch quest.

Since the Icon of Sin isn't exactly difficult to kill (2-5 rockets to the head should do it), It would be fun to see the Icon of Sin be made into a standalone monster, rather than an horribly dragged out ending to a good megawad. Since Doom 2 came out, Cyberdemons and Spider Masterminds are now regular monsters that we see early in the game. I think Icons of Sin are ready to be seen early in newer megawads too.



I recall someone on realm667 making a monster that sends out spawn cubes but can be killed.

Old Post 08-02-09 14:04 #
Chrispaks is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
printz
CRAZY DUMB ZEALOT


Posts: 6841
Registered: 06-06



Chrispaks said:


I recall someone on realm667 making a monster that sends out spawn cubes but can be killed.

The sentinel. But hey, those cubes act differently :P

Old Post 08-02-09 14:42 #
printz is online now Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Baby Bonnie Hood
Junior Member


Posts: 120
Registered: 05-09


I remember Memento Mori's MAP30. Instead of cubes, the Icon fired rockets at you thanks to a cyberdemon behind the brain. I thought it was a glitch that the Icon didn't fire cubes and was pretty much helpless after the cybie was dead, but the Doom wiki confirmed that it was supposed to be like that.

I suppose that was a creative use of the bosswall back in the day...

Old Post 08-02-09 15:22 #
Baby Bonnie Hood is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
All times are GMT. The time now is 19:50. Post New Thread    Post A Reply
 
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > Doom General > Icon of Sin

Show Printable Version | Email this Page | Subscribe to this Thread

 

Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is OFF
vB code is ON
Smilies are OFF
[IMG] code is ON
 

< Contact Us - Doomworld >

Powered by: vBulletin Version 2.2.5
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Forums Directory