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printz

Construction Worker Idea

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This is just an idea.

In Doom registered, someone has gotta have built those funny looking green marble stones with skulls, in episode 2. Since humans wouldn't trouble themselves with this, demons might be responsible. But since the ones you fight are already too dumb, then some smarter guys would have to be made up: the construction worker Imp, Demon meathead carriers and Baron supervisors.

They should stay at their sites working, effectively enhancing the invaded workplace. If you let them work too long (you don't kill them), they might finish nasty stuff like lost soul (or imp) gateways, crushing ceilings, dead end walls, pools of molten rock, barrel traps etc. A time constrait for the player and a fun way to dynamize the level.

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You would also require some custom sprites for slightly modfied Imps, Demons and Hell Nobles.
But this idea does really sound good.

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This idea would be very hard to implement. The dynamic level changes alone would be a nightmare. That being said, it could be interesting in a huge, non-linear level...

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I always assumed hell was 'just created' by a magical, all pervading evil influence, and thats how the UAC demios base started to look more and more like hell the deeper you went into it, as hell was "infecting" the base like a virus

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deathbringer said:

I always assumed hell was 'just created' by a magical, all pervading evil influence, and thats how the UAC demios base started to look more and more like hell the deeper you went into it, as hell was "infecting" the base like a virus




nuh-uh.

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Another thing to consider would be the enemy placement. Remember that when it comes to construction workers, one guy is actually working and the others are standing around.
I think you could do the level changes in Zdoom with patrol monster routes. when the monster crosses a certain line (Monster only taged) it will trigger a script.
The only problem would be that other monsters could activate the script as well.

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Craigs said:
I think you could do the level changes in Zdoom with patrol monster routes. when the monster crosses a certain line (Monster only taged) it will trigger a script.The only problem would be that other monsters could activate the script as well.


I was thinking the old "voodoo dolls on slow conveyers" bit. Adjust the distance it travels until it crosses the trigger to add/subtract time until the event. And it works with Boom too. (I admit I haven't tackled scripting yet so I tend towards the simpler solutions)

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Foofoo said:

it was all bob the builder. i always knew he was evil

You meanie, Bob did nothing. >:(

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I know, most people avoid EDGE like the plague, but all of this could be implemented succesfully in EDGE. Needless to say though, it would take a lot of work to make it look really good.

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Not to mention where to place bricks, how to make monsters carry them, how to move them (can't be moving sectors can they). Perhaps this thread could be moved to Editing, I think.

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Ok I might be drunk weafter watcxhing germany vs argentina, but what the heck are you guys atlking about=)!!!

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Dyne said:

Ok I might be drunk weafter watcxhing germany vs argentina, but what the heck are you guys atlking about=)!!!

Teaching Doom build up by itself ;D No, maybe not even that.

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Yeah! Then there should be a Biker Demon, Cop Demon, Cowboy Demon, Navy Demon and an American Indian Demon!

JOIN HELLS ARMY! YOU CAN SAIL THE STYX RIVER!

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More than workers I think a boss that activate scripts, as Korax, but the changes are permanent, and you can't reach him till you progress in the map. Probably some cut scenes so the player can see what was modified.
Not only easier, but also I think it'd be more apropriate for the DOOM universe.

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Maybe we should think again.

Looking on the Spawning Vats from above you see yellow mass flowing into an under construction Tower of Babel and into a spawning Fortress of Mystery.

(doom 3 spoiler warning)
Also the blocks in Doom 3 hell move by themselves.
(end)

This leads to the conclusion that unholy constructions build up by themselves. Creepy.

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Scuba Steve said:

American Indian Demon!


Lol, unholy casinos...sounds like a map idea.

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printz said:

Not to mention where to place bricks, how to make monsters carry them, how to move them (can't be moving sectors can they).


Or even more importantly: what size will the bricks be? And how will the textures be mapped on them to create a seamless stretch of wall without loosing the intended pattern.

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