MisriHalek Posted March 21, 2015 Lets collect boss maps and make a GZDoom megawad with a boss in the end of each map. Here is the first and sixth maps (new from scratch, requires GZDoom) https://www.dropbox.com/s/rrquub01w6tln69/ExBoss.pk3?dl=0 Mediafire link: http://www.mediafire.com/download/25a3wusple72tex/ExBoss.pk3 Mappers needed. Bosses may be models, sprites or mere decorate edits. 0 Share this post Link to post
scifista42 Posted March 21, 2015 Honestly, this was underwhelming on the whole. The boss was annoying and tedious to fight FOR SO LONG TIME WITH ONLY A FIST, and he looked ugly too. The whole level before was rather ugly due to lacking any light variation and having simple non-challenging shooting-gallery-style gameplay. There were lots of missing textures in the map. I didn't like the HUDmessages and timed puzzles either - by the way, the switches can be pressed while they're sunken in the ground. Sorry for sounding so negative, I just wanted to give you some honest feedback about the map you've posted. The idea itself isn't bad. 0 Share this post Link to post
MisriHalek Posted March 21, 2015 Sorry for the ugliness of the boss and that no light variations. The level is like a shooting gallery because it is map 1 (Do you like a map with Cyberdemon and a Spider Mastermind in map 1?) The sunken switches in this map is made using SetLineSpecial. So when the switch is resunken, the special is removed by the sinking script. Anyway thanks for the feedback, I'll try to improve. I'll decrease the health of the boss a little. And try to add some light variations. 0 Share this post Link to post
scifista42 Posted March 21, 2015 MisriHalek said:The boss fight is tedious because it is map 1 (Do you like a boss that kills you in a seconds in map 1?)No, but "tedious" means that it takes too long time to fight your boss, having to use one repetitive fisting pattern, and that makes it unfun.The level is like a shooting gallery because it is map 1 (Do you like a map with Cyberdemon and a Spider Mastermind in map 1?)No, but "shooting gallery" refers to the way how enemies just stand in the player's way and don't threaten him enough. You don't need powerful enemies to induce challenge, but you would use a smarter enemy placement / enemy selection (add hitscanners etc) / variety in traps and directions from which they attack.The sunken switches in this map is made using SetLineSpecial. So when the switch is resunken, the special is removed by the sinking script.Yes, except that I've actually succesfully pressed them while they were sunken in the floor. 0 Share this post Link to post
MisriHalek Posted March 21, 2015 I can get the point. I'll try to improve. 0 Share this post Link to post
Walter confetti Posted March 21, 2015 Eh, i remember that a similar project was made long time ago in this very website from i don't know who now. Unluckily, it goes into nothing. 0 Share this post Link to post
MisriHalek Posted March 21, 2015 What about the map now? Decreased boss health. Tweaked the boss attacks. Added light variation. Fixed pressing sunken switches bug. Some gameplay fixes. The download link is the same. 0 Share this post Link to post
scifista42 Posted March 21, 2015 I got stuck in the first room, the door only opened once and then closed. I can still see a lot of missing textures - the checkerboard is a placeholder for unknown textures: http://i.imgur.com/o36Izbo.png http://i.imgur.com/YLYyssx.png http://i.imgur.com/yKJCjbX.png. I still dislike both the HUDmessages and the timed puzzles out of principle, they're annoying, specially since they're 3 timed puzzles in one, with monsters blocking your way - very annoying. I've found the boss battle still annoying, too - slowly beating him with your little fist at close range, while he can slay you in one hit anytime, was highly uncomfortable out of principle. 0 Share this post Link to post
MisriHalek Posted March 21, 2015 Oh no! I use FreeDoom. So it seems that some FreeDoom textures are from Doom 1. Not Doom 2 compatible. Sorry, I'll try to fix this. 0 Share this post Link to post
scifista42 Posted March 21, 2015 One more minor thing that I disliked was the 2nd staircase in the first room. It's both illogical and hard (uncomfortable) to step on, because it starts on the very edge of the ledge. 0 Share this post Link to post
Walter confetti Posted March 21, 2015 played the map some moments ago, it's nice. I don't liked the scripted switches section, is too fast and the door that leads to computer section doesn't open... 0 Share this post Link to post
scifista42 Posted March 21, 2015 walter confalonieri said:the door that leads to computer section doesn't open... It's activated by yet another (meh...) timed switch, placed in the upstairs control room nearby. 0 Share this post Link to post
MisriHalek Posted April 2, 2015 What about this? Added a new map map06. Difficult to unbalanced. I use freedoom so there may be missing textures, please report them so I can include them from freedoom. EDIT: Added a plenty of medikits and stimpacks. EDIT: Made a Mediafire link and decorated the boss arena a bit. 0 Share this post Link to post
MisriHalek Posted April 4, 2015 No feedback on my new map? The mediafire download link on the OP Wad with map01 & map06 for now. 0 Share this post Link to post
Tracer Posted April 4, 2015 The following maps were made for GZDoom. Here's a map I made called Bloodbath that has a boss at the end. http://www.mediafire.com/download/irhdk40mr044ao9/bloodbath(2).wad Mortres.wad and Gothictx.wad required. ------------------------------------------- And here are a couple of boss arenas I made. These aren't really maps. Just arenas with surrounding hallways and various monsters. Heavy metal fans might appreciate the work I did on the arena floors by hand. Arena 1: http://www.mediafire.com/download/7onznf1iji6ns2g/bornagain.wad Arena 2: http://www.mediafire.com/download/megdlxds1qhxxd3/killemall.wad No additional wads required for these two. 0 Share this post Link to post