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grommile

Unconventional uses of John Romero's head?

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I am the opposite of a fan of stock MAP30 or close imitations thereof (e.g. Evilution MAP30, D2TWID MAP30).

Can anyone recommend a case of someone using the boss brain + cube thrower for MAP30, but not involving putting rockets through a small window from a tiny platform or similar?

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I had an idea for this where the spawner sends monsters to WR teleport linedefs. They are out of view behind a fake, impassable wall whose opening is up near the ceiling so they can hear gunfire. The spawn points would be at random spots all over the arena, so that monsters seem to be just "randomly" teleporting into the room. Through scripting, make it so after x amount of kills, the spawner stops and a cyberdemon or mastermind appears. When you defeat that final monster, Romero's Head rises up from a pool of lava so you can end the level.

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1 Monster MAP24 may count. Here, you need to press a switch which briefly opens up one of the walls surrounding Romero... except it opens the wall segment which is only visible from the next window over, so you need to run there and get in a shot or two before it closes (oh, did I mention you need to go through a crusher?).

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There are countless maps that use exposed romero heads as the exit, really. Scythe and Scythe 2 do this on map30. Lots of TimeOfDeath maps do it. There's that one "romero on rails" map in one of the 1024 megawads. A couple of 90s maps use romero heads to portray something blowng up at the end. And for a setup somewhere between classic map30 and Unconventional Use Of Romero's Head, try Memento Mori map30.

Romero's head was once used to design maps. Then it wasn't for a while. And then it was again.

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Freedoom's map16 ends with a city in the background exploding. The explosions come from the 4(5?) heads hidden there.

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IIRC, "Pesha"'s MAP30 has a monster spawner fight where the Romero dies on his own after a while, so your goal is just to survive the onslaught long enough.

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It spawns them a fixed distance southern from its own y position, with x and z coordinates close to its own x and z position but with some randomization (and they also have randomized vertical velocity). The exact formula is: ("mo" = the head)

    for (x=mo->x - 196*FRACUNIT ; x< mo->x + 320*FRACUNIT ; x+= FRACUNIT*8)
    {
	y = mo->y - 320*FRACUNIT;
	z = 128 + P_Random()*2*FRACUNIT;
	th = P_SpawnMobj (x,y,z, MT_ROCKET);
	th->momz = P_Random()*512;

	P_SetMobjState (th, S_BRAINEXPLODE1);
        [...]
    }
Each spawned explosion then spawns another explosion just before disappearing, which keeps the explosions flowing until the map ends. (here, "mo" = the explosion)
    x = mo->x + (P_Random () - P_Random ())*2048;
    y = mo->y;
    z = 128 + P_Random()*2*FRACUNIT;
    th = P_SpawnMobj (x,y,z, MT_ROCKET);
    th->momz = P_Random()*512;

    P_SetMobjState (th, S_BRAINEXPLODE1);

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It can also make your ears explode in the process. So please always make sure that the explosion happens at some distance from the player.

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Perdition's Gate uses the effect to make you look at a planet getting blown up.

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Gez said:

Perdition's Gate uses the effect to make you look at a planet getting blown up.


That's Hell To Pay, dude. It's still awesome, though.

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Abyssal speedmapping session 20
Map19, Fort Asshole

Yes it involves rockets and windows.

No, it is not how you think it is used

Yes, it is better explained by experiencing it

No, I'm not apologizing.

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Going Down has a really goofy ending in map30.

Stuck in your apartment, after killing the final boss in map29, the Icon of Sin appears on the wall in the living room and monsters start pouring out of the TV. Monsters also spawn in other inaccessible areas of the house and open up locked doors or break down walls. It's really cool.

Speed of Doom also has Romero's Head inside a massive pillar at the center of a circular arena. The pillar starts lowering once you enter the arena. Just gotta survive the onslaught for about two minutes and then kill Romero.

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Batman Doom used the head explosion to make a timed exploding oil refinery (at least I think it was a refinery).

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MAP06 of 50 Shades of Graytall, Count Tracula's Castle, has a Romero head that triggers a trap if you try to shoot it (no monster spawner, just the head).

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TraceOfSpades said:

I had an idea for this where the spawner sends monsters to WR teleport linedefs. They are out of view behind a fake, impassable wall whose opening is up near the ceiling so they can hear gunfire. The spawn points would be at random spots all over the arena, so that monsters seem to be just "randomly" teleporting into the room. Through scripting, make it so after x amount of kills, the spawner stops and a cyberdemon or mastermind appears. When you defeat that final monster, Romero's Head rises up from a pool of lava so you can end the level.


Both fort Asshole and 1994tu use this concept

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Equinox MAP04 has an instance where you have to blow up some demon embryo tanks, specifically at the end of the level. You just flip a switch to destroy what seems like thousands of cryogenic tanks, and that's the level. If I recall correctly, that uses about 3 Romero heads, and even their sound effects have been changed to sound more like embryo tanks blowing up.

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Waterfront changes it into a shooting gallery, together with appropriate sound effects. Demo here if you don't want to discover it for yourself. Funnily enough, it probably isn't even in the top ten creative features of this wad.

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ArchvileHunter said:

Going Down has a really goofy ending in map30.

Stuck in your apartment, after killing the final boss in map29, the Icon of Sin appears on the wall in the living room and monsters start pouring out of the TV. Monsters also spawn in other inaccessible areas of the house and open up locked doors or break down walls. It's really cool..

Wait, so it's not just for show? I thought that level wasn't meant to be played.

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