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Havok

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Everything posted by Havok

  1. Havok

    Funnest uses of the explodey barrels

    What are those tricks you did with barrels killing monsters offscreen and voodoo dolls, etc?
  2. Before I actually make a WAD I roughly write down the major things that I want to happen in the map such as the enemy encounters and puzzles, etc. But each thing can be quite long so it makes it hard to read the document at a glance and find everything. Is there a storyboard program or other program you can suggest? I'm thinking maybe I can write a short summary for each thing and then when I click on that it will open the full story for that particular thing in another tab or something.
  3. Yes Ultimate Doom Builder and UDMF format. I don't want monster closets, I just want the enemies to spawn in on my way back through a corridor. I want this "use scripts to just spawn monsters in at pre-placed Map Spots". Does it have to be done with scripts? How do I do it with or without scripts in Ultimate Doom Builder? I'd prefer that the spawned in monsters (not infinitely spawning in by the way, they just spawn in once) already are counted in the monster count when you start the level. Can that be done? Is there a way to determine the true monster count when you start a level as I know there's ports that can show that but you're saying scripted monsters won't be included in that count at the start of the level?
  4. Let's say you want to force the player to fight a group of enemies instead of letting the player run past them then if it was indoors you could just raise a barrier of some sort. What barriers could you use or what other methods could be used for an indoors or outdoors fight to prevent the player leaving the fight?
  5. Thanks, good suggestions. What does this mean "inf height reasons"?
  6. How does that prevent the player from leaving a fight?
  7. Very good suggestions so far from everyone. Thanks
  8. As the title. I'm not referring to fights that are boring as soon as you start them, I'm referring to well made fights that once you figure out how to survive the encounter, it becomes boring after a while as it's a grind. Give me a ballpark figure.
  9. I'm referring to WADS where the whole level(s) or just several enemy encounters on Ultra Violence are so hard that you have zero chance of surviving the first few times of trying it and you have to reload your save to try it several times or many, many times before you can figure out how to survive the encounter. Assuming the player is a Doom veteran of average skill who knows how best to kill each enemy and all the glitches such as Arch-Vile jumps, etc. So the difficulty could be 8-10 out of 10. You could argue they're not really fair or they hurt the flow of the map but I think they're fun as they're essentially combat puzzles as you need to figure out a strategy to survive the enemy encounter. I don't know if there's any way to figure out the strategy until you try and get killed? I'd like to know what people think so I know how best to have the difficulty of my own WAD. I'm thinking that for a slaughter map I'd want about 25% of the rooms/areas to be beatable the first time or after a few tries and the rest to take several tries but I think anything after 20-30 tries or so (difficulty of 9-10 out of 10) is too much and just becomes annoying. I'm not sure how to make the difficulty of the rooms in a normal non-slaughter map? Also, is "Die by trying" the right name for what I'm referring to?
  10. I'm not referring to fights that are boring as soon as you start them, I'm referring to well made fights that once you figure out how to survive the encounter, it becomes boring after a while as it's a grind due to having maybe over a thousand enemies or so. Give me a ballpark figure.
  11. I do like the die-by-trying encounters as they're fun and challenging. It's just weird that it seems to be a general rule that you should avoid making die-by-trying fights even though it seems to be a rule that has exceptions a lot of the time so much so that maybe it shouldn't be a rule?
  12. Do you have a link to those puzzles you're talking about please so I can learn?
  13. I don't mind Cyberdemons when there's a point to them but people just putting lots of them in map just for sake of it is annoying.
  14. Well I've seen Decino who is highly skilled at the game retry the same fights for over 1 hour before he figured out how to beat it. It doesn't matter how good you are if a fight is so hard due to the number of enemies, different type of enemies and being unlucky due to the high damage roll.
  15. You can't buy the versions with the floppy disks as they sold out.
  16. Did anybody save an archive of the product pages of Sigil and Sigil II most expensive versions that were on the Romero games website in Archive.org or Archive.is? If so can you give me a link please?
  17. I think the cart looks ugly in blue. Should have made the standard edition an all red cart and the Limited Edition cart white like the PAL cart colour with red realistic looking blood spatter not the crap looking blood pattern that they have at the moment. Or made it a red cart with green blood spatter. I also don't like how the limited edition has a metal label with a black Doom logo when the coloured Doom logo looks better. And I don't know why they can't put "Super Nintendo" on the box, I know they might have to pay a licensing fee but so be it.
  18. As title. Does it instantly kill the enemy or does it gradually kill it like a crusher? Also can a door closing on a weapon or ammo cause those items to disappear so you can't collect them?
  19. It's a set piece for a level I'm making where the only possible way to get past some enemy guards guarding a door is to press a switch to lower a door which kills the enemies standing below it. I'm not bothered how this is achieved. Any suggestions?
  20. Should work with GZ Doom. Not necessary but a bonus would be that it works in all other ports as well. I suppose writing a custom door thinker can't be that hard as all I'm doing is telling Doom to allow the the door to kill enemies since the default game already codes the door to not kill enemies.
  21. Good to know, thanks. Is there any mod that will allow a door to kill an enemy who has the default amount of health without making the door a crusher?
  22. The wad downloads on Doomworld all say "redacted" where the email address of the map creator would be in the text file that comes with each wad. The emails used to be shown but they aren't anymore. So how do you contact a wad creator if you can't see their email address?
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