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>> No.3809051 [View]
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3809051

>>3809005
Came up with three:

>Urban combat in the dark of night; use rubble and various destroyed surroundings to shape the level in a layout that's suitable for Doom. Have lots of zombiemen and imps on the streets, occasionally refill with more goons as you progress through the level. Odd lighting is provided by burnbarrels and whichever street lights are still working. Not a pitch black level, but dark enough to be a concern. You should probably keep the chaingunners mostly streetlevel because people will bitch otherwise.

>Factory; complete with operating machinery and employee facilities such as bathrooms, lockerrooms, a cafeteria and an office area (don't have to go hogwild with this shit though, just one basic area each, too much realism is generally not easy to do well with Doom), include frequent mechanized enemies to break up fights, and provide ample firepower for handling them (plasmarifle is pretty underrated for instance). Last part of the map can include a small R&D lab

>Wetlands; moving through dirty, marshy mirelands, in narrow and shallow canyons made from hills and cliffs, or the odd open plains, challenge yourself by using as little doors or constructed architecture as possible! A bright fall midday with a gray and cloudy sky sets the tone, could include frequent use of spectre's rising up from murky gray water (you know how to make a simple vanilla water effect, right?), as well as the odd demonic growth from which the stronger enemies would come out. Make most enemies demons, and have you find most weapons, ammo and supplies in places like a cabin, an abandoned car, or a campsite.

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