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>> No.8997283 [View]
File: 125 KB, 1024x400, bleached skull 01.png [View same] [iqdb] [saucenao] [google]
8997283

>>8995618
>so how moddable is icon of sin?
>I may tentatively claim the slot if you guide me through the options.
In essence what we're looking at is a wall texture for a big monster, and then using unseen actors for function. In the original Doom 2 there's the 'eye' to look for you and alert the spawner, as well as the targets for the spawners and of course the hidden Romero.

We wouldn't have to actually restrain ourselves to that. You could make some kind of encounter where you can't actually shoot him to death directly, but rather need to do some interaction in the level to hurt/kill him, and he wouldn't strictly have to have him even spit out monsters either, or maybe not the traditional way.
Potentially one could say, make a few spawner actors either in an area outside the map, which continuously, and slowly, spawns in a limited types of enemies, and then maybe place some actors on the Icon's face so that he occasionally charges up and shoots an eyebeam at you or something.

You could kinda look at 2048's Map 30 for an idea, though it wouldn't require nearly as complex of a 'VooDoo Script' given MBF21, and we could actually do a lot more. I have this variant texture I made somewhere down the line, which could be used for a similar visual.
He would of course look pretty odd if not peering out of a black void though, just this big disembodied head. He could maybe be reworked to be more like the regular cybernetic one set inside of a wall, though that would take a lot of time.

>what I was thinking is a kind of a lab environment, with each lab having a local monster spawner that you have to shut down. and then maybe a big one at the end, but I don't want them to wake up all at once, I'd prefer regular progression for most of the level.
>I've already started on a map, except there are captive viles instead of spawners. I could go either way on the idea (or combine both).
That might be doable.

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