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/vr/ - Retro Games

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>> No.8807637 [View]
File: 271 KB, 1024x683, Plutonium-Facts-1024x683.png [View same] [iqdb] [saucenao] [google]
8807637

>>8807205
>>8807207
This is the rough I have sketched out in my head.

>MBF21 map format.
>Target is DSDA, as well as GzDoom (things which don't work in GzDoom will be part of a GzDoom patch).
>3 episodes, at least 5 maps each.
>Not too rigid in theming, shit can be abstract and mixed.
>However, E1 would aim towards jungle outdoors, caves, and ruins, E2 would be more about run down techbases and some hell, while E3 can be a little bit whatever but it should generally be hell themed, either outright hell, or one of the previously named themes warped by hell. Green marble/stone only allowed in E3.

>Most maps should be fairly short, because most of Plutonia's maps aren't very long, but we'll have a couple of longer ones because Plutonia also had a few of those, so 2048x2048 is a suggestion, but not a rule.
>Largely Plutonia style gameplay.
>1 Dead Simple clone allowed, probably in E1, up to 2 Hunted clones are allowed, but they should go in different episodes, also 1 slaughtermap allowed, probably as a secret, because Plutonia had 1 of those.
>Except for the first and last maps of each episode, every level starts with a classic-ish looking Plutonia warp pad.
>Death exits allowed, but normal exits should always be available at the least as a secret, and death exits should be visibly distinct from normal exits (they'll have a red ominous glow/burn and noise or something).

>Normal monsters and weapons (except for cosmetic enhancements for weapons), but each episode has a boss which is different from the normal monsters.
>New textures, largely derived from Doom, Doom 2, and Final Doom ones.
>Some new decorations and props.
>A couple of added environmental hazards, mainly just a different looking barrel for not-tech hell levels and also Doom 64 style dart shooters.

>>8807248
Well, what do you want to do?

>>8807295
There's things not yet meant to be known.

>> No.8535181 [View]
File: 271 KB, 1024x683, Plutonium-Facts-1024x683.png [View same] [iqdb] [saucenao] [google]
8535181

For 94 Protons Of /vr/, I have these ideas.
I've discussed some of them before, but I'll go over them again.

>MBF21 format, mainly just for ease of setting up creative traps, encounters, or even just creative architecture and shit in the maps
>Divided up into three separate episodes.
>Aiming for at least 5 levels per episode, for a total of 15 levels, but more is fine, UMAPINFO lets us define as much as we want, including as many secret levels as we want
>Plutonia itself didn't strictly have a theme for parts of the game, other than vaguely slotting hellish levels towards the end, would we approach it by doing E1 as outdoors/jungle/templeish stuff, with E2 as more towards techbase/industrial things, maybe warped by hell, and then E3 as far more hellish?
>Every level would start and end with a specific kind of teleport pad, but I'm thinking maybe that E1M1, E2M1, and E3M1 could start without one, and then the boss level of each episode ends by killing the boss(es)

>We balance for pistol start, obviously, but considering that Dario said the playstyle was still to play progressively, we might do SOME concessions for progressive play, like giving a medkit or two at the end of a level if the player can be expected to get beat up
>I'm thinking the boss of E1 can be you having to fight a group of Cyberdemons (so no Cyberdemons in E1 besides that), I guess you can use Spiderminds wherever, if you can make them fit.
>I want to do a special monster for the final boss in E3, something you have to actually get into a fight with.
>Therefore, maybe some kind of nonstandard Icon Of Sin encounter can be the boss of E2-
>I already know the answer to this, but everyone wants basically standard gameplay otherwise, right? No tweaking the pistol speed to make it more fun for pistol starting, no cranked up chaingun speed.

Thoughts regarding this? I'm willing to hear input. May still be a little while until I can get it started on the project.

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