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>> No.1898304 [View]
File: 250 KB, 548x864, 1400928911687.png [View same] [iqdb] [saucenao] [google]
1898304

>>1897575
Change the rocket launcher to something like the Autocannon from MSX.
Change the plasma rifle sprite, and probably the plasma bolts too.
Cacos have less health.
BoH are more dangerous, more attacks or something.
Revamp sounds in general. Monsters have better death sounds, weapons sound more punchy.
Make the chaingun an assault rifle and increase it's damage a bit or make it fire like a real chaingun and have the pistol fire as fast as you can click or replace it with something stronger.
CHANGE PAIN ELEMENTAL ATTACK because I fucking hate them. Lost souls are annoying and not satisying at all to fight.

>> No.1643009 [View]
File: 250 KB, 548x864, revenantfinaltrans.png [View same] [iqdb] [saucenao] [google]
1643009

Those of you who have made/are making maps, how have you conceptualized your map?

Like how did you think it up and how do you think about what to add and what to change?

Do you draw it all up somewhere, do it as you go, think about maps you like, something like that?

>> No.1627323 [View]
File: 250 KB, 548x864, revenantfinaltrans.png [View same] [iqdb] [saucenao] [google]
1627323

Lets talk about Revenants.

If there ever was a case for using custom monsters, it's these guys. They're so alone in their niche of a medium/high threat that I think they've become extremely overused and for the sake of avoiding predictability in their map placement, it's alright to use some custom monsters.

>> No.475836 [DELETED]  [View]
File: 250 KB, 548x864, 1365342820340.png [View same] [iqdb] [saucenao] [google]
475836

>>475802
are you fucking kidding me

>> No.446738 [View]
File: 250 KB, 548x864, revenantfinaltrans.png [View same] [iqdb] [saucenao] [google]
446738

>>446682
Hey neat, I remember you.
It looks like you even put on that minor detail to show where the skull meets the horns so it does not look like they're 1 piece.

>>446715
Perhaps as a GIANT boss monster?

As in, compared to the players it would look like it's 20 floors high.

>> No.410837 [View]
File: 250 KB, 548x864, revenantfinaltrans.png [View same] [iqdb] [saucenao] [google]
410837

>>410818
>>410813
What about that map where there are the chaingunners who are protected by unreachable arch viles who keep reviving them?

That said, plutionia was always for the better than average doomer who wanted to test himself. Though by the time I finished it I seriously...seriously....SERIOUSLY fucking hated revenants.

Those bastards alone make me want to use a custom monster to replace their ''above average threat'' niche in any maps I make.

>>410825
I've got the plans for a map that is slower paced and has a more eerie ambient atmosphere, I'll be sure to say it's such when I put it on the zdoom forums or whatever so I dont piss off the guys who dont like that sort of thing.

>> No.381142 [View]
File: 250 KB, 548x864, revenantfinaltrans.png [View same] [iqdb] [saucenao] [google]
381142

>>381125
With what I'm adding, I'm wanting to use monsters that add to the look of the level.

Eg: Cybernetic looking monsters in an area that is in a cyber looking area and slimy monsters in a cave/acid area.
I'm wondering at the moment what monsters go well with the latter category, the slime imp from earlier looks neat but I see no download link.

It was mainly a medium strength monster I wanted.

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