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Most UNORTHODOX ways to use Monsters?


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What's one of the wierdest ways to use Monsters in levels?

 

I, for example, used Arch-Viles behind fake walls to make an invisible labyrinth,

but Arch-Viles are a no brainer for creative use, Plutonia showed it.

 

I'd like to hear storys about other Demons/Zombies that led to interesting results.

(But all of them are welcome ; >)

Edited by ChestedArmor

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  • 2 weeks later...

Good thread idea, I hope there are some contributions ...

 

One usage I always liked is to use a monster to open a door for you, like the imp in the "quiet zone" in Eternal Doom MAP26. But it's actually not that exotic anymore.

 

"Arch-Vile punishments" where a massive amount of AVs teleport in to kill you for an error come also into my mind, like in Valiant MAP07 and the puzzle map Evil Eye.

 

Then I like the baron army in Sunlust MAP30. A large group of barons who will corner you if you don't carve a hole with the BFG in an exact moment, using crowdshaping. Variants of this concept are also present in other slaughtermaps.

 

I think a very unorthodox usage is also the SS Nazi in Eternal Doom MAP13. He is only visible for a short time before you die in the death exit, and his only purpose is to playback his alert sound (something like "Welcome to Eternal Doom 2, hahaha!")

 

Will think about other examples.

Edited by erzboesewicht

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You can find a few examples on my Switcheroom 2 level (map 29). One area uses infinite ressurrecting chaingunners and random moving sectors to create a wall hazard with a gargoyle face that hurts when he open his eyes, forcing the player to keep moving to a place where his eyes are closed. Other area uses gun activators as a hazard - and you have to press a switch to block the monsters that comes out of it. Another area make the baron a bit more threatening by constantly teleporting him through pillars. It's a bit difficult for me to explain in words but the map is all about weird gimmicks :-)

Edited by Noiser

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I like to use lost souls as keys.. shoot one and a wall opens or a door. I did this a few times in Abaddon's Grasp. I still need to upload it

Edited by Yandere_Doomer

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the only source ammo in map being archviles that resurrects shotgunners and chaingunners in a centralized location of the map as the gimmick

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Using lost souls in control sectors to perpetually trigger remote lifts.

 

Releasing lost souls from 32-unit alcoves which can't be visited by the player.

 

Using lightweight ground monsters to keep fliers trapped in some alcove until a floor raises to their level, releasing them all (I used a switch which repeatedly raises a teleporter floor inside a tower to give access to progressively tougher monsters in different altitude alcoves — and the cacos needed to be confined by some sergeants because otherwise they would just fly on top of the rising teleporter).

 

 

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Very good thread idea. 

 

The way splash damage is used in this Ribbiks map is inventive, and in particular the archvile-baron use in the final set piece is brilliant. 

 

 

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When you have a bunch of ledge monsters who only pose a brief threat and become useless later, you can put a bunch of teleport lines on their ledges, and put the teleport destination on top of a monster further on. The monsters left alive can then catch up with you as soon as that monster dies or gets alerted and leaves.

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  On 10/11/2021 at 5:40 PM, erzboesewicht said:

 

I think a very unorthodox usage is also the SS Nazi in Eternal Doom MAP13. He is only visible for a short time before you die in the death exit, and his only purpose is to playback his alert sound (something like "Welcome to Eternal Doom 2, hahaha!")

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I think Alien Vendetta map 30 does something similar with Commander Keens - just kills them at a certain point in order to play a spooky sound.  

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  On 10/13/2021 at 1:09 PM, EANB said:

I think Alien Vendetta map 30 does something similar with Commander Keens - just kills them at a certain point in order to play a spooky sound.  

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And Perdition's Gate MAP29-30 as well :)

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Just remembered a cool monster usage in Kama Sutra and now checked it is MAP12.

 

To access an area made inaccessible with barrels low below you (out of the pistol's autoaim reach) you have to lure a cyberdemon to shoot a rocket into a bloodfall. The splash damage will destroy the barrels, giving you access to the area. You have no access to a rocket launcher so you can't do it yourself. So the cyberdemon (which is otherwise not really a threat) is used here mainly as a "helper" for a puzzle (and not as an infighter, as in many other maps), and the cool thing for me is that a very specific property of the cybie (the splash damage) is used.

 

I could imagine similar usages with archviles (also with splash damage) and even revenants (if you have to guide a rocket to a barrel around a corner which a normal projectile monster wouldn't reach).

 

PS: seeing now that in @rd. s video the AV and cybie splash damage technique is also used, in more and very cool variations.

Edited by erzboesewicht

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  On 10/21/2021 at 7:14 PM, Martin Howe said:

Fistful of Doom hides a revenant in the church tower and changes the sounds to be a tolling bell, so you get apparently random doom-laden bell sounds.

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Why a Revenant?

Any other monster with searching sounds could do the trick, Why choosing one that's popular to use?

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  On 10/21/2021 at 8:14 PM, ChestedArmor said:

Why a Revenant?

Any other monster with searching sounds could do the trick, Why choosing one that's popular to use?

Expand  

 

Fistful of Doom is a total conversion, so none of the regular enemies are present anyway. And since it would be hard to make most of the regular enemies fit in a wild west setting, the only actual enemies present are resprited zombies (plus some pinkies later on, who just look like cowboys that punch you). Also, the mod doesn't change the gameplay in any way, not even with dehacked, and most monsters share the same search sound in vanilla, with the revenant being one of the few exceptions. The imp has a unique search sound too, and gets used as a jukebox in the saloon on another level. Another arguably "wasteful" choice that actually makes sense due to the mod's small scope is the absence of cell weapons, and cell ammo being replaced with "gold" that doesn't do anything and is optional to collect.

 

 

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  On 10/12/2021 at 4:57 PM, ChestedArmor said:

...I guess you're not using Doom Builder 2, aren't you?

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Why do people keep thinking that port abilities are tied to editors? I can perfectly well do what @Yandere_Doomer said with DB2. I'd just need to install DB2 first of course, but it's perfectly possible.

 

It just requires you to use the Hexen map format, or UDMF. You can't do that in the good old Doom format. And using a different editor than DB2 is not going to make that possible in Doom format either. Not with DBX, not with UDB, not with SLADE 3... Because it's not the editor that matters regarding what is or isn't possible to achieve. The editor is simply there to make things easier to do, not to make them possible to do.

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I changed sounds and textures for the SS to make them into cultists, I used the sprites from Gothic Doom and the Cultist sounds from Blood but pitched down

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  On 10/22/2021 at 3:18 PM, TenenteZashu said:

I changed sounds and textures for the SS to make them into cultists, I used the sprites from Gothic Doom and the Cultist sounds from Blood but pitched down

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Sounds genius, do you still have the files? I'd like to see it.

Edited by ChestedArmor

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