Hebonky Posted October 1, 2023 Just share some weird fight Ideas that may have been knocking around in you head for a while I'll start, A voodoo doll offscreen get given hundreds of armor bonuses, effectively making the player blind for a bit. 2 Quote Share this post Link to post
volleyvalley Posted October 1, 2023 It's that one fight you remember, if you have played Scythe - MAP27: "Terror". I'm of course talking about the fight with a few Cyberdemons and a blursphere chucked under your chin, which makes the encounter really dangerous, if you don't know what's coming. That fight truly lives up to it's level name. 1 Quote Share this post Link to post
Hebonky Posted October 1, 2023 While not exactly a fight, maybe a puzzle map that uses the bug where archviles reviving mancubi and spidertrons in map 07 (after activating 666 and 667) retriggers the tags. 0 Quote Share this post Link to post
Hebonky Posted October 1, 2023 There is also an interesting bug when your origin is above a death exit you can never die 0 Quote Share this post Link to post
Amaruψ Posted October 1, 2023 A cyberdemon that keeps teleporting around the arena with linedefs. Used in Doom 64, but I'm going to make really good use of it in my upcoming map. 0 Quote Share this post Link to post
rita remton Posted October 1, 2023 making commander keen one of the deadliest monsters in the map. within los (line of sight) of the entity, player's health is immediately reduced by 2 points every second. combined with 300 hit points, and several commander keens positioned strategically in a room together with several other monsters, would hopefully make an interesting fight, i think. 0 Quote Share this post Link to post
openroadracer Posted October 1, 2023 Let me start off by saying that I'm not the most creative person. I also am the kind of person that really prefers to play DooM with lots of different gameplay mods. So my idea starts off with a simple premise: The player is given a powerup that considerably raises their movement speed at the start of the fight. You'd think that would be good for weapons like the Super Shotgun and the BFG to maximize close-range damage, right? Well, NOPE, because you're primarily going to have Rockets and Bullets littered about the arena, so you're going to have to lean on the Chaingun and Rocket Launcher for most of this fight. And if you Pistol-Start this map, you're only going to see a BFG AFTER this fight, even if you find all of the secrets that come before the fight. So you're left without the ability to BFG faceplant your enemies to death. Add in that it's an undulating arena with rolling hills for terrain(to add cover against hitscanners without slowing you down), and you've got a bit of a challenge here. 2 Quote Share this post Link to post
Redneckerz Posted October 2, 2023 (edited) Chewing gum vs hockey stick. You will never get rid of it completely. Edited October 2, 2023 by Redneckerz 1 Quote Share this post Link to post
Lucius Wooding Posted October 2, 2023 An Icon of Sin, but you use a required rocket jump to reach the head and use berserk to kill it. 0 Quote Share this post Link to post
DoomGappy Posted October 2, 2023 I created an arena recently which consists of a room, one raised platform on one side and one raised platform on the other side. Ok on of the raised platforms is an archville, and on the other there is a lift that has a rocket launcher. In the middle of the arena there are many lifts that have the same tag as the first one. The goal is to use the lifts in the middle to hide from the archville's flame, while simultaneously having to lower them to fire rockets at him. It's a fun concept but I think I'll leave it as a bonus somewhere because it's too screwy. 0 Quote Share this post Link to post
Dreamskull Posted October 2, 2023 (edited) Okay, imagine a large encounter room that has a boundary wall around it. This room is large enough to house an empty space of pinkies and these pinkies exist in large swarms that are then placed behind a bunch of invisible block monster linedefs, enough to create walls made of pinkies that try to chomp at the player in very close proximity. With enough "pinky walls" you create a fully functional maze that does not ever block the player. The player must navigate through this pinky wall maze, but since the linedefs do not block the player, the player can travel through whichever pinky wall IF he has ammo enough to create the space to cross over. For this reason the ammo should be kept to a minimum. They follow the player as the player travels to and fro and there are tricks and traps to allow the pinkies to cross into the maze OR shift the maze around so the layout is different as the player progresses through the maze. Limit any teleportation. The idea is certain linedefs do not block the pinkies; you can pull some wizard stuff to time it. ...or something along the line! I relinquish this idea so no harm, no foul. Edited October 2, 2023 by Dreamskull 0 Quote Share this post Link to post
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