Amaruψ Posted March 4, 2024 This is a reimagination of the boss level from the original Doom's 3rd episode, Inferno. The original map was nothing but a disappointment; an amateur's first attempt at making a map, plus the boss being nothing short of a pushover. This version not only reimagines the map itself, but enhances a handful of attributes that the Mastermind possesses. This is a reimagination of the boss level from the original Doom's 3rd episode, Inferno. Disappointment is the word that a majority of the players remember the original map with; a bland, vast open arena with just a few enemies sprinkled around, and without a doubt, one of the most disappointing final bosses ever created. I've tried to address a few of these issues with my reimagination, and while I wouldn't call the issues to be completely fixed, I've at least tried my best to get around these problems by spicing up the arena considerably and changing a handful of attributes for the Mastermind herself. Requirements: Any limit removing source port. Do note that this map uses DeHACKED to change the Mastermind's attributes, so I'll recommend not using any mods that alters the enemy behavior and in turn, overrides the .deh file. Download it at Gamebanana Download it at ModDB 29 Quote Share this post Link to post
Michael63 Posted March 4, 2024 To be fair, the Spider Mastermind was not so disappointing, in my opinion. She looks very cool, and it was very impressive for me, especially at the first time. But her combat characteristics leave much to be desired, it's true. So I will be glad to see the new level and the new version of Mastermind. 1 Quote Share this post Link to post
Amaruψ Posted March 4, 2024 1 hour ago, Michael63 said: To be fair, the Spider Mastermind was not so disappointing, in my opinion. She looks very cool, and it was very impressive for me, especially at the first time. But her combat characteristics leave much to be desired, it's true. So I will be glad to see the new level and the new version of Mastermind. I didn't mention anything regarding her design. Disappointment stems from her combat mechanics, not her appearance. 2 Quote Share this post Link to post
ARMCoder Posted March 4, 2024 Just tested it in HMP. The level is as simple as it gets, just fire at Mama Spider until she dies without being caught - what's not an easy proposition, especially when you are pistol-starting. Grabbing the so precious rockets under her almost continuous fire is the biggest challenge, and delivering those rockets without getting a harsh punishment is the next good challenge. I died a lot trying the level at first, to the point I cheated just to see whether I was missing some critical step. Then I got the picture and replayed without cheats, just saving A LOT haha. It takes a great skill to beat this one on a single run with no reloads. The barons are there just for the looks, they have zero importance in the combat. I imagine that playing this level within the full episode should be quite easier, since you'll most likely have a heftier weaponry and ammo at hand. Nice level! 1 Quote Share this post Link to post
Amaruψ Posted March 4, 2024 19 minutes ago, ARMCoder said: The barons are there just for the looks, they have zero importance in the combat. Barons actually do have an importance, haha. Although that importance only shines through when you're playing with the auto-aim on. It's just a cruel, cruel way of misguiding the player's rockets towards them instead of the mastermind :P 1 Quote Share this post Link to post
ARMCoder Posted March 4, 2024 18 minutes ago, Amaruψ said: Barons actually do have an importance, haha. Although that importance only shines through when you're playing with the auto-aim on. It's just a cruel, cruel way of misguiding the player's rockets towards them instead of the mastermind :P I played in GZDoom with auto-aim on. From the cover/vantage point I was shooting, somehow the barons didn't deflect my rounds, maybe without knowing better I found a sweet spot for shooting. I actually re-tested the aim from a slightly different point and indeed the barons vacuumed the shots towards them. 0 Quote Share this post Link to post
Amaruψ Posted March 4, 2024 3 hours ago, ARMCoder said: I played in GZDoom with auto-aim on. From the cover/vantage point I was shooting, somehow the barons didn't deflect my rounds, maybe without knowing better I found a sweet spot for shooting. I actually re-tested the aim from a slightly different point and indeed the barons vacuumed the shots towards them. I'm pretty sure that GZDoom uses a much more improved version of auto-aim that isn't as horrendous as the original's. That might the be culprit, haha. 1 Quote Share this post Link to post
NaliSeed Posted March 4, 2024 I imagine killing her with a single BFG shot up close is out of the question now? 0 Quote Share this post Link to post
Amaruψ Posted March 5, 2024 6 hours ago, NaliSeed said: I imagine killing her with a single BFG shot up close is out of the question now? She now can roughly tank the same amount of abuse with the BFG as the Cyberdemon, and given her lower reaction time, she has plenty of room to perforate you as you're charging up shots. But in the end, it depends entirely on her step count and how often she manages to enter her attack state. 0 Quote Share this post Link to post
Michael63 Posted March 5, 2024 Oh yeah, I have completed it in UV. What can I say: it's an interesting interpretation of E3M8 and not the classical boss battle, because the challenge was not only the Mastermind, but also the geometry of the map. The Mastermind moves only in the central platform, but the player is also constrained in his movements, being forced to run around the perimeter and try not to hit the corner of the wall with a rocket. It looks interesting in 2020-s, but in the middle of 1990-s the classic arena were more suitable, I think. Perhaps, a good variant for classic E3M8 would be classic arena with improved characteristics of the Mastermind. 0 Quote Share this post Link to post
LadyMistDragon Posted March 8, 2024 This is a really cool design and I like those custom textures you used in that Map 29 placement showing up here. It didn't seem too difficult to kill the Mastermind by her very nature though, despite the occasional Baron eating of rockets. 2 Quote Share this post Link to post
Stabbey Posted March 8, 2024 Interesting idea, and a nice reimagining. I always turn auto-aim off and free-look on, because I consider being stuck with Doom's default auto-aim to be a form of fake difficulty. 1 Quote Share this post Link to post
Amaruψ Posted March 9, 2024 (edited) 7 hours ago, Stabbey said: Interesting idea, and a nice reimagining. I always turn auto-aim off and free-look on, because I consider being stuck with Doom's default auto-aim to be a form of fake difficulty. I'd agree on this. Doom's auto-aim is... interesting, so to say. Never once I thought I'd see a game feature that has a mind of its own. Edited March 9, 2024 by Amaruψ 0 Quote Share this post Link to post
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