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The biggest limitation of Doom's classic formats is the inability to create new projectile types that differ functionally from the existing ones.

Projectile-based scenarios in non-slaughtermaps have all felt like the same fight to me for at least a few months. Tactically and strategically homogenous. (Usually completely astrategic, in that you hardly have to do much special to avoid damage.) The typical ways of adding variety (hitscanners, viles, environmental hazards, etc.) are limited in scope too. (Thankfully the slaughter stuff and claustrophobic stuff still retains its charm for me. Pure projectile play can be interesting when active focus on player positioning is actually necessary to survive or avoid a lot of damage.)

It'd be cool to introduce a whole lot of new projectile types: homing projectiles of all sorts of different speeds (some hilariously slow, always lingering; others quite fast; everything in between); lots of complex directional attacks a la the Manc that are even better at thwarting autopiloty patterned movement; monsters that can aim where you aren't, forcing actual micro-dodging; really exotic projectile flight patterns or even Touhou-like attacks from a single monster; and so on. All with the goal of making challenging projectile-centric scenarios without monster spam or serious space restriction.

So yeah, I guess I'm considering GZDoom mapping. :-o

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Or a projectile that hits a wall and bounces right at you. Now instaed of taking cover, you gotta take two covers.

Lots and lots of unexplored possibilities are there.

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RaphaelMode said:

Or a projectile that hits a wall and bounces right at you. Now instead of taking cover, you gotta take two covers.

The Doom beta BFG had vertically bouncing projectiles. And the Hexen pinball thingie bounces off of floors/ceilings and walls. Good stuff.

But, yeah, changing projectile behavior involves code changing via scripting, or actual source modification.

I always thought these 2 ideas would be neat:
#1. Projectiles with gravity. Imps would have to throw the fireball high, expecting gravity to arc it back down onto the target.

#2. Player position prediction. The monster would watch the speed and direction of the player, and throw the missile based on where the player will be when the missile arrives, considering that the player continues on his present course. Another mode could consider circle strafing.

Number 2 would be great for a TC, but it would ruin the familiar Doom feel where, when you get good, you can avoid tons of damage by perfecting your movement.

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rdwpa said:

The biggest limitation of Doom's classic formats is the inability to create new projectile types that differ functionally from the existing ones.


There's a lot to be said about the modern ports, which have been added to for a long time and have lots of new features and capabilities, including being able to (as Empyre said) create new projectile types that differ functionally from the existing ones.

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I know about DECORATE and ACS, which is why I said I'm considering mapping for GZDoom.

kb1 said:

Number 2 would be great for a TC, but it would ruin the familiar Doom feel where, when you get good, you can avoid tons of damage by perfecting your movement.


I like the idea.

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