grommile Posted January 27, 2017 I am the opposite of a fan of stock MAP30 or close imitations thereof (e.g. Evilution MAP30, D2TWID MAP30). Can anyone recommend a case of someone using the boss brain + cube thrower for MAP30, but not involving putting rockets through a small window from a tiny platform or similar? 0 Quote Share this post Link to post
Tracer Posted January 27, 2017 I had an idea for this where the spawner sends monsters to WR teleport linedefs. They are out of view behind a fake, impassable wall whose opening is up near the ceiling so they can hear gunfire. The spawn points would be at random spots all over the arena, so that monsters seem to be just "randomly" teleporting into the room. Through scripting, make it so after x amount of kills, the spawner stops and a cyberdemon or mastermind appears. When you defeat that final monster, Romero's Head rises up from a pool of lava so you can end the level. 0 Quote Share this post Link to post
Roofi Posted January 27, 2017 Kama Sutra's map 30 , yes it's still a classic Icon of sin level but the Romero's head is stuck in a huge vagina. :p https://www.youtube.com/watch?v=E86yF9-8k7Y 0 Quote Share this post Link to post
esselfortium Posted January 28, 2017 I used his carved-out skull to make a badass serving bowl for dinner parties. 0 Quote Share this post Link to post
⇛Marnetmar⇛ Posted January 28, 2017 I worked on a map for Interception where the exit was a demolition switch in front of a bunch of city buildings sunken into a giant canyon. You can probably picture the setup. Unfortunately I think it was bugged in the final release. 0 Quote Share this post Link to post
Havoc Crow Posted January 28, 2017 1 Monster MAP24 may count. Here, you need to press a switch which briefly opens up one of the walls surrounding Romero... except it opens the wall segment which is only visible from the next window over, so you need to run there and get in a shot or two before it closes (oh, did I mention you need to go through a crusher?). 0 Quote Share this post Link to post
Grain of Salt Posted January 28, 2017 There are countless maps that use exposed romero heads as the exit, really. Scythe and Scythe 2 do this on map30. Lots of TimeOfDeath maps do it. There's that one "romero on rails" map in one of the 1024 megawads. A couple of 90s maps use romero heads to portray something blowng up at the end. And for a setup somewhere between classic map30 and Unconventional Use Of Romero's Head, try Memento Mori map30. Romero's head was once used to design maps. Then it wasn't for a while. And then it was again. 0 Quote Share this post Link to post
Voros Posted January 28, 2017 Freedoom's map16 ends with a city in the background exploding. The explosions come from the 4(5?) heads hidden there. 0 Quote Share this post Link to post
Havoc Crow Posted January 29, 2017 IIRC, "Pesha"'s MAP30 has a monster spawner fight where the Romero dies on his own after a while, so your goal is just to survive the onslaught long enough. 0 Quote Share this post Link to post
Koko Ricky Posted January 29, 2017 Where exactly does the head trigger explosions? 0 Quote Share this post Link to post
scifista42 Posted January 29, 2017 It spawns them a fixed distance southern from its own y position, with x and z coordinates close to its own x and z position but with some randomization (and they also have randomized vertical velocity). The exact formula is: ("mo" = the head) for (x=mo->x - 196*FRACUNIT ; x< mo->x + 320*FRACUNIT ; x+= FRACUNIT*8) { y = mo->y - 320*FRACUNIT; z = 128 + P_Random()*2*FRACUNIT; th = P_SpawnMobj (x,y,z, MT_ROCKET); th->momz = P_Random()*512; P_SetMobjState (th, S_BRAINEXPLODE1); [...] } Each spawned explosion then spawns another explosion just before disappearing, which keeps the explosions flowing until the map ends. (here, "mo" = the explosion) x = mo->x + (P_Random () - P_Random ())*2048; y = mo->y; z = 128 + P_Random()*2*FRACUNIT; th = P_SpawnMobj (x,y,z, MT_ROCKET); th->momz = P_Random()*512; P_SetMobjState (th, S_BRAINEXPLODE1); 0 Quote Share this post Link to post
Memfis Posted January 29, 2017 It can also make your ears explode in the process. So please always make sure that the explosion happens at some distance from the player. 0 Quote Share this post Link to post
Gez Posted January 29, 2017 Perdition's Gate uses the effect to make you look at a planet getting blown up. 0 Quote Share this post Link to post
Jayextee Posted January 29, 2017 On 1/29/2017 at 6:15 PM, Gez said: Perdition's Gate uses the effect to make you look at a planet getting blown up. Expand That's Hell To Pay, dude. It's still awesome, though. 0 Quote Share this post Link to post
TMD Posted January 30, 2017 Abyssal speedmapping session 20 Map19, Fort Asshole Yes it involves rockets and windows. No, it is not how you think it is used Yes, it is better explained by experiencing it No, I'm not apologizing. 0 Quote Share this post Link to post
Archvile Hunter Posted January 30, 2017 Going Down has a really goofy ending in map30. Stuck in your apartment, after killing the final boss in map29, the Icon of Sin appears on the wall in the living room and monsters start pouring out of the TV. Monsters also spawn in other inaccessible areas of the house and open up locked doors or break down walls. It's really cool. Speed of Doom also has Romero's Head inside a massive pillar at the center of a circular arena. The pillar starts lowering once you enter the arena. Just gotta survive the onslaught for about two minutes and then kill Romero. 0 Quote Share this post Link to post
david_a Posted January 31, 2017 Batman Doom used the head explosion to make a timed exploding oil refinery (at least I think it was a refinery). 0 Quote Share this post Link to post
SleepyVelvet Posted January 31, 2017 MAP06 of 50 Shades of Graytall, Count Tracula's Castle, has a Romero head that triggers a trap if you try to shoot it (no monster spawner, just the head). 0 Quote Share this post Link to post
TMD Posted February 1, 2017 On 1/27/2017 at 10:15 PM, TraceOfSpades said: I had an idea for this where the spawner sends monsters to WR teleport linedefs. They are out of view behind a fake, impassable wall whose opening is up near the ceiling so they can hear gunfire. The spawn points would be at random spots all over the arena, so that monsters seem to be just "randomly" teleporting into the room. Through scripting, make it so after x amount of kills, the spawner stops and a cyberdemon or mastermind appears. When you defeat that final monster, Romero's Head rises up from a pool of lava so you can end the level. Expand Both fort Asshole and 1994tu use this concept 0 Quote Share this post Link to post
Man of Doom Posted February 1, 2017 Equinox MAP04 has an instance where you have to blow up some demon embryo tanks, specifically at the end of the level. You just flip a switch to destroy what seems like thousands of cryogenic tanks, and that's the level. If I recall correctly, that uses about 3 Romero heads, and even their sound effects have been changed to sound more like embryo tanks blowing up. 0 Quote Share this post Link to post
joe-ilya Posted February 1, 2017 Lost Maps MAP22 uses it to blow up a building and an AV. I'll use that trick as a QuickTime event exit trap. 0 Quote Share this post Link to post
Grazza Posted February 1, 2017 Waterfront changes it into a shooting gallery, together with appropriate sound effects. Demo here if you don't want to discover it for yourself. Funnily enough, it probably isn't even in the top ten creative features of this wad. 0 Quote Share this post Link to post
Voros Posted February 1, 2017 On 1/30/2017 at 10:26 PM, ArchvileHunter said: Going Down has a really goofy ending in map30. Stuck in your apartment, after killing the final boss in map29, the Icon of Sin appears on the wall in the living room and monsters start pouring out of the TV. Monsters also spawn in other inaccessible areas of the house and open up locked doors or break down walls. It's really cool.. Expand Wait, so it's not just for show? I thought that level wasn't meant to be played. 0 Quote Share this post Link to post
Dragonfly Posted February 1, 2017 On 1/27/2017 at 11:04 PM, Roofi said: Kama Sutra's map 30 , yes it's still a classic Icon of sin level but the Romero's head is stuck in a huge vagina. :p https://www.youtube.com/watch?v=E86yF9-8k7Y Expand LOL wow. 0 Quote Share this post Link to post
pcorf Posted February 1, 2017 On 1/27/2017 at 11:04 PM, Roofi said: Kama Sutra's map 30 , yes it's still a classic Icon of sin level but the Romero's head is stuck in a huge vagina. :p https://www.youtube.com/watch?v=E86yF9-8k7Y Expand Unborn child? .... but the head is on a stick so it is not a complete body. On 2/1/2017 at 8:13 AM, Jimmy said: http://i.imgur.com/QAQOpwd.png Expand I was going to mention Massmouth 2. One of my favorite Zdoom wads. 0 Quote Share this post Link to post
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