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scroton

void butts

Dec 12th, 2014
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  1. <Scroton> aight so
  2. <Scroton> I already have music pickd out too and the starting area
  3. <Scroton> and know some nasty puzzlesw
  4. <Scroton> *puzzles
  5. <Scroton> using portals
  6. <marrub> what if the end was like
  7. <marrub> a terrywad but then it's actually a fair fight
  8. <Scroton> I also considered
  9. <marrub> and if you win you get the good end
  10. <Scroton> havign a terry trap
  11. <Scroton> but ONLY
  12. <marrub> otherwise you get I'LL FUCK YOU'RE ASS
  13. <Scroton> if the player's name begins with p
  14. <Scroton> then half the people that played it, having the default name
  15. <marrub> wait you could do that with getcvar
  16. <marrub> couldn't you
  17. <Scroton> would complain about it being a terrywad
  18. <Scroton> actually with one of the print functions and string compare
  19. <marrub> huh
  20. <Scroton> it's not an accesible cvar
  21. <Scroton> but it's basically the same way I get map names in pistol start options, but for names
  22. <Scroton> like if you look up the codes on the print page
  23. <Scroton> it will tell you
  24. <marrub> super gross hacks presented by: ACS
  25. <Scroton> half of doomworld "11/10 best map since void"
  26. <Scroton> other half "terry wad garbage go kill you're self"
  27. <marrub> amazing
  28.  
  29.  
  30. <Scroton> also have musci picked out
  31. <Scroton> portal 2 soundtrack
  32. <Scroton> it's free to use and meshes well
  33. <Scroton> for instance go look up "portal 2 there she is"
  34. <marrub> it's free to use?
  35. <Scroton> yeah
  36. <Scroton> valve allows all their stuff to be free to use for mods or videos
  37. <Scroton> they have a page
  38. <marrub> damn
  39. <Scroton> oh wait nvm
  40. <Scroton> I just checked their page
  41. <Scroton> gg
  42. <Scroton> whatever fuck it
  43. <Scroton> use it anyway
  44. <marrub> yeah pretty much, I don't compose music (mostly) and I don't want to find someone to compose music for me (or pay) so I usually just steal music
  45. <Scroton> yeah
  46.  
  47. <Scroton> anyway the ideas for the puzzles would be
  48. <Scroton> a room with branching hallways, when you reach a certain point in the hallway it line teleports you to another identical hallway except sides are different color or scheme
  49. <Scroton> and different monsters
  50. <Scroton> but it only teleports you when youre in one hallway the first time you go down it
  51. <Scroton> so that you can't go back and forth in one hallway
  52. <Scroton> in each group of hallways there's a single switch down one of them
  53. <Scroton> you have to hit them all to get out, then go down another hallway and it does the same thing, taking you with a line teleport to a part of the level that looks the same but is a different section
  54. <Scroton> imps behind you when you first get in, if you reload and try to get cute and run into it backwards it teleports you to a section that looks like facing the other way, but there are barons behind you now
  55. <Scroton> lots of use of 3d platforms and jumping puzzles
  56.  
  57. <Scroton> in one section when you first get the shotgun
  58. <Scroton> there are like 3 imps
  59. <Scroton> they aren't so bad
  60. <Scroton> but after all 3 die for the firt time
  61. <Scroton> they all resurrect
  62. <Scroton> then after that they all resurrect immediately after dying, and get faster each time'
  63.  
  64. <Scroton> another room is a large fight, but everything is a dead corpse prior to fight
  65. <Scroton> that gets resurrected when you pick up a key
  66. <marrub> oooooo
  67. <marrub> damn, how has nobody done that before?
  68. <marrub> that's a great idea
  69. <Scroton> I dunno
  70. <marrub> that wouldn't even be hard
  71. <Scroton> but basically interesting encounters like that
  72. <Scroton> in a weird medieval setting
  73. <marrub> just give everything the same tid and send them a signal of some sorts (probably a changestate) to resurrect
  74. <Scroton> yeah
  75.  
  76. <Scroton> this gon be fun
  77. <Scroton> we gotta make sure we emphasize using zdoom features for puzzles
  78. <Scroton> and gameplay
  79. <Scroton> vs more beeping computers
  80. <Scroton> and interactive intermission screens
  81. <Scroton> like kdizd did
  82. <marrub> i should make a map that's just a bunch of beeping computers and particle fountains
  83. <marrub> like, a huge hallway of beeping computers
  84. <marrub> with the occasional water fountain + particle fountain
  85. <marrub> would be ear destruction
  86. <Scroton> make sure a man screams at you over the radio
  87. <Scroton> for realism
  88. <marrub> oh of course
  89. <marrub> and a PDA to track your objectives (each being "pass X computers")
  90. <Scroton> ahaha
  91.  
  92. <Scroton> also we need an easter egg
  93. <Scroton> a portal you can go through, and it drops you into a void
  94. <Scroton> BUT
  95. <Scroton> if you loaded void.wad before our wad
  96. <Scroton> it drops you into the first level of void.wad
  97. <marrub> amazing
  98. <marrub> how would you do that though
  99. <Scroton> it sends you to that map name
  100. <Scroton> or rather
  101. <Scroton> it checks if that map exists
  102. <Scroton> or rather
  103. <Scroton> checks for something we can figure out to tell void was loaded first, then sends you to that map
  104. <Scroton> otherwise sends you to the void
  105. <Scroton> but like the void you fall through
  106. <marrub> void has its own actors
  107. <marrub> so we could spawn those with a certain TID and see if they exist
  108. <Scroton> yeah
  109. <Scroton> just as a neat little easter egg
  110.  
  111. <marrub> should try to avoid small rooms, I've found in doom that small rooms (usually detailed ones) are a pain in the ass to fight in
  112. <Scroton> yeah
  113. <Scroton> largish
  114. <Scroton> hallways can be smaller
  115. <Scroton> but rooms no
  116. <marrub> yeah
  117. <Scroton> we can also have the level change as you progress
  118. <Scroton> and have it be a little open ended
  119. <Scroton> I'd like it to be all one map as far as the player can tell
  120. <marrub> could be interesting for setting up deathmatch
  121. <Scroton> but broken into smaller ones so it's not terrible to run like cold as hell
  122.  
  123. <Scroton> anyway ideas is
  124. <Scroton> gothic void area
  125. <Scroton> has portals to other areas for the player to go do stuff in
  126. <Scroton> this way we can add on pretty much whatever maps we want
  127. <Scroton> like
  128. <Scroton> an abandoned gritty dark techbase
  129. <Scroton> a temple looking area'
  130. <Scroton> an outdoor area
  131. <Scroton> whatever
  132. <marrub> so a hub?
  133. <Scroton> basically like The Dark Tower or Conan
  134. <Scroton> yeah
  135. <Scroton> it was already gonna be a giant hub
  136. <marrub> with the way hub maps work this could be great
  137. <Scroton> but just to have varied areas
  138. <Scroton> otherwsie players might get sick of hours of gothic map
  139.  
  140. <Scroton> and the other thing is you can introduce new objectives
  141. <Scroton> like I was thinking in an abandoned techbase map
  142. <Scroton> have a ghouls forest type situation
  143. <Scroton> where there is a single monster trying to kill you and you have to get to the objective first
  144. <Scroton> maybe it even chases you back to the portal once done and you just barely make it out alive
  145.  
  146. <Scroton> also I thought more about architecture
  147. <Scroton> we should intentionally have impossible stuff to fuck with the player
  148. <Scroton> like
  149. <Scroton> a hall you can see into from two windows
  150. <Scroton> it curves slightly
  151. <Scroton> once you go in the hall it's 5x as long
  152. <Scroton> can also have puzzles that involve modular maps
  153. <Scroton> like
  154. <Scroton> there is a hallway maze that uses line teleports to make it so you can wander endlessly in it potentially
  155. <Scroton> you have to go in the right sequence to actually make it to something on th eother side
  156. <Scroton> similar shit with other stuff
  157. <Scroton> have a curved hallway that goes on forever, but once the player decides fuck this and starts heading back the door they were looking for is right there
  158. <Scroton> we can make all map linedefs invisible so they can't use the map
  159. <Scroton> so it doesn't break immersion while playing
  160.  
  161. <Scroton> and another idea for a puzzle
  162. <Scroton> yo uhave to kill monsters on a certain area of a floor
  163. <Scroton> can even have blood flow through channels to "unlock" the seal or whatever
  164.  
  165. <Scroton> the overarching feel of all th elevels should be depressing and abandoned
  166. <Scroton> I would say 0 human enemies
  167. <Scroton> and techbase areas should be completely decrepit
  168.  
  169. <Scroton> also as for the maps I would say if you have an idea for a puzzle or neat situation go ahead and do it
  170. <Scroton> and we can link everything together later
  171. <Scroton> there are a couple of areas that need to be planned out, but otherwise the way this will be put together means it will be very flexible
  172.  
  173. <Scroton> we should probably go ahead and start making a texture pack for this
  174. <Scroton> I have some but I gotta pare it down
  175. <Scroton> we gotta make sure we keep credits clear for them
  176. <Scroton> marty doesn't keep track of credits and it becomes a pain to hunt down who did what sprite
  177.  
  178. <marrub> what if there was a big room with a checkerboard tile floor
  179. <marrub> and in a random sequence they would pop down, enemies would spawn in the square, and pop back up
  180. <marrub> getting harder each time
  181.  
  182.  
  183. <Scroton> oh the other design thing I would go for
  184. <Scroton> would be more sections without enemies in them than a typical wad
  185. <Scroton> for suspense
  186. <Scroton> also
  187. <Scroton> for breaking up the map for toasters
  188. <Scroton> I think more people will play if it doesn't suffer from what cold as hell and putrifier do
  189. <Scroton> that has more to do with everything being contained in a single map than the features used
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