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Author Topic: Interesting new enemies for Ao666  (Read 6089 times)

emulord

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Interesting new enemies for Ao666
« on: October 30, 2014, 18:00 »

Everyone complains about how boring Ao666 is, why not brainstorm on how to improve it?

New enemies, level designs, effects. New items would break things.

Enemies:
Warp demon: Knockback is reversed in direction. (WH40K)
Spider Masterminds as a regular enemy
Icon of sin. Spawns monsters, doesn't move. Larger than 1 square? (Doom2)

Levels:
Graveyard (Similar to mortuary. Single enemy (nightmare)archviles and lots of corpses)
Earthquake (Walls collapse over time)
Cave-in (You feel a rumbling... you feel the need to run!)
Unstable (Teleporters everywhere)
Control room (Many levers)

Effects:
Hallucinating - Timed effect, hides monster type (all become Xs or cycle through appearances randomly)
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Zuyl

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Re: Interesting new enemies for Ao666
« Reply #1 on: October 31, 2014, 00:19 »

I like your style. As for new enemies, i'm not sure the devs want to trail off and borrow monsters from other settings.

Teleporters everywhere, that seems like total chaos. :D

Cave-in would be somewhat similar to the hellish mortars level feeling right?
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Tormuse

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Re: Interesting new enemies for Ao666
« Reply #2 on: October 31, 2014, 01:48 »

I also like your style.  :)

I think it could be interesting to have the Angel of Death as a regular enemy at higher levels too...  Every time you hear that foot-stomping sound, it could be either a Cyberdemon or AoD.  (Also, it might be satisfying to finally be able to hit that bastard with a BFG)  :)

Also, how about a level full of pits of acid?  You don't see much acid in later levels and it would keep people who rely on the Inquisitor set on their toes.  (so to speak)  ;)
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emulord

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Re: Interesting new enemies for Ao666
« Reply #3 on: October 31, 2014, 09:17 »

AoD and acid levels! Great idea!

Cave-ins I was equating to the acid/lava flood. The difference is that it would add new walls and it pushes and damages(melee type) the player if he gets hit. This means that a 100% acid/lava immune player can't wait out the level and get a easy 100%.

A different mortar type (huge rocks) which explode, causing knockback then add walls is another idea. Creating unexpected cover is almost as bad as removing cover.

Also we should have a rare regular water flood at early levels just to get the player used to the idea.

As for borrowing from other settings, we already have Mjollinyr, Dragonslayer, Megabuster. A bit of borrowing from other systems is almost expected, so long as we don't make it obvious.
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Tormuse

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Re: Interesting new enemies for Ao666
« Reply #4 on: October 31, 2014, 15:19 »

Water flood levels would be hilarious!  "You feel a sudden need to...  walk?"  :)
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emulord

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Re: Interesting new enemies for Ao666
« Reply #5 on: October 31, 2014, 15:37 »

wade! XD
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MaiZure

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Re: Interesting new enemies for Ao666
« Reply #6 on: October 31, 2014, 23:55 »

Wait wait...I thought the challenge (and purpose!) of Ao666 was to be horrible, grueling, and mentally suicidal. I remember the discussion about creating this game mode was "let's make a game mode no one should ever want to play!"

Trying to liven it up subverts the purpose...right???

« Last Edit: October 31, 2014, 23:57 by MaiZure »
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Re: Interesting new enemies for Ao666
« Reply #7 on: November 01, 2014, 00:04 »

Water flood levels would be hilarious!  "You feel a sudden need to...  walk?"  :)
"You feel a sudden need to swim", of course :).

To make a difference - water could cause a drop for both Doomguy's and monsters' movement speed, right? :)
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Thiebs

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Re: Interesting new enemies for Ao666
« Reply #8 on: November 01, 2014, 15:14 »

Teleporters everywhere, no doors....
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