Boss levels
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DieHard Wolfers -> Mapping Mania

#1: Boss levels Author: ronwolf1705 PostPosted: Wed Aug 05, 2015 3:26 pm
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For a while now, I've noticed that I've found it tougher and tougher to create boss levels. My main problem is that so often they amount to the same thing: you have a room with some walls in the middle, where you can shoot at the boss and then hide behind the wall again. This is often the approach used for boss levels, though there are variants: surrounding the boss with a shitload of guards; have the boss in a room surrounded by locked doors, which open once a shot is fired; or just make the level a normal level where the boss is at the end/the beginning. So, fellow mappers, what is your approach to boss levels? And how can we make them more interesting (which may or may not involve coding)?

#2: Re: Boss levels Author: TricobLocation: Neo-traditions, Inc. PostPosted: Wed Aug 05, 2015 4:50 pm
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I usually let the theme of the mod dictate how the boss level is constructed. The most exciting thing for me is to have a boss show up when you're not expecting him. I remember how much of a surprise it was to me when Ubermutant showed up in Level 16, and the boss maps usually don't surprise me like that. On the other hand, I didn't have a soundcard at the time, so I didn't have the music to use as an indictator ...

#3: Re: Boss levels Author: AlumiuNLocation: Christchurch, New Zealand PostPosted: Wed Aug 05, 2015 6:36 pm
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One approach that I think would be interesting, that I had at one point while making the Legion, was to have a boss that used only a projectile weapon (like Giftmacher) but have very little cover, if any, in the arena, and have the player have to dodge the shots rather than just take cover while the boss is firing, and maybe have the occasional other enemy with a hitscan weapon wander into the room for a bit of added difficulty.

A coding-heavy option, on the other hand, would be to make a boss that had several stages, and have the style of gameplay change a bit (i.e. change the weapon the boss has from a hitscan to a projectile, make it turn slowly but only be vulnerable from the back, etc.) or have the layout of the arena change.

#4: Re: Boss levels Author: ArielusLocation: Buenos Aires, Argentina PostPosted: Wed Aug 05, 2015 7:15 pm
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AReyeP's 'Cat N' Mouse' MotM map (http://diehardwolfers.areyep.com/viewtopic.php?t=4598) wasn't what one would strictly call a boss map, but the concept, I think, was quite new at the time - at least, judging from what I myself had played before. The novelty of having the boss following you ala It Follows (http://www.imdb.com/title/tt3235888/?ref_=nv_sr_1) sure kept me on my toes all throughout. No doubt an undisputed winner in that package - just like nearly every other time AReyeP took part...

Cheers,

Ariel

#5: Re: Boss levels Author: ronwolf1705 PostPosted: Thu Aug 06, 2015 1:00 pm
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Quote:
One approach that I think would be interesting, that I had at one point while making the Legion, was to have a boss that used only a projectile weapon (like Giftmacher) but have very little cover, if any, in the arena, and have the player have to dodge the shots rather than just take cover while the boss is firing, and maybe have the occasional other enemy with a hitscan weapon wander into the room for a bit of added difficulty.


I actually just created a map like that; a projectile boss, and no cover whatsoever. Mr Green

Quote:
AReyeP's 'Cat N' Mouse' MotM map


I remember that one, fantastic map! Yes, that is indeed one of those maps that did something innovative with the boss.

Quote:
A coding-heavy option, on the other hand, would be to make a boss that had several stages, and have the style of gameplay change a bit


We did things like that in Batman: No Man's Land. For instance, after taking a certain amount of damage Two-Face would flip a coin. If it were to land on the bad side, it would spawn enemies. In general, I would hope that the somewhat 'bigger' mods will spice things up a bit with the bosses. Which is certainly possibly. Tougher is what to do with bosses in a vanilla Wolf3d environment. After a while, you run out of new mapping ideas for bosses.

#6: Re: Boss levels Author: gerolfLocation: Virginia PostPosted: Fri Aug 07, 2015 9:48 am
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When I make boss maps I either want it to be a level where the player faces a lot of guards before facing the boss to give a "last stand" kind of vibe, or I make it to where the boss is protected in an arena with more cover than the player, usually with Hitler ghost enemies or sub bossss nearby, and a few guards. It depends on where the level leads the player after the fight or the type of boss used.

#7: Re: Boss levels Author: Barry PostPosted: Tue Jun 07, 2016 4:54 pm
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I've thought quite a bit about this myself. I tend to put my bosses in an arena just like the OP described, but other than that, my boss levels tend to be varied. I think it depends on your boss as well. You would design a level for the UberMutant in a different way than you would design one for Hans Grosse or Hitler.



DieHard Wolfers -> Mapping Mania


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