 None
#1 posted by scar3crow on 2009/04/11 22:35:57
That is until someone makes a MechaHitler mod.
 Well
#2 posted by Zwiffle on 2009/04/12 00:08:49
I like the giant Scrag-queen thing. Thought that was pretty good. Forget which mod that was from. The Gug was pretty tough until they toned it down. Chthon, of course, was pretty bad ass the first time you see him rise out of the lava.
I forget what boss Rapture had, but that entire episode was completely bad ass, so that whole episode counts as boss.
 Without Question
#3 posted by ionous on 2009/04/12 00:11:29
The boss at the end of RPG's 100 brush terrain map.
 For Real Though...
#4 posted by ionous on 2009/04/12 00:17:21
I'm quite partial to Vermis, it's pure "alienness" truly feeling like a creature that exists in the space between dimensions.
Oddly, I do find Shub to be quite creepy. With it's innards apparently exposed to the open air, it seems to defy the conventions of humanity's understanding of biology, which I find captivating. While it's not capable of actual combat, I like the concept that it has little of its own power, is rather like an impenetrable tank, designed to be impervious to damage.
I really like the design of Chthon, but don't find actual combat against him to be fun at all.
 Ha!
#5 posted by R.P.G. on 2009/04/12 00:27:25
The boss at the end of RPG's 100 brush terrain map.
Thanks, I had forgotten about that one. :) I should go back and play that.
#6 posted by Lardarse on 2009/04/12 05:31:03
The Quakeguy boss at the end of mexx9d
 Scrag Queen
#7 posted by yhe1 on 2009/04/12 18:24:08
The Scrag Queen was from Travail.
 Juggernaut / CyberDemon
#8 posted by JPL on 2009/04/12 19:39:40
Juggernaut from Travail
CyberDemon from cyber mod
Well others a re cool, but I liked a lot these boss :)
 Armagon
#9 posted by spy on 2009/04/12 19:56:36
from hipnotic's MP
 The Unfinished
#10 posted by ijed on 2009/04/12 23:00:48
Zerstorer boss - for what could have been.
 Dragon
#11 posted by madfox on 2009/04/12 23:35:01
from Dissolution Of Eternity!
 The Unfinished?
#12 posted by ionous on 2009/04/12 23:58:39
I was under the impression that the Zerstorer team concluded the pack with a cutscene as a stylistic choice. Where did you read that the boss was actually unfinished?
 Gugs
#13 posted by RickyT33 on 2009/04/13 03:59:41
 I Like Teh Boss...
#14 posted by Shambler on 2009/04/13 17:14:57
...with the time travel ability to zoom back into the past and delete this crappy topic before it even started. Rawk.
 Maybe
#15 posted by necros on 2009/04/13 19:26:52
if this was broadened to favourite boss of any game, with a little text explaining why. if it's something to do with gameplay, maybe write it out a bit... might be interesting to compare what everyone thinks makes a cool boss.
 Ok
#16 posted by ijed on 2009/04/13 19:43:26
But I'd like to have been able to get 'properly' killed by it.
Even though OUM had a similar ending it still finished on a boss fight (the last interaction that the player had). It was with the Egyptian loser enemy, but at least it ended on a bang in both story and gameplay.
 SHAMBLER.
The English Shambler.
#18 posted by Ron on 2009/04/19 09:20:08
The boss fight with the fantastic Soul of Evil: Indian Summer pack was without a doubt the most difficult thing I've ever played, in any game. I mean the knight in NSOE5. The whole pack was truly a nightmare on Nightmare, unlike many other mods. Yeah, that was the one.
#19 posted by Trinca on 2010/04/08 11:47:37
there wasn�t a mod that had a vore-queen?
I think there was but dont remenber :\
 Yeah
#20 posted by rj on 2010/04/08 12:35:04
'descent'
it was just a cheaply reskinned vore with high health. really easy to kill too as you can just hammer rockets from a distance without ever being hit in return.
nice episode on the whole though, great oldskool vibe
#21 posted by Trinca on 2010/04/08 12:36:09
ye I remenber "descent" had a LG with a yellow bean i think, will replay it tonight
thanks rj
 And
#22 posted by rj on 2010/04/08 12:38:26
The Quakeguy boss at the end of mexx9d
'the quakeguy'??? pffffft. it's 'the bishop' and you do a disservice to his legacy by bastardising him like that. still the greatest
#23 posted by Trinca on 2010/04/08 12:55:47
Thanks god my smaller kid already like to stay in my lap watching me playing Quake :p
Now I will have to replay this one again to :p
evil rj
#24 posted by Trinca on 2010/04/08 13:18:37
rj what were your oldest level u made some years ago?
e2m5rmx - The Lizard's Trance only can Associate this one to you!
 Trinca
rj = XeN = sm28, and like 20 other speedmaps, plus some "feature length" stuff like perception.
 It Was
#26 posted by rj on 2010/04/08 13:37:54
36, not 28. although i had a section in 28
and percept was a glorified speedmap at that...
#27 posted by Trinca on 2010/04/08 14:49:54
with is Quality in buiding maps i thought there was some full SP maps!
Is Lizart map is pure class
 Oh I Didnt Know That
#28 posted by nitin on 2010/04/09 01:02:48
there was that fab base map that he did as xen which I love.
#29 posted by Spirit on 2011/09/06 23:13:23
deus ex human revolution spoilers in the other comments on that page
some nice thoughts on game boss design
www.metafilter.com/107183/Deus-Ex-HR-the-bosses#3908140
#30 posted by Trinca on 2011/09/07 14:29:22
2� part Spirit please!
 Fuuuuuuuuuuuuuunc
#31 posted by Spirit on 2011/09/07 15:11:37
http://www.metafilter.com/107183/Deus-Ex-HR-the-bosses#3908140
It's idiotic to think that a final boss should just be a really hard speedbump to keep the game from ending too quickly.
A final boss should be where developers go through their game, pick out the stuff that is the most fun for the player to do, and mix it together. Maybe add some great writing, amazing artwork (NOT a long elaborate cut-scene), an entertaining story beat, or a crowning moment of awesome for the coup de grace.
Players should finish it and say, "Wow that was fun" rather than "Wow that was hard." They should immediately re-load their save and replay the boss battle 3 times--successfully--because it's so much fun, rather than being forced to re-load their save and replay several times unsuccessfully because it's so hard and frustrating.
 Maybe Not The Best, But He Owns After *.brushes
#32 posted by madfox on 2011/09/07 18:33:56
Granito.
 Agree With The Metafilter Post...
#33 posted by metlslime on 2011/09/07 20:46:52
It's a big mistake with bosses to discard all of the game's standard mechanics (and therefore all of the players' learned skills) and make something that doesn't use them (or uses very few of them.)
#34 posted by gb on 2011/09/09 04:06:23
According to that, the perfect Quake boss is something that you can spam rockets at. Possibly while riding up and down lifts and pressing buttons.
#35 posted by [Kona] on 2011/09/09 04:46:12
I like that giant tentacle fucker that comes out of the ground and fucks ya up if you get too close. Might have been in quoth, not sure? Scary shit. Chthon's okay but one of the mission packs kind of ruined it with the baby-chthon's.
 Gb
#36 posted by Spirit on 2011/09/09 10:08:00
I don't know. At least for me there is more to Quake than firing rockets.
My perfect boss fight would probably be a map that is wholly infested or something or a huge boss that has parts of it everywhere and you simply play through it and weaken it bit by bit until you come to the last part where there is some interesting combat with it. (negke would ruin this by overthinking and making it a puzzle which is absolutely not what I mean or what would be an essential part of Quake!)
 Hm
#37 posted by megaman on 2011/09/09 13:03:34
I might be missing out on great fun, but I never really use the RL in quake :o
#38 posted by gb on 2011/09/09 16:40:27
/IRONY
No need to get the Quake defenses up.
megaman; You never use the RL when playing, for example, vanilla episode 1? More power to you. I like using it =)
 I Was Going To Write A List
of the most fun things to do in Q1SP but quickly realised it all boils down to speed and agility.
Evading a Death Knight's fire spread, strafing away from Ogre grenades, luring Fiends into jumping into Grunts and gibbing them. Gibbing monsters that are otherwise bullet sponges is very satisfying (especially with weapons that don't usually do that, try Quad+LG against a Shambler!).
Running and dodging is awesome.
#40 posted by necros on 2011/09/09 23:34:59
I might be missing out on great fun, but I never really use the RL in quake :o
You are missing out on great fun. ^_^
 Re: Spirit
#41 posted by Tronyn on 2011/09/10 05:48:04
If I'd designed the final Arcanum map better it could have been like that... always thought the idea of a flesh-monster as big as a level but only entering into the map in certain sections was cool.
hmm... maybe the vermis could appear in arcanum rerelease... a shub/architecture/vermis megamonster
 Alice
#42 posted by ijed on 2011/09/10 17:51:17
the original one, was like that. The queen of harts cthulhoid body permeated the entire game. Just a shame this had no gameplay affects.
 Well
#43 posted by megaman on 2011/09/14 23:35:11
I will occasionally use it, but generally i stick to the other weapons. No idea why.. somehow I prefer grenades.
(For SP)
Split GL and RL ammo into two types. Reduce damage of grenades by a fair wack and rockets even more so. Give Grenades bonus damage for direct hits.
I reckon you could happily reduce the damage of rockets by a third if not more and end up with a weapon more balanced compared to the shotgun/nailgun.
It would still be really useful (especially over a long distance) but more easily given to the player without trivialising any fight beyond splash radius range :P
give grenades bonus for non-bounced direct hits rather. Makes it more wasteful to spam round corners randomly.
#46 posted by Spirit on 2011/10/19 21:29:07
Since people might use this thread to brainstorm boss ideas, I have to post this boss design theory link here http://altdevblogaday.com/2011/10/19/boss-design-tips-from-a-combat-designer/
Some of the aspects could very well apply to Quake bosses too.
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