Back when Starcraft custom mapping was a thing there was a popular game type called "Bounding" that involved guiding small units through timed patterns of exploding obstacles. Think part puzzle-game, part rhythm game:
I had the terrible idea to try and create timed exploding obstacles in Doom (specifically, in boom-compatibility):
I cobbled together some dehacked, wrote very elaborate lua scripts to generate the explosion mechanics, and had a decent prototype going. It might be the most complicated voodoo-doll mechanics ever used in a map? Don't quote me on that.
Gradually my enthusiasm for the idea wore off. The explosions can feel pretty janky, and I imagined that very few people would actually be interested to play something like this (especially if I started making very challenging obstacles). Instead of having it rot on my harddrive though I figured I might as well post the tech demo: doombound01.wad (tested in prb+ complevel 9)
Some things to note:
- Each difficulty setting has different explosion patterns
- UV requires SR50
me, my dumb ass brain when I download the wad: Wow this should be easy.
Me when I get to the 2nd patter:confused screaming