DRL > Requests For Features
Challenge modes ideas - old and new.
ZZ:
And what for a challenge? This is surelly a mod, because no challenge.
felttippen:
it should only be playable on N! difficulty
the challenge would result from the player not being used to the new mix of enemies and the changes to core gameplay whose exact properties escape me at this moment
Shoop da Whoop:
Angel of Half-Life (just for fun)
Description: "Yes. Finally. The exit... But stop! Where the hell stairs were gone??? Damn. Anyway, i must go down. It's time to fly! Vertically!!"
The challenge is called so because each time you go to the next level you lose half of your current health, rounded up (if needed). Armour isn't lose.
But, the each healing stuff works with 1,5 increased efficiency: small health globe gives +30 hp instead of +20 (fix me if i'm wrong); and Megacharge gives you 300 health points! Yarrrr!!1
Vampirism and other things connected with hp may be increased or not; i think, they must be reworked too.
Difficulty: medium to hard.
thelaptop:
Angel of Phasing
Description: "Oh hell, now I can't even walk straight. Shouldn't have quaffed that last bottle before charging the base..."
This challenge involves completing the game while having a rather bad case of "teleportitis". Each second of game time taken has a high (> 50%) chance to be phasing, at the end of the second. Modes like invulnerability and berserk can alleviate this a little by giving you normal control (no phasing) while the effects are in place; phasing and homing phasing devices will still work as intended. Running will paradoxically reduce your chance of phasing ("you're moving fast enough that the dimension rifts are missing you"), but will not completely remove it. Knock-back, when it occurs, will apply in the same direction after you phase if it is time to do so; AoE damage from some weapon attacks will occur in situ before the phase. To compensate for the much higher chance of ending up in lava or acid, all boots have 150% durability on pick-up. Getting either 100% kills on all difficulty levels or completing Nightmare! ought to count as a major achievement.
Someone7:
I didn't read this whole thread to know if this has been suggested before:
Angel of Doom (or Original or something like that)
-No Uniques
-No level gaining or Traits
-Levels not randomly generated, they appear like mini versions of the original levels
-There is no inventory screen, you just have one of every weapon you pick up and a maximum ammo and must use medkits and such immediately
-Armor acts more like health (thus no Red Armor)
-Unlimited ability to run (you never tire in the original)
Basically a mode that makes DoomRL as close to a clone of the original as a roguelike can be.
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