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Author Topic: Challenge modes ideas - old and new.  (Read 332264 times)

ZicherCZ

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Re: Challenge modes ideas - old and new.
« Reply #600 on: December 16, 2012, 07:30 »

Angel of the Horde

Enemy hitpoints cut by 1/2...but 3x as many foes are generated!

Badge series = Slaughterhouse Bronze, Silver...
Wow. UV and N! would certainly get cluttered as hell - but it certainly would be fun.
Shotguns would likely become the weapon of choice.
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Klear

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Re: Challenge modes ideas - old and new.
« Reply #601 on: December 16, 2012, 08:16 »

Angel of the Horde

Enemy hitpoints cut by 1/2...but 3x as many foes are generated!

Badge series = Slaughterhouse Bronze, Silver...

Archangel of the Horde...  3x as many foes are generated, same hitpoints as normal.
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Dude... we need to change your forum handle from "Klear" to "Klear Nukem".

thelaptop

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Re: Challenge modes ideas - old and new.
« Reply #602 on: December 16, 2012, 08:21 »

Archangel of the Horde...  3x as many foes are generated, same hitpoints as normal.
Only allowed weapons are pistols.
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Equality

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Re: Challenge modes ideas - old and new.
« Reply #603 on: December 16, 2012, 09:07 »

Angel of Stupidity - you gain half of experience from monsters and level 7 is maximum allowed. But you start with additional +10 hp and have a +10 dodge chance.

ps: sorry, always exist at start of topic the same name. Let it be not "Stupidity" but "Slowpoke". And may be cap at level 6, not 7 - must be quite enough for challenge.
« Last Edit: December 16, 2012, 09:15 by Equality »
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Nick

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Re: Challenge modes ideas - old and new.
« Reply #604 on: February 26, 2013, 00:51 »

Angel of the Odd ((C) Edgar Allan Poe). Not very accessible, this challenge is only open for players who've already seen almost everything in their lives so it's somewhere in the bottom of the list. The probability of encountering rare item is very high, you'll probably see one per two levels. As well as inadequately high class monsters, who, all of sudden, appear on common levels. Even up to Long Lost Bruiser Brother, Backup Cyberdemon and Spider Prince.
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Nick

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Re: Challenge modes ideas - old and new.
« Reply #605 on: February 26, 2013, 10:47 »

About Anger of Light Travel... I suggest to allow player use items directly from the map, with proportional time loss, of course. One just have to repeat the "drop something, take item, use item, take dropped thing again" procedure too often.
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ZicherCZ

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Re: Challenge modes ideas - old and new.
« Reply #606 on: February 26, 2013, 11:53 »

About Anger of Light Travel... I suggest to allow player use items directly from the map, with proportional time loss, of course. One just have to repeat the "drop something, take item, use item, take dropped thing again" procedure too often.
Try "u"sing an item from the ground. If it does not work in 0996, you'll have to wait for 0997, where it works ;).

Oh, by the way ...

About Anger of Light Travel...

Niiiiiice typo! And so truthful for other challenges as well :).
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Nick

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Re: Challenge modes ideas - old and new.
« Reply #607 on: February 26, 2013, 13:50 »

Niiiiiice typo!
:-D So smooth and suitable so I didn't noticed before you point on it :-D
Try "u"sing
Just wait a bit, update and use "u". Cool. Really cool, thanks.
« Last Edit: February 26, 2013, 13:52 by Nick »
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ZicherCZ

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Re: Challenge modes ideas - old and new.
« Reply #608 on: February 26, 2013, 14:20 »

Just wait a bit, update and use "u". Cool. Really cool, thanks.
Well, you pointed out an interface problem you would like to have improved, and then you complain about the problem already being improved?
Well, either you have to wait, or get the Supporter rank and the beta-testing access that comes along with it.
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Nick

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Re: Challenge modes ideas - old and new.
« Reply #609 on: February 26, 2013, 14:36 »

I? COMPLAIN? Where?
Everything is OK, the solution is already on the way.
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ZicherCZ

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Re: Challenge modes ideas - old and new.
« Reply #610 on: February 26, 2013, 15:59 »

I? COMPLAIN? Where?
Everything is OK, the solution is already on the way.
EDIT: Oh - where did my text go?
I meant to say, no flame intended by me, you just sounded that way.
« Last Edit: February 27, 2013, 23:20 by ZicherCZ »
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tylor

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Re: Challenge modes ideas - old and new.
« Reply #611 on: February 27, 2013, 17:16 »

Kinda inspired by ToME4.

Angel of 90.
Like Angel of 100, but much harder, so even with a good play you are very likely to die occasionally. But you have to survive at least 90 levels of 100.
You get one life at start and then each 10 levels (for a total of 10). If you die, you lose a life and go to the next level as you were at he start of current.
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raekuul

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Re: Challenge modes ideas - old and new.
« Reply #612 on: February 28, 2013, 04:49 »

So basically Ao100 with restarts.
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Equality

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Re: Challenge modes ideas - old and new.
« Reply #613 on: April 11, 2013, 07:25 »

Quote
Angel of Infinity : Last as long as you can
Actually, I just post that ^_^ here
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Once advanced DoomRL player
Find mysterious sword Dragonslayer
Say "Best thing ever found!" and start jumping around...
But he can't get the sword from the ground

felttippen

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Re: Challenge modes ideas - old and new.
« Reply #614 on: May 23, 2013, 07:17 »

Archangel of Impatience

Like AoI but every 1,5 seconds that pass without move or attack input the game behaves as if you would have pressed the . key
So you could get killed while looking at your inventory , character screen or when picking traits for leveling up.
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