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Author Topic: Challenge modes ideas - old and new.  (Read 291233 times)

Madtrixr

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Re: Challenge modes ideas - old and new.
« Reply #300 on: October 08, 2009, 17:02 »

GUTS W/DRAGONSLAYER!

A new challenger approaches!

I LIKE IT!!!
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Kornel Kisielewicz

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Re: Challenge modes ideas - old and new.
« Reply #301 on: October 08, 2009, 17:24 »

That would be child's play. Compared to the God Hand and it's legions, the forces of Hell seem wimpy indeed ;).
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Fanta Hege

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Re: Challenge modes ideas - old and new.
« Reply #302 on: October 09, 2009, 06:28 »

Guts would be overkill, how about JR for a Doom easter egg reference?
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Madtrixr

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Re: Challenge modes ideas - old and new.
« Reply #303 on: October 09, 2009, 08:18 »

Guts would be overkill, how about JR for a Doom easter egg reference?

HA! I love that. He attacks you with his hair. :D
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Frankosity

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Re: Challenge modes ideas - old and new.
« Reply #304 on: October 09, 2009, 12:16 »

You could implement such a challenge by having the Cyberdemon spawn on the up-stair a certain amount of time after you enter the level, after which it makes a beeline straight for you, giving you the option either to try and fight it or run like hell. disabling (you can't technically KILL it until L25) the Cyberdemon could give you a hefty XP bonus and increase your time limit on the next level before he re-appears. Levels 25 and 26 proceed as normal.

For balance, it might be prudent to downgrade its' weapons, or remove his rocket launcher altogether but give him the ability to smash straight through walls, ala Nemesis.
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Malek Deneith

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Re: Challenge modes ideas - old and new.
« Reply #305 on: October 09, 2009, 12:40 »

For balance, it might be prudent to downgrade its' weapons, or remove his rocket launcher altogether but give him the ability to smash straight through walls, ala Nemesis.

Trivia: From my one experience Cybie is far more dangerous with his fists than with RL - I guess that's due to no reload time between attacks :P
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Jimmy

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Re: Challenge modes ideas - old and new.
« Reply #306 on: October 09, 2009, 13:43 »

I like frankosity's ideas.  It might be difficult to code it so cybie would intentionally smash walls, though.  Maybe have him not use the rocket launcher until halfway in the game, or something like that?  Could have a special entrance message on the floor when he first will use the rocket launcher.  Nemesis actually used a rocket launcher in RE too, but not until later in the game. 

It would be cool to have normal music until he enters at which point it switches to the cyberdemon walking track.  If you do it where you have a headstart to finish the floor before he shows up, the mode would become similar in the timed aspect to angel of red alert, but handled in a way more like bubble bobble (anyone remember the white ghost that came after you when you spent too long on a floor?)

Actually, having a weaker (but still strong) cybie used for the levels other than the last would still work- the nemesis was easier earlier in the game than at the end in RE too. 

Anyway, the example from resident evil need be no more than inspiration- the key is just having to deal with a cyberdemon of yet undetermined strength on each or many of the floors before the end.  Something like running into him on every 5th floor could also potentially work.   
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UnderAPaleGreySky

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Re: Challenge modes ideas - old and new.
« Reply #307 on: October 09, 2009, 17:54 »

You could implement such a challenge by having the Cyberdemon spawn on the up-stair a certain amount of time after you enter the level, after which it makes a beeline straight for you, giving you the option either to try and fight it or run like hell.
And what of the ass-kicking marines among us? There needs to be a slight possibility of getting a 100% game.
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Aki

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Re: Challenge modes ideas - old and new.
« Reply #308 on: October 09, 2009, 18:06 »

You start with a Plasma Rifle :D
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UnderAPaleGreySky

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Re: Challenge modes ideas - old and new.
« Reply #309 on: October 09, 2009, 18:08 »

But that would stop the other monsters being useful for a while... except for the Cyber's meatshields.
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UnderAPaleGreySky

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Re: Challenge modes ideas - old and new.
« Reply #310 on: October 09, 2009, 18:13 »

the nemesis was easier earlier in the game than at the end in RE too.
In my experience, this isn't technically true. Killing him with the railcannon is one of the easiest Nemesis parts of the game.
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Jimmy

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Re: Challenge modes ideas - old and new.
« Reply #311 on: October 09, 2009, 18:55 »

You've got me there, hehe.
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Aki

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Re: Challenge modes ideas - old and new.
« Reply #312 on: October 09, 2009, 18:57 »

Hey, you START with a Plasma rifle. I didn't say anything about extra cells :D
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UnderAPaleGreySky

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Re: Challenge modes ideas - old and new.
« Reply #313 on: October 09, 2009, 19:27 »

But then the Chained Court comes along...
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Aki

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Re: Challenge modes ideas - old and new.
« Reply #314 on: October 09, 2009, 19:55 »

Well, if you've got a better idea, post away :D
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