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Author Topic: Challenge modes ideas - old and new.  (Read 291116 times)

UnderAPaleGreySky

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Re: Challenge modes ideas - old and new.
« Reply #315 on: October 09, 2009, 20:05 »

Damn. You got me there.
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Aki

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Re: Challenge modes ideas - old and new.
« Reply #316 on: October 09, 2009, 20:09 »

Something i've learnt, but don't necessarily practice:

Only criticize if you have a better idea :D
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UnderAPaleGreySky

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Re: Challenge modes ideas - old and new.
« Reply #317 on: October 09, 2009, 20:13 »

Too true  :P
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raekuul

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Re: Challenge modes ideas - old and new.
« Reply #318 on: October 09, 2009, 21:39 »

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

Heh, maybe a mode like this should echo the other aspect of Ao%: No Bonus Stages
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Aki

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Re: Challenge modes ideas - old and new.
« Reply #319 on: October 09, 2009, 21:45 »

Ao%?

You mean Ao100?
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Frankosity

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Re: Challenge modes ideas - old and new.
« Reply #320 on: October 12, 2009, 11:55 »

And what of the ass-kicking marines among us? There needs to be a slight possibility of getting a 100% game.

Well, if you're fast enough, you could potentially evade it altogether, depending on how many turns you get before he turns up. Doesn't Angel of Red Alert give you something like 3 minutes of in-game time before the nuke detonates? You could have 1-2 minutes before he spawns in, so a fast enough player could still get 100%.
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ZZ

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Re: Challenge modes ideas - old and new.
« Reply #321 on: October 23, 2009, 07:42 »

We're all talking about fighting with Cyberdemon. But what about fighting FOR Cyberdemon. You start with cybie's launcher, 250 hp, armor and infinite rockets BUT... You couldn't use any items from any levels, except small globes with their healing of 10hp.
As for last level you fight average player with average build. In 26 lvl you fight YOURSELF(who'd win?).
What about this.
Another idea. Very easy challenge.
Angel of Uniques
Any item you find is an unique, but enemies also use them. Enemies without item using has an *3 damage,armor and HP.
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UnderAPaleGreySky

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Re: Challenge modes ideas - old and new.
« Reply #322 on: October 23, 2009, 07:45 »

It's in need of some major balancing... but maybe one of the modding teams could put something like this together?

EDIT:  Also, that would make it too easy to fill in your uniques list :P
« Last Edit: October 23, 2009, 07:46 by UnderAPaleGreySky »
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ZZ

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Re: Challenge modes ideas - old and new.
« Reply #323 on: October 23, 2009, 08:32 »

I have LOTS of ideas. Another one:
Angel of Jedi:
You're the one with the Force. All those demons are puny servants of dark side. You're here to clean this place from evil.
You don't wear/wield any armor/weapon except of force. When you target an enemy it suffers one of those effects:
1)Force Push - enemy is driven away far(6-10 sqr.) away;
2)Force Pull - enemy is driven close to you;
3)Force Absorb - enemy can't hurt you for appr. 70 turns;
4)Force Shield - enemy can't get hurt for appr. 40 turns;
5)Force Drain - enemy loses half of HP to you;
6)Force Lightning - enemy's instantly killed;
7)Force Trick - enemy fights for you for appr. 30 turns;
8)Force Heal - enemy is boosted for 200% HP;
9)Force Speed - any enemy's move lasts 0,25 second;
10)Force Stun - enemy is stunned for 75 turns;
If you target a barrel it explodes, targeting yourself does nothing, targeting empty floor transports there closest thing(item,barrel or enemy), targeting door it will open, targeting item it will instantly use. Any force move costs 2 sec.
What about this?
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Tavana

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Re: Challenge modes ideas - old and new.
« Reply #324 on: October 24, 2009, 20:28 »

I have LOTS of ideas. Another one:
Angel of Jedi:
*---*
What about this?
This could be a mod, maybe. Not a challenge mode, though. Challenge Modes make the existing game harder/more fun, not change the very basis of the game.

That said, keep 'em coming.
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Fanta Hege

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Re: Challenge modes ideas - old and new.
« Reply #325 on: October 24, 2009, 20:48 »

Angel of 1 Monster

Cause who needs variaty anyway?

For each level, there is only one type of enemy present which is randomly chosen depending on the depth they spawn on, ofcourse there will be less enemies generally or maybe not. Better hope they aren't viles!

Angel of Min Carnage

They say you couldn't even hit a barn door, and they are right! And even if you did it probably didn't even do a scratch.

Opposite of Max Carnage. Former Sergeants shall flourish!


Angel of Technology

-All- powerups are replaced with random mods/armor/weapons.  A Whizkid dreamland! ..or nightmare.
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Aki

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Re: Challenge modes ideas - old and new.
« Reply #326 on: October 24, 2009, 21:24 »

You can't do number 1 with the current system, it'd be good for a mod though!

Also, V wouldn't be that scary. R would O_o

I like the other 2, though :>
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UnderAPaleGreySky

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Re: Challenge modes ideas - old and new.
« Reply #327 on: October 24, 2009, 21:58 »

Or a freakish bug that spawns in 20 or so JC's o_O
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ZZ

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Re: Challenge modes ideas - old and new.
« Reply #328 on: October 25, 2009, 12:46 »

Angel of Betrayal
You understand your devil masters won't do anything good, so you think to betray them. Ha-ha! What they could set against you?

You start as one of the following and level-up as the following within corresponding levels:
1)Former Human -> Sergeant -> Captain -> Commando ->Aracho;
2)Demon->Hell Knight -> Cacodemon -> Hell Baron -> Mancubus;
3)Lost soul -> Revenant -> Pain elemental -> Arch-Vile -> Cyberdemon.
Imps are loosers, you can't play as them :);
Sorry for the lenghts, unbalanced;
As always, the weakest turn up to strongest.
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knlbr

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Re: Challenge modes ideas - old and new.
« Reply #329 on: November 03, 2009, 18:05 »

an idea i've had today:
Angel of Retribution

But John, you are the demons.
and then John was a Cyberdemon.

Pros: You are the Cyberdemon. You sit in the arena waiting for marines to come so you can shoot rockets at them. Different tactics could be developed for different types of marines.
Cons: Have you ever fought CD in AoMr? Getting to him is probably harder than killing the poor guy...

Marines could be taken from your Mortem or generated based on a decent build for certain challenges (AoB, AoMr, AoSh...). Nukes would be placed on the ground once triggered, and if you get to them fast enough, you can shoot them out.
new tactics could be developed, for example, the problem with AoMr is that they can shoot and reload faster than you can even move, let alone fire/reload. What you'd have to do would go behind a corner, and employ a "prepared" tactic, that allows you to fire at the marine as soon as he comes into view, sort of a reaction fire if anyone's ever played XCom.
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