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Author Topic: Challenge modes ideas - old and new.  (Read 291100 times)

Solarn

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Re: Challenge modes ideas - old and new.
« Reply #480 on: March 21, 2011, 02:15 »

Angel of the Apocalypse
Where I walk, no demons dare tread.
Every time you step off of a tile, it turns to lava. To be fair, maze levels are not generated.
This is like the old Angel of Flood idea (on page 6 or so of this thread), except with Lava. I like it.
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DeathDealer

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Re: Challenge modes ideas - old and new.
« Reply #481 on: March 24, 2011, 13:22 »

Angel of Madness:

With an increasing chance over time (similar to nightmare difficulty resurrection formula) the following may occur:

1) Wall that is not already bloodstained becomes bloodstained (Normal or Dark>Random Bloodstained>Hell; Hell>Random Bloodstained)

2) A wall that is bloodstained [a la #1] shifts into a single empty square nearby, as long as it would be diagonally adjacent to at least one other wall tile.

3) Demons within sight of player phases between 1-3 spaces closer to player after it's action. Monsters beyond sight range teleport 3-5 spaces closer. Ranged specialist demons (Arch-viles, Arachnotrons) don't teleport once within player sight. Arch-viles teleport corpses closer to the player instead. Twice as likely if monster is on damaging terrain.

4) Powerups may become 'Cyclopean' powerups, acting the same except causing a very short term status effect, 'Madness', in addition to their normal effects:
+ Lasts three seconds
+ Appearance similar to invulnerability except Grey background, White objects.
+ All walls gain an additional chance to move (doubled for walls that have changed already, possible for unchanged walls to move)
+ Powerups behave like the new melee demon AI, skirting edge of vision and charging en mass, activating themselves on contact.
+ Corpses become 'Cyclopean' powerups with no other effect except to extend the Madness status by 1 second and immediately cause another chance for all other effects (wall staining, wall movement, teleportation, powerup corruption) to occur.
+ XP from monsters increases by 2% per turn of Madness status remaining.

Possible adjustments:

Probably unbalanced for melee berserkers since it causes enemies to automatically close the distance. Perhaps whenever you are "going berserk" from the berserker trait the enemy you just hit teleports 1-3 spaces away and the line reads "...and insane as well!"

Implications:

This mode increases difficulty in the following ways:
+ Shifting walls would slowly shift all levels towards cavern-like layouts with little containment and hazardous lines of sight.
+ Enemies would continually shift closer to the player, bypassing all barriers, and place them under constant threat. This would be especially dangerous as the time in a level passed due to the possibility of multiple monsters phasing into close proximity together.
+ The potential for helpful powerups to cause more rapid wall disruption and enemy appearance would add serious risks to normally purely beneficial items.
+ The movement and self-activation of powerups during Madness could easily cause difficulties for players even though it could potentially be used advantageously.
+ Being near corpses during Madness could result in a long duration of this primarily negative status.

This mode reduces difficulty in the following ways:
+ During Madness corpses can't be raised and might easily be destroyed as powerups.
+ Most enemies will move closer much more quickly, giving short range or melee characters an advantage.
+ Powerup position can be manipulated somewhat during Madness.
+ Enemies teleporting from beyond sight range into sight range might be easily targeted before having a chance to attack. (Depending on the behind the scenes timing system)
+ Additional XP gain during Madness status.
« Last Edit: March 25, 2011, 08:59 by DeathDealer »
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Simon-v

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Re: Challenge modes ideas - old and new.
« Reply #482 on: March 25, 2011, 11:58 »

Angel of Madness

I am not easily scared, but this is going to give me nightmares.

Please make it so i can have my nightmares.
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Creepy

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Re: Challenge modes ideas - old and new.
« Reply #483 on: March 25, 2011, 18:50 »

Some of these probably have already been suggested, but I don't really want to wade through 33 pages to find out.

Sounds fine in my head
Angel of Memory:
Simple. The screen does not display anything outside your immediate view. When you wander into the next room, the area you've walked through doesn't become dim, it goes black entirely. If you can't see it from where you stand, it's not displayed at all. Computer maps make walls and whatnot display, but wouldn't display items or the stairs. Find them yourself.

Angel of Iron:
Instead of having your pick of traits, your MaxHP rises as if you had taken Ironman when you level up. Your maximal HP will skyrocket, but you have to learn how to use weapons effectively without so much as Eagle Eye to cover their weaknesses.

Angel of Chance:
Level exits only spawn after flipping a switch. Every non-special level has at least one, obviously. Levels with more than one basically force you to prepare for the worst. Switches should probably be spawned more often to go with it; if there's only one switch on the level, it's obviously the one you want. Early on this wouldn't be too bad, but later in the game the fact that you have to find the right switch, survive any wrong switches, AND find the level exit afterward means it'll be very hard to do controlled dives near the endgame.

Blocks Gambler's Shield, obviously. And should probably not spawn nigh-gamestopper switches (like the "everywhere is lava!" thing) though that might be balanced out by also removing the "kill all badguys" switches too. Homing Phase would need to change behavior (Or just not spawn); it could teleport one to the exit switch if the exit isn't already spawned, or maybe it just acts as a regular phase device if the exit isn't around.

Probably retarded:
Angel of Vile:
You have Arch-Vile powers. Alt-firing with empty hands (No weapon selected) lets you use the Archvile's magical fireblast of doom. The problem is that anything killed with fireblasts results in destroyed loot. Also, corpses in your view randomly respawn.

Angel of the Warp:
Changing tactics does not cause you to run, but instead acts as a phase device and tires you out. In your former place, a random demon is spawned (Not a former human). Phase devices used by anyone have the same effect; a former human using a phase device will warp across the map, and a Hell Knight or something worse will arrive where it left from. And for whatever reason, an inordinate number of monsters are carrying phase devices. Phase out of a bad situation if you need, but beware the Mancubus that spawned in your place.

Angel of Hell:
You are a Hell Knight; you cannot use regular weaponry, but you have a built-in plasma launcher and a mean right hook. No traits, but at level 6 you mature into a Baron of Hell (Armor/Health upgrades, improved natural weapons). Demonstrate that you are the baddest monster in Hell by destroying the Cyberdemon yourself.

Lack of weapons are made up for by the natural weaponry they have, though it lacks a certain punch later and can't be modded. Armor works as normal, on top of their natural armor. Probably should have limited inventory (Where you gonna carry that crap? Your naked hide?). The early game will be a slaughterfest as you mow through Former Humans, but later monsters won't take your shit and you don't have the firepower or special traits to force the issue; that plasma/acid cannon isn't anywhere near as effective as a rocket, to say nothing of a BFG.

Would probably be an awfully gimmicky thing, though.
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Deathwind

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Re: Challenge modes ideas - old and new.
« Reply #484 on: March 25, 2011, 20:28 »

Iron, vile, and hell all sound fine to me

We had memory before (we called it darkness) it wasn't really any harder than a normal game.

Chance and warp sound like bad ideas
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Thexare

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Re: Challenge modes ideas - old and new.
« Reply #485 on: March 25, 2011, 20:50 »

Angel of Iron:
Instead of having your pick of traits, your MaxHP rises as if you had taken Ironman when you level up. Your maximal HP will skyrocket, but you have to learn how to use weapons effectively without so much as Eagle Eye to cover their weaknesses.
Sounds very similar to the old Angel of D&D (removed in .9.9.1 I believe) - gained I think 5 HP every level and +1 ToHit every other level, but traits only every third or fourth level.
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Ander Hammer

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Re: Challenge modes ideas - old and new.
« Reply #486 on: March 26, 2011, 01:13 »

(removed in .9.9.1 I believe)

What? Why? :<
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Fanta Hege

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Re: Challenge modes ideas - old and new.
« Reply #487 on: March 29, 2011, 07:20 »

This one just popped to my head all of a sudden, though I'm not sure if its a good idea or not, was still intresting enough;

Angel Of Time-Lost

Every 2 - 4 levels, the level generation will act as if you were 5 - 20 levels deeper or higher then you should normally be, this effects everything apart from special level generation.
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bardysya

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Re: Challenge modes ideas - old and new.
« Reply #488 on: March 29, 2011, 10:03 »

Angel of Rolling Dice:
After each hit, you roll dices. If the number more than 6, enemy will get 2x for 7, 3x for 8, 4x for 9,  5x for 10, 6x for 11, and 7x for 12 damage, if less than 6, 2x for 5, 3x for 4, 4x for 3, 5x for 2, 6x for 1 less damage. If number is 6 deals normal damage to enemy. This applies to monsters too.
« Last Edit: March 30, 2011, 08:19 by bardysya »
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Thexare

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Re: Challenge modes ideas - old and new.
« Reply #489 on: March 30, 2011, 13:14 »

What? Why? :<
Probably because that was a crapload of free HP, and enough free accuracy that chaingun builds would be stupidly easy... and just about the only viable option, as it'd take a prohibitively long time to get a shotgun or pistol build going.
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tehtmi

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Re: Challenge modes ideas - old and new.
« Reply #490 on: April 09, 2011, 03:14 »

Angel of Memory:
Simple. The screen does not display anything outside your immediate view. When you wander into the next room, the area you've walked through doesn't become dim, it goes black entirely. If you can't see it from where you stand, it's not displayed at all. Computer maps make walls and whatnot display, but wouldn't display items or the stairs. Find them yourself.

If you want to try this out, you can get a very similar experience in the current version of the game by setting BlindMode = true in config.lua.
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thelaptop

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Re: Challenge modes ideas - old and new.
« Reply #491 on: April 09, 2011, 10:34 »

If you want to try this out, you can get a very similar experience in the current version of the game by setting BlindMode = true in config.lua.
This used to exist in the form of Angel of Darkness.

It has subsequently be taken out.

[Ed: Referring to the Angel of Memory]
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Melon

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Angel of Chaos Planes
« Reply #492 on: April 12, 2011, 15:11 »

Chaos plane is slowly taking "control" over the realm. Everywhere you monstrous enemies waiting to shed blood.

Every time you hurt the Hell spawn you open a small gate between our and the chaos realm, that is powered by pain channeled from you enemy. The only way to seal it, is to kill the source as soon as possible. Otherwise more scum will find way to our world.


If you hurt an enemy, you have 3d6 + 6 turns to kill it. If you don't do it in the given time, a clone of that enemy will appear (for which you won't get experience) After that, you have to hurt your enemy again for another clone to appear. If you manage to kill the clone it just disappears (along with ammo, but not with stuff that it had picked-up) just as if it was only an illusion. You don't get experience for clones.

Bosses cannot spawn it's clones.
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Re: Challenge modes ideas - old and new.
« Reply #493 on: April 12, 2011, 17:52 »


If you hurt an enemy, you have 3d6 + 6 turns to kill it. If you don't do it in the given time, a clone of that enemy will appear (for which you won't get experience) After that, you have to hurt your enemy again for another clone to appear. If you manage to kill the clone it just disappears (along with ammo, but not with stuff that it had picked-up) just as if it was only an illusion. You don't get experience for clones.

Bosses cannot spawn it's clones.

Now that's one way to discourage radar shooting with shotguns!
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Melon

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Re: Challenge modes ideas - old and new.
« Reply #494 on: April 13, 2011, 08:19 »

Now that's one way to discourage radar shooting with shotguns!

Well, just trying to make a new challenge [;
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