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Author Topic: Challenge modes ideas - old and new.  (Read 291060 times)

Creepy

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Re: Challenge modes ideas - old and new.
« Reply #570 on: March 26, 2012, 20:03 »

More monsters means more danger from hordes falling on your head, so the extra exp from having to cut through them all would be appropriate enough. Though with double-damage shotguns and rockets, I'm not sure the riot weapons would actually have much more difficulty. Even if there's a whole wave of the bastards charging your position, you fire a shotgun and watch everyone go flying backwards.
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spacedust

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Re: Challenge modes ideas - old and new.
« Reply #571 on: March 27, 2012, 07:40 »

Maybe to compensate, the monsters do double damage too? That would be quite a hoot. It'll be a little like AoMC, but with twice the crowd.
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Matt_S

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Re: Challenge modes ideas - old and new.
« Reply #572 on: March 27, 2012, 09:55 »

Hehe, this belongs more in the horrible ideas thread, but let's take things to the extreme: Angel of Ultimate Carnage, where everything dies in one hit (shotgun scouting to the extreme!).  Also, Angel of Fragility, where Doomguy dies in one hit.
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spacedust

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Re: Challenge modes ideas - old and new.
« Reply #573 on: March 27, 2012, 10:34 »

Hehe, this belongs more in the horrible ideas thread, but let's take things to the extreme: Angel of Ultimate Carnage, where everything dies in one hit (shotgun scouting to the extreme!).  Also, Angel of Fragility, where Doomguy dies in one hit.

Rage-quit a la extreme! Though I believe plenty of the N! regulars can handle such a challenge...
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ih8regin

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Re: Challenge modes ideas - old and new.
« Reply #574 on: March 27, 2012, 23:23 »

everything dies in one hit? what's the point? Int2+shotguns = pwnage. The main trouble will be to get to the shotgun unscathed. Also, it will nullify most objects from being useful. Armor? It does not help you not die from that very first hit. Get Tac/A or phaseshift/A and run as hell, only running saves there. Boots? The same. Weapons that don't autohit? Well, blowing up walls require some of them indeed, but a shotgun/T is your ultimate friend when facing monsters. Medpaks? Har har har, their only use will be giftdropping, but why the hell giftdropping, if you can shoot into the darkness and lay waste to everything hiding in there? Envirosuit? Yes - maybe even more, as you cannot afford dipping your feet into lava/acid anymore. Mod packs? Well, they will have less use, since why assembling fireshields/stuff when anyway you take that one damage that kills you if you are hit. The most you will need 6 A packs and up to 1 N pack, plus 2 T packs and 1 P pack (with optional 3 T packs for micro launcher/T). Everything else is plain useless/counterproductive.

Angel of Fragility alone? Well, here things start to get ugly. Someone can already do a "standard N! damageless run", so he's already a master at this challenge, while most of DoomRL players will ragequit indeed.
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Potman

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Re: Challenge modes ideas - old and new.
« Reply #575 on: April 03, 2012, 01:43 »

Angel of Destiny:
"Oh, you think you're so tough, eh? You think you can defeat the hordes of hell because you stumble upon something powerful on the first level? Well, tough guy, let's see how well you manage when fate itself is against you!"

Basically, all special items and uniques become much more rare. Vaults are significantly less likely to contain anything significantly out of depth, usable items spawn far from the player and near any enemies that might want to use them, deadly levers are more common and meditech/armor depots less so, and, perhaps the most insidiously, the game recognizes the way the player develops his character and adjusts itself accordingly. Put all those points in SoaG and Dualgunner? Nice, now watch me NEVER give you a single more powerful pistol and instead hand over all these shotguns and chainguns!
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ZicherCZ

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Re: Challenge modes ideas - old and new.
« Reply #576 on: April 03, 2012, 01:50 »

Angel of Destiny:
"Oh, you think you're so tough, eh? You think you can defeat the hordes of hell because you stumble upon something powerful on the first level? Well, tough guy, let's see how well you manage when fate itself is against you!"
Sounds more like Angel of Frustration - but I like it anyway :).
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ih8regin

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Re: Challenge modes ideas - old and new.
« Reply #577 on: April 03, 2012, 01:55 »

Angel of Destiny: Why not taking it to extreme and say do like this:

NOTHING is generated as unique or exotic (except the BFG, while BFG IS exotic, it's also a normal Doom weapon, so why not letting it remain). Warehouse rooms are absent, and instead replaced with ordinary rooms. Vaults have +0 dlvl modifier. Predefined exotic/unique items downgraded to normal (missile launcher to rocket launcher, nuke BFG to BFG, nuke plasma rifle to plasma rifle). Up to degrading LS/AS/DS to combat knife, and AA to red armor. So, no exotic pistols, no exotic ANYTHING. Get used to it.

But, this is how any challenge run is normally played, probably with an exception of AoB, since it relates to chainsaw greatly. But there will (might?) be NO CHAINSAW! Ha-ha-ha, said Arena Master.
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0.9.9.7: badges [21|17|17|10|1|wow,1], quest: UV each challenge (9/16)

Pricklyman

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Re: Challenge modes ideas - old and new.
« Reply #578 on: April 03, 2012, 03:07 »

Going by your logic however - the chainsaw should be left in since it is a "normal Doom weapon"...

Just sayin you know...
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Ander Hammer

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Re: Challenge modes ideas - old and new.
« Reply #579 on: April 03, 2012, 03:18 »

Put all those points in SoaG and Dualgunner? Nice, now watch me NEVER give you a single more powerful pistol and instead hand over all these shotguns and chainguns!

Feature exists: all weapon-restricted challenge modes.
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Klear

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Re: Challenge modes ideas - old and new.
« Reply #580 on: April 03, 2012, 03:21 »

Feature exists: all weapon-restricted challenge modes.

...and the no chainsaw case is what happens if you go for the strongman badges.
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pacmanus

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Re: Challenge modes ideas - old and new.
« Reply #581 on: April 08, 2012, 12:29 »

Angel of Tactics

Faster on the quarter, but there is no right to use the armor.
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e^cha

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Re: Challenge modes ideas - old and new.
« Reply #582 on: April 19, 2012, 15:17 »

Angel of More Game

You start normal game on "hey, not too rough". After completing it, you start normal game on "ultra-violence" (with all traits and items you get in HNTR)

[Sorry, if my english is bad.]
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ZicherCZ

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Re: Challenge modes ideas - old and new.
« Reply #583 on: April 20, 2012, 09:44 »

Angel of Tactics

Faster on the quarter, but there is no right to use the armor.
No protection, no resists except zerking ... Sounds quite hard.
I like it :).

PS: Tactician Diamond: Win Angel of Tactics without HR/Fin (no further speed bonuses for you).
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Matt_S

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Re: Challenge modes ideas - old and new.
« Reply #584 on: April 20, 2012, 09:45 »

Angel of Roulette
A different challenge restriction is applied to each level.  Excludes Ao100, AoCn, and AoOC effects because those are a different sort of beast.  Maybe exclude AoPc too so that we can still get 100% kills.  The challenge per level could be random, or maybe it could be predetermined so that you get hard challenges at boss levels or special levels.  There would be a lot of kinks with new challenge effects being applied, for example Light Travel and Impatience kicking in when a bunch of stuff is already in your inventory.

And more along the lines of horrible idea...
Angel of Insanity
Light Travel, Impatience, Purity, Masochism, and Humanity effects all at the same time.
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