DRL > Requests For Features
Ideas from obscure yet official Doom sources
Aerton:
Invisibility does not let you go unnoticed, it just makes monsters miss a lot.
Almafeta:
IIRC, how it works in Doom 1 is that it makes monster's shots go a randomly determined number of degrees off-course.
In DoomRL, a 'partial invisiblity' would probably work by making a monster aim at either the marine's square or any of eight squares around him.
jake250:
Quoting: AlmafetaIn DoomRL, a 'partial invisiblity' would probably work by making a monster aim at either the marine's square or any of eight squares around him.
So it would be an invincibility with some change of being hurt? IMO it won't make a difference for me to choose between invincibility and invisibility, one or the other I wouldn't care. Invisibility should have an additional use, like passing close to ennemy without being noticed, at least it would make it different and tactically better than the invincibility.
Aerton:
Deviation was not so great so they could not hit you when not too far away, and IIRC they were missing you less if you were standing still.
This behavour would be best modelled by an accuracy penalty that increases with range to target and, perhaps, also increasing penalty of moving target.
sn0rb:
Long-time lurker, first time poster (^^;
Anyway, Doom 3 had some nice ideas- the assault rifle was a good alternative to the chaingun, for instance. (Dunno how it would implement, tho.)
I think grenades might also work- not as a hotkeyed weapon, but perhaps as a one-time use item, similar to stimpacks, medkits, and phase devices. This way, the player wouldn't have to cycle between a gun and the grenades every time he wanted to use one.
I'm not too sure about the flashlight, though- Kornel said he's redesigning the vision system, and I don't know what that would entail. (Besides, there's already two melee weapons- Fists and the chainsaw.)
The classic Blur Artifact would be a great addition- the problem is, like the assault rifle, how to implement it, if at all?
EDIT: The SS Nazis mentioned previously were used in MAP31 [Wolfenstein] and MAP32 [Grosse] of Doom 2. They did indeed serve as the guardians for the Cyberdemon in MAP32. Commander Keen was also in MAP32, as the triggers to open the portal to MAP15 [Suburbs]. A secret level based on E1M1 of Wolfenstein would be nice =p
One more request- what about the Spiderdemon (not Arachnotrons- the big spider with the super chaingun.)? Could she be implemented as a secret boss fight?
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