DRL > Requests For Features
DeHackEd
Papachabre:
Heck yah I remember DeHackeD. I remember trying to make crazy weapons with it. They were usually over-powered and no fun to use but I had a few that actually added strategy (barrel creator?) and some that were just silly (giblet creator =). That program also made it possible for people to make complete Doom mods like Aliens and such.
That said I think the computer terminal bit is interesting and should take a considerable bit of effort to achieve, but it is possible.
Chamber:
I do not like the DeHacked proposal, no matter how balanced it is. If it did work, it would make DoomRL more like MatrixRL, where the world could be inexplicably changed from the inside. (Having raised this issue, how cool would MatrixRL be, huh? :p )
Expanding levers (as 'terminals') to have more varied effects, such as unlocking doors, revealing level maps, or other more complicated effects might be interesting, especially if they incorporated the current levers/intuition system without breaking everything. But that's hardly Doomish, is it?
Titt:
--- Quote from: Chamber on May 11, 2008, 07:43 ---Expanding levers (as 'terminals') to have more varied effects, such as unlocking doors, revealing level maps, or other more complicated effects might be interesting, especially if they incorporated the current levers/intuition system without breaking everything. But that's hardly Doomish, is it?
--- End quote ---
SW1SKULL and SW2SKULL were the textures in DOOM2.WAD which are a switch which appears to be a skull with a computer in its eyes (it was the exit switch in DOOM2's map "Circle of Destruction," for example); SW1BLUE and SW2BLUE were the switch textures for skull switches built into COMPBLUE-style computers. COMPSTA1, COMPSTA2, and SILVER3 were the non-switch computer terminal textures and they appeared frequently in Doom episode 1.
A few switch linedefs:
[*]41 (S1) and 43 (SR) lowered the ceiling to the floor, closing off an area
[*]103 (S1) and 112 (SR) fast-opened a door, possibly remotely, somewhere else in the map; there are variations for opening and staying open, and opening and then closing
[*]14 (S1) and 15 (S1) raised a floor by 32 and by 24 units, respectively, and then changed its texture to match its surroundings (for instance, taking on a lava texture, or a water texture)
[*]122 (S1) and 123 (SR) were the fast-lift switches which worked on remote lifts, which could be anywhere in the map (I wonder what lifts would look like in DoomRL)
[*]138 (SR) and 139 (SR) changed the lighting in the tagged sector to the brightest and the darkest possible settings, respectively; given that DoomRL already has "Angel of Darkness" this linedef isn't so far from something that could be easily implemented in DoomRL[/list]
What I'm saying is that levers with complicated effects, changing the level around you, is certainly Doomish, especially since in practice these levers (switch linedefs) were used with W1 and WR linedefs (ones you trigger by walking over) in clever ways to produce much more complicated effects in Doom maps.
About "the world could be inexplicably changed from the inside": the joke with DeHackEd here is that you are using the computers, which existed (as textures, sometimes as textures on switches) in Doom maps, to run a program to edit Doom itself--or, taken ever further, to "run" Doom or DoomRL inside of DoomRL.
Horyon:
I find the idea of adding additional lever effects interesting, though I don't think it's necessary to add computer terminals.
Some players complain about the fact that levers have a do high chance of negative effect and a so low chance of positive effect that they don't activate them at all (unless they have Intuition). So the game could gain in interest if levers had a greater probability of helping the player.
Here are some ideas of new lever effects :
- Spawn item(s) (like spawn monsters).
- The exit is hidden at start and a lever makes it appear.
- Remove acid or lava from the level.
- Spawn a group of ennemies somewhere else in the level.
- Provide a free upgrade on a piece of equipment (not very "doomish" I admit).
- Spawn stairs leading to a special level (maybe a level that never spawn unless the right lever is activated).
- Open some or all doors in the level (kind of neutral effect).
- Teleport the player randomly in the level (phase device effect).
- Teleport the player right on the exit (homing phase device effect).
- Reveal the map of the level (computer map effect).
- Make some or all wall become undestructible (a bit weird).
Blade:
About DooM switches. Let's look what switches we already have:
* Fill some part of the level or the whole level with water, acid, or lava. - Can be considered like this:
--- Quote ---14 (S1) and 15 (S1) raised a floor by 32 and by 24 units, respectively, and then changed its texture to match its surroundings (for instance, taking on a lava texture, or a water texture)
--- End quote ---
* Destroy all walls in the area or on the entire map. - Same to "walls lowering level" lever in DooM
* Blow up all barrels in the level. - Only in DooMRL
* Instantly kill some enemies. - Only in DooMRL. But can be considered as fast lowering of ceiling above the enemy head, and then rising back.
* Spawn enemies. - Can be considered as lever that opens small window from which enemies from closed room in unreachable part of the map could see or hear you and, and then to teleport near you.
* MediTech and Armor depots. - Only in DooMRL
So, now let's see what we don't have:
* We don't have level that's lowering the ceiling and closing off an area. It could be wall-creation level, but it existance will only be annoying in most times because it can trap player that don't have RL, and he won't have any chance to escape(it's even worse than death because you can't exit game correctly with saving your scores this way).
* Lever that opens doors. Can be useful on some special level in combination with undestructable door that can be opened only by this lever. Lever that just opens all doors on the level is useless imho(because now they can be shot down even with pistol).
* Switch that makes some part of the terrain to lower or raise(so-called "lift"). - Unimplementable now because DooMRL have one-level structure of maps. And changing it to milti-level maps is, i think, hard and unnecessary.
About DeHackEd - i don't think that i need it.
About Horyon propositions - i like some of them(lever that spawns items, that reveals exits, that removes acid and lava, and teleporter lever).
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