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Author Topic: Doom maps in DoomRL  (Read 19041 times)

FrostyTheDragon

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Re: Doom maps in DoomRL
« Reply #30 on: January 24, 2009, 13:35 »

If you are on AoMr, spawn Trigun, Beretta or Jackal.
If you are on AoB, then Butchers Claw, more berserk packs, etc.

And so ... :) .

As far as those two examples - not unless the level is proven so insanely difficult that the player deserves whatever they want from it.

I did come up with a couple of possibilities for artifacts in that level, however (and both originally come from Rise of the Triad as well) - and I hope it's okay to bring them up here, as I would think notes on artifacts within a map probably are relevant to the topic of the map itself.

Flamewall
-In the original: A weapon with 7 shots in it.  If the enemy was hit from the direct shot, not much damage.  But if the shot hit the ground (this could include aiming it at the floor), it would spread into a massive wave of flame that killed any non-boss, non-robotic enemy on contact (in fact, it turned said enemies into charred skeletons that instantly crumbled).  (Bosses and robots were totally immune.)
-DoomRL variant: I think this should shoot a 5-square wave of flame (the center square would align with the player's position) that can't go through walls, but does significant damage (I was thinking somewhere between the shotgun's damage rating and the rocket launcher's) to enemies and is likely to destroy any items caught in the path.  I could see Lost Souls, Arch-viles, and any bosses having some resistance to the weapon (the former two because of their more fiery nature, the latter to keep somewhat with the original weapon).  Also, this should use rockets as ammo.  (Should it have a maximum range for balance purposes?  I couldn't possibly see such a weapon being dodgeable.  Well, okay, maybe the flying enemies could dodge it, but not much else.)

Asbestos Armor
-In the original: Reduced any form of heat damage (missile weapons and heat-based hazards) to almost nothing - I believe it's also the only thing that would save the player from a Flamewall.  Did not protect against bullet weapons at all.
-DoomRL variant: 10 armor, applying only to heat-based weapons.  Unfortunately for the people trying to balance this, said category's potential is huge - it could include plasmaballs from Cacodemons and Hell Knights, plasma rifle shots from former commandos and Arachnotrons, rockets from Revenants, the fiery blasts from Mancubi, Arch-vile ranged attacks, and possibly rockets from Cybie himself.  We'd need to establish what counts here.  2 armor against all else.  I don't know about the other statistics, but its pickup quote would probably be "Oh, so itchy!" just like in Rise of the Triad.


I had a few other ideas but I found them so weak that they should be relegated to standard uniques.  If anyone wants to hear of them I can post them over in the 'Requests for Features' forum - not on this topic because it gets too irrelevant.


NOTE: I'll probably get back on track and make another map one of these days.
« Last Edit: January 24, 2009, 13:41 by FrostyTheDragon »
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Kornel Kisielewicz

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Re: Doom maps in DoomRL
« Reply #31 on: January 24, 2009, 14:13 »

Yeah, ideas for uniques are always welcome :)
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Kornel Kisielewicz

raekuul

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Re: Doom maps in DoomRL
« Reply #32 on: January 24, 2009, 16:25 »

Kornel, I've been meaning to ask: What was the inspiration for the Blaster? It feels like something right out of Xeen...
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Angle of Death

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Re: Doom maps in DoomRL
« Reply #33 on: January 25, 2009, 00:35 »

It's the sidearm from Quake II, I believe.
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