Chaosforge Forum

  • April 17, 2024, 00:22
  • Welcome, Guest
Please login or register.



Login with username, password and session length
Pages: 1 2 [All]

Author Topic: Level Type additions  (Read 10308 times)

Zephyre Syx

  • Corporal
  • *
  • Offline Offline
  • Posts: 49
    • View Profile
Level Type additions
« on: October 27, 2005, 05:35 »

Now that the floors of hell will be deeper'n'eva on a harder difficulty, why not more level types to enjoy on the way down (and limiting most type if played on a easier level).

Now I don't remember much of doom myself, because it's been a while so some support of some ideas will really be helpful(and I'm cheating by looking at a doom strategy guide).

Hell's jail type - Much I mention on the previous forum, it's not really a literal jail(from hell, heh) but monsters are in small rooms behind bars, shooting at you (which the impassible bars can be shown as a colon).

Chapel type - okey, my brain died at this point and I don't really know if their is such a thing.  But it's like a special level but the level is generated in a structured building.  (Oh god, it's a bad idea already).  But I was thinking about those nice dead trees I be seeing in the final part of doom.  Maybe just trees about and single room buildings about.

Void - this is my own.  Blank spaces are bottomless void.  To fall off into the void is by force (and not just walling into it).  So wielding a shotgun is recommended for quick work on grounded monsters.  Be prepared to run to solid ground when you see cacodemons floating over it and you are in a two space wide bridge-like platform }=).

That's all from me for now.
Logged
"Nah, it's not that those ideas are bad, I'm just trying to show you why I think my way of thinking is better."
-Kornel Kisielewicz

Kornel Kisielewicz

  • God Hand
  • Apostle
  • *
  • *
  • Offline Offline
  • Posts: 4562
    • View Profile
    • http://chaosforge.org/
Level Type additions
« Reply #1 on: October 27, 2005, 17:32 »

My, how I love such posts -- packed full of ideas :-).

Quoting: Zephyre Syx
Hell's jail type

Unfortunately the AI is too stupid to handle tiles that you can see/shoot through, and not walk through -- but after I redesin the AI it could be frustrating fun :-).

Quoting: Zephyre Syx
Chapel type

Kheh, like the City-type level with less buildings and adding tree's right? F***, the Dungeon Generator needs a rewrite too :-/

Quoting: Zephyre Syx
Void

This one I like the best :-D. Also needs an improved AI, but I wonder that if Doom would go the campaign way, this could be a transitional level type between different buildings in hell :-D
Logged
at your service,
Kornel Kisielewicz

JimmyJ

  • Major
  • *
  • Offline Offline
  • Posts: 324
  • Integrated Circuit
    • View Profile
Level Type additions
« Reply #2 on: October 28, 2005, 04:42 »

All good ideas, glad to ehar more DoomRL improvements are on foot
Logged
Howdy.

Thomas

  • DoomRL Wiki and Testing Ops
  • Elder Chaos Guard
  • Major General
  • *
  • *
  • Offline Offline
  • Posts: 881
  • How's it going?
    • View Profile
Level Type additions
« Reply #3 on: October 29, 2005, 03:14 »

Hell's maze:

Like maze of rooms but a lot more confusing. No doors, just teleporters.
Logged
Arch-Vile Chaos Major Thomas
[26/26/26/25/9/1]
Medals: 35/43 Specials: 69/67 Assemblies: 36/40

Kornel Kisielewicz

  • God Hand
  • Apostle
  • *
  • *
  • Offline Offline
  • Posts: 4562
    • View Profile
    • http://chaosforge.org/
Level Type additions
« Reply #4 on: October 29, 2005, 03:44 »

Quoting: Thomas
Like maze of rooms but a lot more confusing. No doors, just teleporters.

This could get annoying as... well, "Hell" :-P. I think a standard maze-type level would be more playable. My maze I mean, many twisted passages and no rooms :-).
Logged
at your service,
Kornel Kisielewicz

jake250

  • Second Lieutenant
  • *
  • Offline Offline
  • Posts: 191
    • View Profile
    • http://www.starforces.fr.st
Level Type additions
« Reply #5 on: October 29, 2005, 04:59 »

Quoting: Kornel Kisielewicz
This could get annoying as... well, "Hell" :-P


Indeed, load of teleporters are the most annoying things I ever saw (some game frustrate me SO MUCH with teleports)
Logged

Kornel Kisielewicz

  • God Hand
  • Apostle
  • *
  • *
  • Offline Offline
  • Posts: 4562
    • View Profile
    • http://chaosforge.org/
Level Type additions
« Reply #6 on: October 29, 2005, 05:14 »

Quoting: jake250
Indeed, load of teleporters are the most annoying things I ever saw (some game frustrate me SO MUCH with teleports)

Reminds me of Dungeon Master *grin*
Logged
at your service,
Kornel Kisielewicz

JimmyJ

  • Major
  • *
  • Offline Offline
  • Posts: 324
  • Integrated Circuit
    • View Profile
Level Type additions
« Reply #7 on: October 29, 2005, 22:30 »

Wipe that grin off your face, it really was HELL!
Logged
Howdy.

Obscillesk

  • Corporal
  • *
  • Offline Offline
  • Posts: 42
    • View Profile
Level Type additions
« Reply #8 on: November 21, 2005, 22:24 »

Hmm Maze isn't really difficult with a healthy number of rockets, maybe add in an indestructable wall type?
Logged

JimmyJ

  • Major
  • *
  • Offline Offline
  • Posts: 324
  • Integrated Circuit
    • View Profile
Level Type additions
« Reply #9 on: November 22, 2005, 02:55 »

What do you mean its not hard? You can you know? There isn't a maze yet :-P
Logged
Howdy.

Obscillesk

  • Corporal
  • *
  • Offline Offline
  • Posts: 42
    • View Profile
Level Type additions
« Reply #10 on: November 22, 2005, 20:34 »

Well think about it, how hard is a maze that you can demolish the walls of?

Toss a couple of imps in there and that maze quickle becomes a bunch of scattered corridors
Logged

jake250

  • Second Lieutenant
  • *
  • Offline Offline
  • Posts: 191
    • View Profile
    • http://www.starforces.fr.st
Level Type additions
« Reply #11 on: November 22, 2005, 20:47 »

Destroyable walls make the maze nothing but obstacle to break through with your rocket. If the walls can't be destroyed, then it gives the maze a goal in itself.
Logged

vdeogmer

  • Guest
Level Type additions
« Reply #12 on: December 09, 2005, 00:17 »

And how about the maze being unmapped?
Logged

LAN fan

  • Guest
Level Type additions
« Reply #13 on: December 09, 2005, 03:32 »

Being unmapped as in the walls disappear when they're no longer in sight?  That could be very interesting, but perhaps make computer maps drop after all the enemies are cleared - otherwise some people might get stuck on it for too long (since you can only save and close the game when you're on the stairs).  You'll need quite a few maps, though.  So long as they can't be picked up it shouldn't be exploitable.
Logged

Kornel Kisielewicz

  • God Hand
  • Apostle
  • *
  • *
  • Offline Offline
  • Posts: 4562
    • View Profile
    • http://chaosforge.org/
Level Type additions
« Reply #14 on: December 09, 2005, 04:35 »

I'm afraid that might drasticaly reduce the pace of the game and get boring :-(
Logged
at your service,
Kornel Kisielewicz

JimmyJ

  • Major
  • *
  • Offline Offline
  • Posts: 324
  • Integrated Circuit
    • View Profile
Level Type additions
« Reply #15 on: December 10, 2005, 02:14 »

I agree, it would just be annoying :P
Logged
Howdy.
Pages: 1 2 [All]