DRL > Requests For Features
I've been playing lots of DooM 2 recently... [Doomishness]
Melon:
I just can't wait for the Icon of Sin interpretation in DoomRL. Any thoughts on that?
raekuul:
Bring rockets. Lotsa rockets.
Frankosity:
--- Quote from: Melon on July 04, 2009, 01:54 ---I just can't wait for the Icon of Sin interpretation in DoomRL. Any thoughts on that?
--- End quote ---
You're in an arena-style level with respawning enemies, and have to blast through the marked wall to get to and destroy John Romero's Head.
Melon:
--- Quote from: Frankosity on July 04, 2009, 15:09 ---
--- Quote from: Melon on July 04, 2009, 01:54 ---I just can't wait for the Icon of Sin interpretation in DoomRL. Any thoughts on that?
--- End quote ---
You're in an arena-style level with respawning enemies, and have to blast through the marked wall to get to and destroy John Romero's Head.
--- End quote ---
Or maybe you have to run for levers (hurray for Hellrunner), press them and then shoot the shield generators. After the generators are down, you can shot and destroy the Icon of Sin.
Blade:
We just need a monster with 100% dodge chance, so no direct-hit weapon will damage him. Only weapons with blast radius, such as rocket launcher (bfg won't work because you will fire out of your sight and it's won't damage a thing out there) will work. To make it impossible to reach the monster itself (you will see just a long tunnel, in which you need to fire) just place a teleporter at the entrance (indestructible teleportator). To make it impossible to just stay there and fire rocket after rocket we either need to spawn new monsters in the rooms that has direct view on that place, from which you can fire (it's a bad, brute-force way), or we need a scripts for the maps, which, after pressing the lever, would open the door at the end of the tunnel for limited time or until the first hit.
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