DRL > Requests For Features
More variety in Ao100 levels
Zi:
I rather enjoy playing Ao100 (and DoomRL, of course), but the levels after 25 are pretty...repetitive.
Now I understand the basis of it was no special levels, but it would be interesting if there was more variety and different situations. Right now it's just "hope the RNG doesn't spawn me in a room surrounded by dangerous monsters" (or pain elemental caves), and "slowly methodically handle the same monster mix for a lot of levels in a row"
Why don't we have the monster mix change more often? As long as there's still a distribution of former captains and sergeants (and perhaps arachnotrons) to replenish ammo, things could be more interesting.
Kornel Kisielewicz:
I suggest a discussion on this because I have no idea how to make it more interesting :/
Melon:
--- Quote from: Kornel Kisielewicz on July 30, 2009, 05:49 ---I suggest a discussion on this because I have no idea how to make it more interesting :/
--- End quote ---
You enter what apears to be a abandoned habitat.
----- Level contatning small rooms (each with former sergeant or former human), long corridors (chaingunners) and security posts (former commandos)
Pure evil is lurking beneath...
----- Level is spawned with an unique weapon, or advanced weapons with two mods. Time is of the essence. When you enter a level, the timer is started and goes down your every move (not every second!). When you finally get the weapon, the current timer value is halved. When the timer goes off, monsters start teleporting in. This can go on forever. Note that when you enter this level, you have to quit it, otherwise your chance to get the 100% kills score is very slim.
This level is simple... Dead simple... (special level)
----- Level with a number of pillars, surounded by a thick wall. The pillar themselves are indestructible. As the time flows, they will lower and reveal mancubi hiding behind them. On the first three difficulty levels, you have to kill all of the mancubi. After that, the wall sorrounding the pillars also gets lowered, revealing arachnotrons. On Difficulty 4 or 5, after killing the first mancubi the wall gets lowered instantly...
Feels like I've been here before...
----- You enter a level that you had just demolished, how is that possible? No time to think, you have to prepare yourself... Ah. all the enemies are dead. Well, not for long, because the corpses will rise again, after some time. This time, you have to gib them (gibbing will be implemented?) to make sure they don't rise by themselves again.
You feel out of yourself
----- Level contains many teleports, but only monsters can use them
Generic:
How about vaults? They would be preset rooms, and would have two versions, lesser and greater. Lessers would be fairly tiny, while greaters would take up a good portion of the map. Both would be at least some challenge, like maybe this:
##########
#........+
#.########
#.#AB....#
#.#AA}.#+#
#+#..AA#.#
#....BA#.#
########.#
+........#
##########
It doesn't necessarily have to be that, but it's just an idea. I haven't thought out specifics, though, like spawn rate, and the reward(s) for completing it.
for the love of god, DO NOT look at the post source!
Aki:
You spawn with a unique that suits your build right next to you.
When you pick up the unique, 50 BoH's and 4 Arch-viles teleport right in on top of you. Hurr hurr.
Seriously though, there isn't much that can be done to make it more interesting. Some of Thomas's ideas sound good, but that would require new level types being implemented.
On that subject, new level types after level 25 would be rather nice...
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