DoomRL > Modding

Invasion (0.9.9.1)

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Game Hunter:
Pretty fun.  I haven't tried out a rapid-fire build yet, but with the lack of captains (or ANY cells) the only real option appears to be a shotgun build.  MAD didn't help all that much, though...you hit level 8 by the end of it all, so I think SM and then TaN/HR as necessary is pretty sufficient.  Also: minigun but no combat/double/super?  Plasma rifle is useless, RL COULD be if you get a few more rockets (too many cramped spaces to get much use though).  Double the 10mm ammo that foos drop and the chaingun/minigun can probably work.

I like the whole idea: huge wave of monsters  in each room before going to the next.  Are they supposed to spawn in the previous rooms as well?  I did notice (while backtracking) that a small room opened up near wave 2's area long after it had been completed but, other than that, it just made thing easier to keep yourself a safe distance from the big spawning spot and make your way through the level each time.  In fact, you may want to close previous doors just to make it a lot more frantic.  (If the level is done exactly as intended, just ignore this.)

Does the level have an end to it?  I killed everything I could find on wave 10 and nothing else has happened.

you:
version 1.1 uploaded. enjoy.

Game Hunter:
Truly, this is a more challenging version.  Though I haven't managed to reach wave 10 yet, I'll give you my thoughts on what I have seen so far:

- Colonels are kind of easy.  Since the double shotgun has an absolute cutoff at about six tiles, they can fire all day and never hit you (while you can snipe them with whatever weapon you use).  Placing them in the side rooms ala wave 3 might be the best solution, while using imps in the fourth wave; they're really good at killing themselves, I'll tell ya that.
- Captains would be hard if their to-hit was upped, but right now they're a joke.  In my experience with normal DoomRL, captains are difficult when you play on UV/N! and easy otherwise, which is a direct result of the +2 hit added at those difficulties.
- Giving the double shotgun so early is...wow.  Things die really fast.  Might wanna mix things up a little with the chaingun, then the claymore, THEN the double shotgun.
- It feels like Revenant HP was upped.  Was Revenant HP upped?  I could never kill the bastards with a point-blank double-barreled shot.  If it wasn't, maybe I was just getting bad luck.  In general, however, that room is a freaking nightmare.  You may put them further up, like wave seven or eight.
- Demons (spectres?) are surprisingly high on the list even though they aren't very difficult.  Shotgun builds make them a joke, and a well-designed rapid-fire (which would be done by the time you reach them) similarly rips them to shreds.  Unless you plan the make the captains harder, I'd put the demons in wave five instead, then buffed captains, then revs.
- Commados are HARD, man.  There's a reason you only see like, two at once in the normal game.  Seems like wave eight provides a good 8-10 of them, and that's...damn.
- The ninth wave (upgraded demons and cacos), as far as I could tell, wasn't all that difficult compared to the previous wave.  Maybe put them in the eighth slot (which, architecturally, is a better place) and move commandos to the ninth.

The change in ammo spawning is good, because weapons/ammo completely clogged the earlier levels, making it impossible for the other stuff to spawn.  The inventory space is probably unnecessary, but I like it anyway.  However, the issue is that the 10mm is STILL not quite plentiful enough to use it soundly in a rapid-fire build.  Maybe you don't want it so that people can focus on a single build, and that's okay, but if so, then you'll want to at least halve the shells.  Honestly, the x30 is a good number for shells.  I'd probably bump bullets to 100 (roughly)...the rest seem fine.

In summary, the scaling of waves is a little out of wack, and there need to be more bullets in the stacks.  This is how I would attempt to do the waves, based on the little I've played of this map:
Humans -> Sergeants -> Colonels -> Imps, Dark Imps -> Demons -> Captains (buffed) -> Cacodemons -> Revs, Blood Demons -> Commandos.

I'd start by rating the enemies according to how difficult they'd be when you can force to fight them one at a time (which is usually possible) and go from there.

you:
Game Hunter, this map is 1:1,5 scaled port of original map. In version 1.2 I'll add some pistols and try to implement Spread Rune. No monsters stats were changed in this map.

you:
v1.2: Added new weapon and a chance to win for pistol-users.

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