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Author Topic: Keycards  (Read 3304 times)

C4Cypher

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Keycards
« on: October 23, 2010, 16:35 »

One of the major mechanics in the Doom level design were the red, yellow and blue key cards with corresponding doors.  Seeing this in DoomRL would add to the feel of having this.

Implementing this might be a pain, as you'd might have to ensure that the keys are not spawned beyond doors, or the doors do not block access to the exit.  Alternatively, keys might carry over to other levels, and while having all three keys would negate the challenge provided by the doors, they would take up precious inventory space, and may not be an option in melee, pacifist or marksman runs.  To keep from just shooting or shotgunning the doors open, they might be armored like walls, requiring rockets or other high powered weaponry (with precious ammunition expenditure) to bypass without keys.

Perhaps such doors would be associated with vaults and the like, set templates rather than being placed at random doors, blocking off access to items, or even special level exits.
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Re: Keycards
« Reply #1 on: October 23, 2010, 16:42 »

The only practical way to go with this suggestion is for special levels. Walls are entirely destructible in this game, therefore any keycard problems can be avoided by means of explosives. Special levels, on the other hand, often contain indestructible walls, and it'd be a nice addition to the Phobos Base specials (you know, one that ACTUALLY feels like it's part of the Phobos Base).

Another possibility is to have vaults occasionally blocked off (and made indestructible) that require a keycard. It's a thought, although it sounds more like the kind of thing that DoomRL 2 would work toward.
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C4Cypher

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Re: Keycards
« Reply #2 on: October 23, 2010, 18:54 »

I'm thinking that explosives would be a viable means for bypassing locked doors. The downside is the loss of the rocket, cells, or laughably, pistol rounds in the case of the Jackal. Not having access to an explosive weapon or nearby barrels would increase the need for such things, as would an AoMr or AoBezerk run ... the only challenge would be to ensure that locked doors do not prevent access to the exit.
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Re: Keycards
« Reply #3 on: October 24, 2010, 05:24 »

"Oh yeah, Cybie, I'm gonna f***ing PWN YOU!!... *cough*... errm... now, where did I leave that key..."
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Re: Keycards
« Reply #4 on: October 24, 2010, 06:18 »

"Oh yeah, Cybie, I'm gonna f***ing PWN YOU!!... *cough*... errm... now, where did I leave that key..."
Obviously it was left in The Vaults... that's why we can't get the middle one to open...

>.>
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C4Cypher

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Re: Keycards
« Reply #5 on: October 30, 2010, 14:30 »

I really do see this more along the lines as to make maps with vaults more interesting, with keys being random drops along the lines of mods.  The higher level the key (blue, yellow, red), the better the gear found in said vault.  This might also be facilitated with unbreakable walls with the vaults, as well as unbreakable locked doors.  I'm sure that the dev can make up his own mind about this, I just thought it would be an interesting concept in the spirit of Doom nostalgia.
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Cyber Killer

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Re: Keycards
« Reply #6 on: October 30, 2010, 16:25 »

I think this would be cool. Keys are already in AliensRL, and though there's a bit different gameplay it works good.

Also of note: keys in Doom, were not carried to the next level, even if you somehow managed not to use them up in the level before. Proof: use a idkfa cheat (wow, after all these years I still remember this ;-) ) just before a level end and you'll see you're stripped of the keys in the next level.
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The DoomRLguy

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Re: Keycards
« Reply #7 on: November 19, 2010, 11:33 »

Maybe even have keys that would let you into a vault, with another key in it, creating a small chain as the item drops (and demons) get more out-of-depth as the chain extends.
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Re: Keycards
« Reply #8 on: November 20, 2010, 02:53 »

sounds like a good idea for a special level or two,

1. The security checkpoint: you need the keys to advance through a hallway blocked with locked doors, rooms on both sides have enemies guarding the keys. For an old school doom touch have the monsters behind walls like hellgate and release them when you reach the key.
edit: on second thought this could be better done with levers to open and release...

2. Secure storage: Think of a cross between hellgate and the wall with just a little bit of mortuary for flavor, all walls would need to be industructable. Here is a quick mock-up, when you pass the 1 all of the 1 walls are removed with an alarm message, same goes for 2 and 3. Rewards, key card/door order and monster ballance is still needed.

Code: [Select]
##############################################################################
 #..._#..._#..._#..._#..............2O3V3O2...............................3B3V#
 #....#....#....#....#..............2233322.............O.................3333#
 #....#....#....#....#....B.........1c1c1c1...............................3R3B#
 #X.1.#X...#X...#X.3.#..............11s1s11...............................3333#
 ###-####-####-####-##..........B...1s1s1s1..................c................#
 #..................................1111111........................s..........#
 #........................B...........###................B....................#
 #....................................###.....................................#
 #_....................................+...................................@>.#
 #.....................................+......................................#
 #....................................###.....................................#
 #....................................###................B....................#
 #........................B.........1111111........................s..........#
 ###-####-####-####-##..........B...1s1s1s1..................c................#
 #X...#X.2.#X...#X...#..............11s1s11...............................3333#
 #....#....#....#....#....B.........1c1c1c1...............................3R3B#
 #....#....#....#....#..............2233322.............o.................3333#
 #..._#..._#..._#..._#..............2O3V3O2...............................3B3V#
 ##############################################################################
« Last Edit: November 20, 2010, 02:54 by Deathwind »
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