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Author Topic: The Horrible Ideas Thread  (Read 130031 times)

thelaptop

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Re: The Horrible Ideas Thread
« Reply #105 on: November 04, 2011, 22:01 »

Two former humans.
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raekuul

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Re: The Horrible Ideas Thread
« Reply #106 on: November 05, 2011, 06:41 »

...and a Doomguy without a BFG!

Anyhow, here's a really bad idea.

Silver Bullets
Alternate ammunition for 10mm weapons
Instantly kills humans
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Tormuse doesn't lose, he dies on purpose to lull the demons into a false sense of security.

Uranium

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Re: The Horrible Ideas Thread
« Reply #107 on: November 05, 2011, 07:04 »

...did you just doomify the 12 Days of Christmas?!
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Uranium

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Re: The Horrible Ideas Thread
« Reply #108 on: November 05, 2011, 07:09 »

And I hit post before I spread my glorious ideas :P

The Hoe of Destruction
"I am the Avatar, paragon of virtue and exploding gardening implements!"
Damage - 5d7
Alt-fire allows you to hit enemies two squares away from you, but only at 4d7 damage.
Deals fire damage.
Has a one in five chance of creating a tac. rocket launcher explosion on the enemy you hit with alt-fire.
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thelaptop

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Re: The Horrible Ideas Thread
« Reply #109 on: November 05, 2011, 09:08 »

...and a Doomguy without a BFG!
Sweet!  You caught what I wanted to do.  =P

A terminal where DoomGuy can play DoomRL on it.  Time outside still passes as usual, so DoomGuy can still get hit outside...

A true demonstration of the extensible nature of DoomRL.  =O
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raekuul

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Re: The Horrible Ideas Thread
« Reply #110 on: November 05, 2011, 18:34 »

Solar Gun - 4d5 fire-damage shotgun, self-recharging ammo.
Sunny Charge - Inventory item. Use it to go from Tired to Cautious.
Eclipse Whip - 3d3x3 plasma damage pistol.
Bright Sword - 9d3 melee weapon, fire damage.
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Tormuse doesn't lose, he dies on purpose to lull the demons into a false sense of security.

raekuul

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Re: The Horrible Ideas Thread
« Reply #111 on: November 19, 2011, 11:43 »

And another thing...

Pretentiously Named Weapon
81d1 plasma damage [200/200]
Consumes 50 Power Cells/shot
I should probably say something witty here.

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Tormuse doesn't lose, he dies on purpose to lull the demons into a false sense of security.

thelaptop

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Re: The Horrible Ideas Thread
« Reply #112 on: November 19, 2011, 12:39 »

Great Numerical Randomiser (GNR)

Damage: (1d2)(1d2)(1d2)(1d2)(1d2)(1d2)(1d2)(1d2)(1d2)
Ammo: 10 Max HP
Text: How lucky do YOU feel?
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Zalminen

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Re: The Horrible Ideas Thread
« Reply #113 on: November 19, 2011, 14:15 »

...did you just doomify the 12 Days of Christmas?!
On the 12th level of Deimos
DoomRL gave to me
12 berserk packs
11 cyberdemons
10 shambler's shambling
9 barons blasting
8 demons roaring
7 lost souls flying
6 imps a-firing
5 revenants
4 hell knights
3 cacodemons
2 former humans
and a doomguy without BFG

...it was just too silly to resist :D
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[25/19/9/0/0] m:25 sp:54 as:38

Trar

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Re: The Horrible Ideas Thread
« Reply #114 on: November 19, 2011, 15:14 »

Angel of Angels

Just like a regular Angel weapon restriction game, except you can choose which weapon or weapon class you wish to restrict yourself to (any at all). The catch is that all enemies also use the weapon you use. For example, if you choose regular shotguns, or the shotgun class as in AoSh, every single enemy uses the regular shotgun/the shotgun class (i suppose they could be randomly distributed, or distributed according to hierachy IE former humans get regular shotgun, mancubi get power-modded assault shotguns) as well. Yes, even the lost souls, barons of hell, Cyberdemons and what have you.
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thelaptop

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Re: The Horrible Ideas Thread
« Reply #115 on: November 19, 2011, 23:53 »

On the 12th level of Deimos
DoomRL gave to me
12 berserk packs
11 cyberdemons
10 shambler's shambling
9 barons blasting
8 demons roaring
7 lost souls flying
6 imps a-firing
5 revenants
4 hell knights
3 cacodemons
2 former humans
and a doomguy without BFG

...it was just too silly to resist :D
I vote Game Hunter record this in song (full version, so the whole counting up from first day till the twelfth) and put it on youtube for all of us to loop.  =D
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Trar

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Re: The Horrible Ideas Thread
« Reply #116 on: November 20, 2011, 13:32 »

I vote Game Hunter record this in song (full version, so the whole counting up from first day till the twelfth) and put it on youtube for all of us to loop.  =D
That would be win. A doomrl Christmas!

On-topic: It should be possible to implement one or more of the ideas in this thread if what i've heard about modding becoming easier and more accessible is true. That would also be win.
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raekuul

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Re: The Horrible Ideas Thread
« Reply #117 on: December 08, 2011, 14:32 »

Silent Glaive
Pickup Text: What a surprise.
Inventory Text: By the time it's noticed, it's already killed...
Melee Weapon
7d5
Special: Ignores armor rating
Altfire: 7d4 to everything in melee range, but tires you out. Can't use if tired/running.
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Tormuse doesn't lose, he dies on purpose to lull the demons into a false sense of security.

tiw

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Re: The Horrible Ideas Thread
« Reply #118 on: December 08, 2011, 17:49 »

grenade launcher
Pickup Text: --
Inventory Text: --
Assembly: (TBB) Rocket Launcher
Effect: Rockets stick to where you aim them. They detonate after 3.0 seconds of game time (30 turns.)
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tiw

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Re: The Horrible Ideas Thread
« Reply #119 on: December 08, 2011, 17:53 »

Fat Man
Pickup Text: Not even a mutant behemoth can stand up to this baby...
Inventory Text: I wonder what this red button does?
Unique Weapon
Mini Nuke Launcher (ammunition found on weapon only)
25d25 plasma damage, radius 25
Alt Fire: Destroys the weapon and nukes the level instantly. Must be loaded.
« Last Edit: December 08, 2011, 17:55 by tiw »
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