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Author Topic: The Horrible Ideas Thread  (Read 130036 times)

thelaptop

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Re: The Horrible Ideas Thread
« Reply #195 on: April 11, 2012, 16:32 »

Bro Fist
\
2d5 melee damage

Summons Bruiser Brothers each time you do 10 or more damage with Bro Fist equipped.
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Uranium

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Re: The Horrible Ideas Thread
« Reply #196 on: April 11, 2012, 17:10 »

Bro Fist
\
2d5 melee damage

Summons Bruiser Brothers each time you do 10 or more damage with Bro Fist equipped.
XP Farming ahoy!
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Klear

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Re: The Horrible Ideas Thread
« Reply #197 on: April 12, 2012, 02:20 »

XP Farming ahoy!

Spawned enemies don't give you any XP - not lsot souls comming out of pain elementals, not enemies sum,moned by levers and not enemies that respawn for any reason.
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Ander Hammer

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Re: The Horrible Ideas Thread
« Reply #198 on: April 12, 2012, 10:32 »

Water Flood level event.

"You feel you need to put on galoshes!"
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raekuul

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Re: The Horrible Ideas Thread
« Reply #199 on: April 12, 2012, 10:49 »

Water Flood level event, alternate level feelings.

"And the waters returned, and covered all the host of Pharaoh..."
"You hear a flushing sound from somewhere above."
"If this place is the Titanic, then I'll be the Iceberg."
"Should have brought extra socks..."
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ZicherCZ

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Re: The Horrible Ideas Thread
« Reply #200 on: April 13, 2012, 01:27 »

Fluids slowing down your movement speed.
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Uranium

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Re: The Horrible Ideas Thread
« Reply #201 on: April 13, 2012, 06:09 »

When hell freezes over, the floor should turn slippery. You can't move normally, and have to fire a weapon in the opposite direction in which you want to move. Pistols/rapid fire weapons move one space per shot, shotguns move damage/4 spaces, and rocket launchers and BFGs move you in the same direction until you hit a wall/monster.
Grappling boots allow you to move normally. Explosions that deal upwards of 25 damage should remove the icy floor from the spaces that such damage was dealt to.
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thelaptop

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Re: The Horrible Ideas Thread
« Reply #202 on: April 13, 2012, 07:04 »

When hell freezes over, the floor should turn slippery. You can't move normally, and have to fire a weapon in the opposite direction in which you want to move. Pistols/rapid fire weapons move one space per shot, shotguns move damage/4 spaces, and rocket launchers and BFGs move you in the same direction until you hit a wall/monster.
Grappling boots allow you to move normally. Explosions that deal upwards of 25 damage should remove the icy floor from the spaces that such damage was dealt to.
What about pure melee like AoB?  How'd you move then?
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Klear

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Re: The Horrible Ideas Thread
« Reply #203 on: April 13, 2012, 07:24 »

Better: Each time you moved, you'd move automatically every (move_speed x 0,9) in the same direction until you hit an impassable tile (or ran out of momentum). Finally a way to chainfire and dodge at the same time =)

Moving in a different diraction while this movement happens would adjust the vector accordingly, moving in the same direction would increase the speed of automatic movement (with some upper limit) and moving in the opposite direction would cause you to fall and be unable to change do anything until the automatic movement stops.

BTW, to make this realistic, non-flying monsters would have to be subject to this as well... demons would be hilarious like this, though what I'd really love to see is the cyberdemon slipping on frozen-over hell floor and sliding across the map.
« Last Edit: April 13, 2012, 08:13 by Klear »
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ZicherCZ

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Re: The Horrible Ideas Thread
« Reply #204 on: April 13, 2012, 07:28 »

What about pure melee like AoB?  How'd you move then?
You would need a _lot_ a knives to throw ;).
By the way,
Spoiler (click to show/hide)
rings a bell here ;).
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Uranium

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Re: The Horrible Ideas Thread
« Reply #205 on: April 13, 2012, 08:10 »

You would need a _lot_ a knives to throw ;).
By the way,
Spoiler (click to show/hide)
rings a bell here ;).
THAT IS NOT WHERE I GOT THIS IDEA FROM WHAT MADE YOU SAY THAT you got me
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Shinji_Ikari_9th

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Re: The Horrible Ideas Thread
« Reply #206 on: April 14, 2012, 00:43 »

Better: Each time you moved, you'd move automatically every (move_speed x 0,9) in the same direction until you hit an impassable tile (or ran out of momentum). Finally a way to chainfire and dodge at the same time =)

Moving in a different diraction while this movement happens would adjust the vector accordingly, moving in the same direction would increase the speed of automatic movement (with some upper limit) and moving in the opposite direction would cause you to fall and be unable to change do anything until the automatic movement stops.

BTW, to make this realistic, non-flying monsters would have to be subject to this as well... demons would be hilarious like this, though what I'd really love to see is the cyberdemon slipping on frozen-over hell floor and sliding across the map.

To quote Rattrap from the Beastwars, "Now dat's...  gatta Hurt."
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ZicherCZ

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Re: The Horrible Ideas Thread
« Reply #207 on: April 14, 2012, 04:58 »

THAT IS NOT WHERE I GOT THIS IDEA FROM WHAT MADE YOU SAY THAT you got me
;-D
Anyway, as a regular level this would mean truckloads of frustration. The level I mentioned consists of spiralling one-tile-wide corridors, whereas DoomRL tends much more to open spaces. Firing at enemies, especially when they move from several sides at once, would be truly a mess to control, doubly so if you concentrate on a single type of weapons.
If I was any good at modding, I would attempt something like that, based on rocketjumps. Alas ...
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thelaptop

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Re: The Horrible Ideas Thread
« Reply #208 on: April 14, 2012, 09:37 »

If I was any good at modding, I would attempt something like that, based on rocketjumps. Alas ...
OMG, rocketjump training map?!  Someone should actually try to do this.
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thelaptop

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Re: The Horrible Ideas Thread
« Reply #209 on: April 19, 2012, 21:37 »

Angel of the Gauntlet

You play all the challenges one by one from HNTR, in increasing difficulty of the challenge (new difficulty ratings in next release).  Then you play them on HMP.  Then UV.  Then N!.

You cannot save; you cannot die.  You may bring one weapon, one stack of ammunition for that (if needed), one armour and one set of boots between each challenge.  You may retain only 1 Advanced trait taken between each challenge; but if it blocks some master trait, that trait will be block.

When you die, you start the gauntlet all over again.
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