DRL > Discussion

Teleporters...yawn

(1/2) > >>

GrimmC:
I don't know if this is the sort of forum where noobies get flamed for accidentally rehashing old discussion...but here goes nothin.' ;-)

Firstly I think DoomRL is genius and shockingly true to Doom. I haven't been this addicted to a computer game since I played Doom the first time around. My kudos to all involved. But there are some elements of level design which are a lot different from the original. One of those is teleporters.

As of right now I don't see much point for teleporters in DoomRL. In Doom they usually took you to some new, exotic place you couldn't get to otherwise, perhaps with goodies. In DoomRL they take you to some place you can already go to where you'll possibly be mobbed by monsters and instantly killed.

I don't know too much about how the engine works at this point, or the history of teleporters in DoomRL, but would it be possible to have the teleporter take you to a separate, subarea of the level? (i.e. basically a smaller mini-map.) If not, how about an area that's walled off?

Sure, there's still the possibility of being mobbed, but if some sort of goody is guaranteed, it might be worth the risk. (a soulsphere, a bunch of ammo, an exotic if you're really lucky....whatever)

If nothing else, teleporters should at least go to another teleporter to act as a shortcut through the level.

tehtmi:
I tend to agree that teleporters aren't all that interesting as things stand.  A lot of things that sound cool would be hard to implement.


--- Quote from: GrimmC on May 03, 2011, 23:02 ---I don't know too much about how the engine works at this point, or the history of teleporters in DoomRL, but would it be possible to have the teleporter take you to a separate, subarea of the level? (i.e. basically a smaller mini-map.) If not, how about an area that's walled off?

Sure, there's still the possibility of being mobbed, but if some sort of goody is guaranteed, it might be worth the risk. (a soulsphere, a bunch of ammo, an exotic if you're really lucky....whatever)

--- End quote ---

But! This strikes me as a good idea and probably doable! It should possible to implement a vault (or vault analog) that can only be entered/exited by teleporter.  (Some consideration would have to be made to make sure the target square would stay open.)

Tavana:
Having teleports go to a sub-level is more likely a feature of DoomRL 2. It's beyond the scope of DoomRL.

I think there's something behind having a chance for a teleporter having a return teleport - but not always. Randomness will always be a factor in DoomRL. :)

GrimmC:
Of course--even in Doom sometimes some lame teleporter would just drop you off on a one-way trip to someplace you'd already been. :)

I figure 1/3 chance to some kind of vault, 1/3 to another teleporter, and 1/3 one-way is a good incentive.

I've already seen in one level a room full of cacodemons that could only be opened by a lever...so i feel like some sort of teleporter room connection should also be possible.

Brewtal Legend:
I definitely agree that teleporters seem pretty useless. The only thing they can be good for is knocking an enemy into them and hope they teleport far enough away to let you breath for a sec.


--- Quote ---Firstly I think DoomRL ...... and shockingly true to Doom.
--- End quote ---

I actually think doomrl has grown quite far away from the source material. The monsters and initial weapons are the same, but the rest of the game is so far off from the original. Things like Cleric Baretta, Dragon Slayer, nukes, traits, getting tired from running, actual enemy AI, challenge modes, and assemblies makes it extremely different from Doom in my opinion. Not for for the worse or better. Just different.

I still think Doomrl is an absolutely fantastic game, but ultimately almost nothing like Doom.

p.s. I would definitely like to see a Doomrl mod for the original Doom though to add things like traits and tactics from doomrl into the original Doom.

Navigation

[0] Message Index

[#] Next page

Go to full version