DRL > Requests For Features

New level event ideas

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Gargulec:
.9.9.3 brought us a number of new, shiny level events that spice the game up. But still, those events are few. Thus, I call you to arms, citizens of the Forge, come here and invent new interesting additions to level generation that will make DoomRL grow in variability, power and shiny.

Yesss... shiny.

And allow me to start:
"You see the back of your head for a moment" - every X turns, every being on this level randomly teleports.
"You can hardly see a thing here" - no level memory on this floor, as per old Angel of Darkness.
"This place seems sturdy" - walls on this level cannot be damaged.

grommile:
I think #1 and #2 both belong in the Horrible Ideas thread. (#1 is just a little too silly, and #2 triggers all my 1980s-CRPG-aficionado instinctive disgust towards the notion of suppressing the automap; the phrase "throwing away 25 years of progress in game design" springs to mind.)

#3 makes for interesting tactical variations compared to normal, however :)

Ander Hammer:
You get the feeling this place is haunted...

Perhaps more fitting for a Hell level, it's a hellish graveyard full of zombies. Some rooms may have gravestones that serve as cover a la crates. Existing corpses may be on the floor, and corpses that have not already been killed may, via a Nightmare-like mechanic, spontaneously raise if you stray too near. Additional bit: maybe implement a scary player ghost that might carry something nice (and use it against you). A level like this would be a great way to restock an unlucky shotgunner/pistolier/someone inexplicably attached to a gun that sprays bullets without ammochain.

A supply cache!

Most of the level has absolutely no items on the floor. The Doomguy must (usually) fight to reach the supply cache, which is like a non-bloody vault guaranteed to have at least a level's worth of supplies, maybe even an out-of-depth weapon, an exotic or unique. And also some scary monsters.

Thomas:
Oh, this level looks dead simple.
Increases the danger level of the map (meaning a higher quality/quantity of enemies can be placed in the map)
Monster depth modifier becomes higher (allowing more powerful enemies to spawn earlier than they might usually)
ITYTD: -6 to -4
HNTR: -6 to -2
HMP: -3 to 0
UV: Special
N!: Special
There could also possibly be an increased amount of powerups and items, if Kornel was feeling particularly generous.

Getting this level event in UV or N! will give the game a chance to spawn nightmare monsters instead of increasing monster depth.

ZZ:
I'm sure this one was suggested, but
This level used to be a warehouse
A whole level is a single room full of crates.

You feel being watched
You can see every monster's position as if you had Int2. Same to monsters.

You sense a struggle here long ago
A level consists of single room in the middle, where you start. There also are 4 guns and 2 stacks of ammo for each. Room has 4 doors. Level has a big amount of mosters.

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