DRL > Bug Reports
[0.9.9.4 winxp] Angel of haste not showing proper level numbers or music
Brewtal Legend:
Just played an Angel of Haste game and I noticed that it was not showing the proper level numbers on the bottom right of the screen. I assume it actually was skipping the odd levels since I didn't start on the base level, but the level numbers on screen went from 1 to 7 which is how far I got. I assume I was actually on level 14 though since the level before had an entrance to the halls of carnage.
Another thing is that the music didn't seem to play properly. The music tracks played in sequential order from 1 to 7 instead of skipping every other track as expected.
***edit***
Just played again and made it to level 16 and I noticed that it said phobos hell level 1 in the bottom right when I died which I guess is correct, but in the mortem, it said I died on phobos base level 8. Also, the music plays in the sequential order from level 2 on up instead of skipping every other track, but level 1 plays a different track. Not sure which one yet.
[thelaptop: fixed the title to reflect correct version number]
Kornel Kisielewicz:
Both are intended actually...
Brewtal Legend:
--- Quote from: Kornel Kisielewicz on September 04, 2011, 04:40 ---Both are intended actually...
--- End quote ---
Really?
Why?
No offense, but it doesn't really make sense to me why it would be intended that way. If I was skipping every other level I would expect it to display the level correctly. As it is, if it says I'm on level 6, I have to figure I'm actually on level 12. And if it says I'm on phobos hell level 2, now I have to figure I'm actually on phobos hell level 3/level 18. Kinda annoying in my opinion.
ParaSait:
Judging from this and some other posts, you must be new to challenge games. :P
tehtmi:
Just to clarify, here is the description of Angel of Haste:
--- Code: ---DoomRL is too long, you want to fight
your way through, as fast as possible.
Half as many levels, twice the danger
increase.
--- End code ---
This doesn't frame the game in terms of skipping levels (which is technically an accurate description), but rather in terms of a sequential set of levels 1-12 that are each "twice as hard" as the normal levels. Here, "twice as hard" means as hard as what would normally occur at twice that depth. It was a conscious design choice to base the special levels on this doubled depth so they would all have a chance to appear in the abbreviated game.
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