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Author Topic: Doom: The Text Adventure  (Read 153633 times)

raekuul

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Re: Doom: The Text Adventure
« Reply #390 on: May 20, 2012, 14:37 »

You shoot the imp for [(1d5)d5  = 2d5 = (4-1)+(1-1) = 3 + 1 = 4] damage. The imp rushes in at you, with his claws on fire. The imp flameclaws you for [8+3] damage!

INVENTORY:
55 HP
Armor Rating 0
0 Armor Points
1 Standard-Issue Pistol
1 Shotgun
1 Unusual Shotgun
3 Standard-Issue Armor (100, 34, 19)
1 Completely Ruined Heavy Armor (Worn)
Stimpack (2)
Medikit
Mod Toolkit (1/0/0/0)
Dirty Porno
Pumpkin
Darkvision Goggles (?)
Nuclear Red Keycard
 Gone Fishin'-brand Nuclear Reactor Core Owner's Manual
Opened Box
112 Bullets
10 Shells
244 Experience Points
105.5 Rage Points (+5.5)
10 Over Points

Location: Nuclear Plant 8

EnemyHPArmorTo-HitWeapon/AttackIn Inventory
Imp #4Dead0%-ClawsNo Items
Imp #5Dead0%-ClawsNo Items
Imp #6Dead0%-ClawsNo Items
Imp #75%0%12Claws, FireNo Items

And if you had been wearing armor, I'd get to explain how a Flameclaw attack is different from a normal claw attack (armor takes extra damage from Flameclaw, Acidclaw, and Plasmaclaw attacks, though I don't think that last one will actually appear in-game.)
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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: Doom: The Text Adventure
« Reply #391 on: May 20, 2012, 15:13 »

...Plasmaclaw attacks...
I am now imagining being punched with some plasma.

SHOOT IMP #7
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raekuul

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Re: Doom: The Text Adventure
« Reply #392 on: May 20, 2012, 20:00 »

You shoot the imp with your shotgun. You hit for [1d5d5 = 5d5 = (1-1)+(4-1)+(3-1)+(2-1)+(3-1) = 1+3+2+1+2 = 9] damage. The imp is blown away!

INVENTORY:
60 HP
Armor Rating 0
0 Armor Points
1 Standard-Issue Pistol
1 Shotgun
1 Unusual Shotgun
3 Standard-Issue Armor (100, 34, 19)
1 Completely Ruined Heavy Armor (Worn)
Stimpack (2)
Medikit
Mod Toolkit (1/0/0/0)
Dirty Porno
Pumpkin
Darkvision Goggles (?)
Nuclear Red Keycard
 Gone Fishin'-brand Nuclear Reactor Core Owner's Manual
Opened Box
112 Bullets
10 Shells
272 Experience Points (+28 from Imp #7)
105.5 Rage Points
18 Over Points (+8 from Imp #7)

Location: Steam Outflow Override Room A

Exits:
^Security Door Room
^Steam Outflow Override Room B

I've decided to start naming the rooms. Also, you did level up at some point during this exchange, I just didn't remember to apply it until now. Next level is at 425 EXP
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IronBeer

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Re: Doom: The Text Adventure
« Reply #393 on: May 20, 2012, 22:36 »

>>What happens when we level up?
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raekuul

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Re: Doom: The Text Adventure
« Reply #394 on: May 20, 2012, 22:44 »

Max HP increases, and there's a slim chance that you'll get a natural increase to your armor rating/base damage.
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Silhar

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Re: Doom: The Text Adventure
« Reply #395 on: May 21, 2012, 02:08 »

FIND MANUAL OVERRIDE LEVER
PULL IT

What are Over Points?

raekuul

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Re: Doom: The Text Adventure
« Reply #396 on: May 21, 2012, 07:30 »

I think it's explained in the opening post's shiny new information section, but if it's not I'll post it again. Over Points are gained from dealing more damage to an enemy than is required to kill them, and they increase the potency of your healing items. For example, a Stimpack normally heals 10 HP, but with your current number of Over Points using a Stimpack now would recover 28 HP instead.



You return to the Manual OVerride lever. You pull it, but the lever fights you and tries to return to its normal position. You see a red light go green, and a green light go red. You hear a rumbling sound.
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Silhar

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Re: Doom: The Text Adventure
« Reply #397 on: May 21, 2012, 08:19 »

PROCEED TO OVERRIDE ROOM B.

raekuul

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Re: Doom: The Text Adventure
« Reply #398 on: May 21, 2012, 11:23 »

You're in override room B already; override room A was the room with the barrels.
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ZicherCZ

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Re: Doom: The Text Adventure
« Reply #399 on: May 21, 2012, 12:21 »

I think it's explained in the opening post's shiny new information section, but if it's not I'll post it again. Over Points are gained from dealing more damage to an enemy than is required to kill them, and they increase the potency of your healing items. For example, a Stimpack normally heals 10 HP, but with your current number of Over Points using a Stimpack now would recover 28 HP instead.

Namong these "Overkill Points" might make it clearer where these come from. Just sayin'.
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Silhar

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Re: Doom: The Text Adventure
« Reply #400 on: May 21, 2012, 13:20 »

TAKE OFF RUINED HEAVY ARMOR
PUT ON STANDARD-ISSUE ARMOR
USE DESTROYED ARMOR TO PREVENT THE LEVER FROM RETURNING

(Some belts, straps or similar things?)

raekuul

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Re: Doom: The Text Adventure
« Reply #401 on: May 21, 2012, 14:47 »

You release the lever, which snaps into place. Some steam is vented. You remove your armor. You put on some armor.

You attempt to rig the lever to stay open using your ruined armor. Unfortunately, the armor is in no condition to be stopping anything.
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Tormuse doesn't lose, he dies on purpose to lull the demons into a false sense of security.

ih8regin

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Re: Doom: The Text Adventure
« Reply #402 on: May 22, 2012, 01:43 »

"Hmm, something is amiss here. Maybe the steam pressure is fighting against me? There was a sign for the vents somewhere behind."

PROCEED TO STEAM VENTS CAUTIOUSLY (which means, stop at unexplored and look around)
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raekuul

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Re: Doom: The Text Adventure
« Reply #403 on: May 22, 2012, 07:21 »

Or maybe you need a rope?

You investigate the steam vents. They appear to be a one-way trip for you, one you won't survive. From the sound of things, they're currently closed - and from what you saw just a moment ago, they're only open when the Steam Outflow Override lever is being pulled. Although why you would want to go in them is a mystery. Perhaps you meant to explore the Water Flow system instead?
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ih8regin

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Re: Doom: The Text Adventure
« Reply #404 on: May 22, 2012, 07:28 »

(I was actually thinking it's a room of some sort that contains steam vents, and there's something to do there)

EXAMINE STEAM VENTS FROM BELOW, ATTEMPTING TO FIND A BLOCKER
PROCEED TO WATER FLOW SYSTEM CAUTIOUSLY
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