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Author Topic: The "Basic Doom" Module  (Read 21365 times)

shark20061

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Re: The "Basic Doom" Module
« Reply #30 on: April 26, 2012, 10:38 »

What about setting every reload time to 0, like it was in the original?
I think that would make this way too easy, and I'm not exactly going for a perfect recreation of Doom in DoomRL.

Also, green armor outperforms blue on formers. I suppose it should be fixed, because in the original, next tier was always better than the previous.
I think I'll leave the armors alone for now.

Also, disable phase devices please. And tracking maps.
... probably.

Also, items were indestructible in original Doom.
And make the walls (and possibly items) indestructible.
I'll probably do that too, at least the items.

Also a good idea as for me would be to implement juggler trait bonuses.
That doesn't make sense, because it took time to switch weapons, and you didn't automatically get to use a chainsaw if you had, say, your pistol out.

I am playing your mod now, and a start pistol has 2d4 D, not 2d5+1 and fire time of 1. Enemies pistol has 2d5 dam and less fire time. Is it right?
Nope, that's not right.  Fixed.

I wonder if it's possible to adapt constant weapon change time, like in Doom. So unequipping would take 0s, while equipping item would take 1s, or so. Or make it 0.5 / 0.5 ?
That seems hard to code.
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Re: The "Basic Doom" Module
« Reply #31 on: November 20, 2012, 09:59 »

hey, the game quite playable :) but...

DoomRL - Fatal Error!

DoomRL crashed!
Reason: LuaError: basicdoom.OnWinGame -- Call(basicdoom.OnWinGame) not found!

It's ok?
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Once advanced DoomRL player
Find mysterious sword Dragonslayer
Say "Best thing ever found!" and start jumping around...
But he can't get the sword from the ground

tylor

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Re: The "Basic Doom" Module
« Reply #32 on: March 03, 2013, 18:14 »

Wouldn't it be simplier to just give player fixed traits across the board (Badassx2, EE1, SoB2 etc), instead of changing every weapon?
Also, what about replicating levels from original doom (even if very roughly)
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Evilpotatoe

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Re: The "Basic Doom" Module
« Reply #33 on: March 04, 2013, 04:19 »

Quote
What about replicating levels from original doom (even if very roughly)
I think it depends on the possibility to exploit the limited level size. In "inferno" module, Hell keep is rather good... but it's a small level, and it takes most of available room. I'd be in favor of bigger levels, but considering console version.. I doubt it's possible to implement.
Also, this might be too repetitive, but original doom didn't have random levels after all, so why not ?

Quote
instead of changing every weapon
In "Basic doom", I'd be tempted to remove exotics & uniques. Isn't it what is planned here ?

I want to upvote ideas like making the game AoI, prevent enemies from picking things up, etc.
Also, all both armors should be... cursed, and possible to override with a better/newer one ?
Anyway, I read about new armors, so I guess you put more than just green & blue armors.
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