DoomRL > Modding
The "Basic Doom" Module
shark20061:
--- Quote from: ZZ on March 30, 2012, 01:48 ---What about setting every reload time to 0, like it was in the original?
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I think that would make this way too easy, and I'm not exactly going for a perfect recreation of Doom in DoomRL.
--- Quote from: ZZ on March 30, 2012, 01:48 ---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.
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I think I'll leave the armors alone for now.
--- Quote from: ZZ on March 30, 2012, 01:48 ---Also, disable phase devices please. And tracking maps.
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... probably.
--- Quote from: Kg on April 24, 2012, 10:08 ---Also, items were indestructible in original Doom.
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--- Quote from: ZZ on March 30, 2012, 01:48 ---And make the walls (and possibly items) indestructible.
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I'll probably do that too, at least the items.
--- Quote from: ZZ on March 30, 2012, 01:48 ---Also a good idea as for me would be to implement juggler trait bonuses.
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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.
--- Quote from: Styar on April 24, 2012, 08:03 ---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?
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Nope, that's not right. Fixed.
--- Quote from: Kg on April 24, 2012, 10:08 ---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 ?
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That seems hard to code.
Equality:
hey, the game quite playable :) but...
DoomRL - Fatal Error!
DoomRL crashed!
Reason: LuaError: basicdoom.OnWinGame -- Call(basicdoom.OnWinGame) not found!
It's ok?
tylor:
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)
Evilpotatoe:
--- Quote ---What about replicating levels from original doom (even if very roughly)
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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
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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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