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Author Topic: The "Basic Doom" Module  (Read 24821 times)

shark20061

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The "Basic Doom" Module
« on: March 16, 2012, 19:48 »

Have you ever wanted to go through DoomRL without having to worry about classes, or levels, or special floors, or XP?  Well, you're in luck, because that's what this module is all about!  It's the basic DoomRL game where you can't level up, and your trait/class doesn't help you!

The original purpose of this module was as a test for a proposed challenge mode by Game Hunter as described here.  This is the fourth version, here are the last 2 difference lists.


Comments, questions, concerns, and criticism all appreciated.  Enjoy the module!
« Last Edit: April 26, 2012, 10:38 by shark20061 »
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PFL

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Re: The "Basic Doom" Module
« Reply #1 on: March 17, 2012, 07:16 »

Ooh.  This sounds interesting.  Will give it a try right now. :)
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shark20061

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Re: The "Basic Doom" Module
« Reply #2 on: March 17, 2012, 12:46 »

Alright, tweaking wave 1 is available above.  Try it out and see if it's easier/harder/better than/worse than the regular game.

A full list of changes is available in the spoiler below (it's spoiled cause it's massive)
Spoiler: List of differences (click to show/hide)

The new version is attached to the main post.
« Last Edit: March 17, 2012, 14:18 by shark20061 »
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Matt_S

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Re: The "Basic Doom" Module
« Reply #3 on: March 17, 2012, 13:55 »

Woo, interesting changes.  But the chaingun's 1d7+2 is better than the plasma rifle's 1d8+1.
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shark20061

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Re: The "Basic Doom" Module
« Reply #4 on: March 17, 2012, 14:06 »

Good point, might have to make a change there, although the plasma rifle does deal plasma damage vs. chaingun bullet damage...
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Cotonou

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Re: The "Basic Doom" Module
« Reply #5 on: March 17, 2012, 14:21 »

Why the Shotgun nerfs?  It was pretty much the god-gun in the original Doom.
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shark20061

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Re: The "Basic Doom" Module
« Reply #6 on: March 17, 2012, 14:52 »

The intent is to get the other weapons used a little more, so I downgraded the shotguns just a little (at least I think it's just a little, they're still very useful).
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shark20061

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Re: The "Basic Doom" Module
« Reply #7 on: March 17, 2012, 20:15 »

I guess I put up a couple of my own thoughts first, since I've been playing it quite a bit now:

First, the shotgun nerf was a mistake.  I'll be fixing that in an update shortly.

Second, I think I need to improve everything else even more, and I've got a plan for a couple of things.  But I'm not going to make too drastic a change between now and this coming update.

I'll be updating a couple things shortly, so standby.

EDIT: Changes up.  See initial post.
« Last Edit: March 17, 2012, 21:18 by shark20061 »
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Shinji_Ikari_9th

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Re: The "Basic Doom" Module
« Reply #8 on: March 17, 2012, 21:26 »

looking good so far shark.
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ZZ

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Re: The "Basic Doom" Module
« Reply #9 on: March 18, 2012, 04:48 »

Here is my attempt
Spoiler: Mortem (click to show/hide)
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Simon-v

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Re: The "Basic Doom" Module
« Reply #10 on: March 18, 2012, 05:28 »

Plays nicely, is fairly challenging due to the apparent need to carry many weapons to use in different situations and adapt tactically to new threats. I'd like to see the backpack appear as a rare powerup, but i'll leave that to the author's discretion.
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PFL

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Re: The "Basic Doom" Module
« Reply #11 on: March 18, 2012, 09:08 »

I've played a little with the older builds and have found it really difficult.  That's partly because I'm generally rubbish at DoomRL anyway but mostly because I tend to rely on the shotty.  I presumed that that would be the weapon of choice as it is in the original Doom but now I realise you have to use a mix of weapons to get the best out of it.

I'm looking forward to trying out the new build and will play around later. :)
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Deathwind

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Re: The "Basic Doom" Module
« Reply #12 on: March 18, 2012, 11:26 »

Looks like we found a new challenge mode, Angel of Doom
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ZZ

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Re: The "Basic Doom" Module
« Reply #13 on: March 18, 2012, 11:42 »

I'd vote for it remaining as a module. not as a challenge mode, because it's required play style is way too different from the original. Also, the mix of weapons is not crucial, the thing you need to understand is that without experience, you have absolutely no need to kill everything.

Also, the thing that would make it a little easier - disabling enemies picking items up. It's not as it was in Doom, and new buffed armors make it a real trouble to kill ordinary formers.

Another idea would to merge it with AoI, thus making it even more harder, but bringing it even closer to vanilla Doom. And since we're already upgrading weapons, why not upgrade them a little more, and implement this?
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Brewtal Legend

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Re: The "Basic Doom" Module
« Reply #14 on: March 20, 2012, 00:39 »

Quote
the thing you need to understand is that without experience, you have absolutely no need to kill everything.

You can still kill everything just cause you want to and because you need to. Otherwise they will kill you. And they will keep you from reaching the end of the level. Just like in the original Doom. You didn't get any xp, but you still tried to kill everything, or most everything because you either wanted to or they threatened your chance of survival.

If you also added point scoring somehow to the kills, that might give more reason to kill everything. Kinda like Basic Doom meets Arcade Doom.
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