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Author Topic: The "Basic Doom" Module  (Read 21367 times)

Ander Hammer

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Re: The "Basic Doom" Module
« Reply #15 on: March 20, 2012, 07:21 »

Health above 100% still decays... intended?

I'm up for preventing enemy item use as long as Doom turns into AoI.

Maybe remove health packs completely and ramp up health spawns?

Maybe remove ammo packs?

(Except I needed both of those things to kill Cybie...)
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Hell Baron Major
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shark20061

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Re: The "Basic Doom" Module
« Reply #16 on: March 20, 2012, 10:16 »

I'll weigh in on the proposed suggestions:

Backpack as a rare powerup:  I've decided to add it as a bonus on a mid game level.  Which level?  I don't even know!

Make enemies stop picking up items: This is actually a little harder to do than it first looks, since it involves a re-write of the former and baron ai scripts.  I'll have to get my hands on those scripts first before I'll be able to change them.

Score counter: The game already has a built in score counter system, although how it works is mysterious and most sources of score aren't tallied until the end of the game.  It sounds like it would take a lot of code.  I'll think about it.

Add AoI restrictions: Surprisingly, that's an easy one line toggle.  Sure, it can be done.

Upgrade weapons even more: ... alright, I can do that, although I don't know in what ways I should improve them.

Stop >100% health decay: Also a one line change, and would probably be a fair change.

Keep suggestions coming!  I'll post an update once I can change the AI scripts properly.
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Klear

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Re: The "Basic Doom" Module
« Reply #17 on: March 20, 2012, 10:20 »

I don't like the score idea. I mean, we are trying to make it more like doom, not less like doom, right?
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Matt_S

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Re: The "Basic Doom" Module
« Reply #18 on: March 20, 2012, 10:42 »

You can still kill everything just cause you want to
Hell yeah!
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Pricklyman

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Re: The "Basic Doom" Module
« Reply #19 on: March 20, 2012, 14:01 »

I don't like the score idea. I mean, we are trying to make it more like doom, not less like doom, right?

For the sake of clarification - are we talking a score counter - or a kill counter?

(Seeing as there was a kill counter in original Doom.)
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Klear

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

Score counter. I think it's unnecessary to give players this weak motivation to 100% clear all levels. From what I read, a lot of people are going for YAAM even when it's not a very good tactical decision.
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Matt_S

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Re: The "Basic Doom" Module
« Reply #21 on: March 20, 2012, 15:00 »

From what I read, a lot of people are going for YAAM even when it's not a very good tactical decision.
No sacrifice, no victory.
Screwed up the quote tags and just noticed...
« Last Edit: March 29, 2012, 19:27 by Matt_S »
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Ander Hammer

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Re: The "Basic Doom" Module
« Reply #22 on: March 28, 2012, 04:35 »

Now that I think about it, AoI restrictions with DoomRL's bosses and no traits sounds like it might be iffy.

Maybe some health spawns in boss arenas?
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shark20061

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Re: The "Basic Doom" Module
« Reply #23 on: March 29, 2012, 19:08 »

Posting update. One moment...

Update posted, but first a couple notes.

Considering the difficulty of the module already, I decided not to include the AoI restriction at the moment.  But I did improve a couple weapons just ever so slightly more.

Rest of the changes are in the change log, see the opening post for details.  Enjoy!
« Last Edit: March 29, 2012, 20:17 by shark20061 »
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Shinji_Ikari_9th

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Re: The "Basic Doom" Module
« Reply #24 on: March 29, 2012, 21:00 »

you need to change the version number in the files so that it reads right.  other then that it's good so far.

here's a screen shot from the last level i reached this time.

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shark20061

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Re: The "Basic Doom" Module
« Reply #25 on: March 29, 2012, 22:12 »

you need to change the version number in the files so that it reads right.  other then that it's good so far.

Whooooooops!  Fixed.
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ZZ

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Re: The "Basic Doom" Module
« Reply #26 on: March 30, 2012, 01:48 »

What about setting every reload time to 0, like it was in the original?

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.

Also, disable phase devices please. And tracking maps.
Edit: Oh, sorry. The mod seems to stop working after save/loading. If that's not author's fault, I'll post this as a bug.

And make the walls (and possibly items) indestructible.

Also a good idea as for me would be to implement juggler trait bonuses.
« Last Edit: March 30, 2012, 02:44 by ZZ »
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shark20061

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Re: The "Basic Doom" Module
« Reply #27 on: March 30, 2012, 13:49 »

What about setting every reload time to 0, like it was in the original?
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.
Also, disable phase devices please. And tracking maps.
And make the walls (and possibly items) indestructible.
Also a good idea as for me would be to implement juggler trait bonuses.
Comment responses deferred for later.

Edit: Oh, sorry. The mod seems to stop working after save/loading. If that's not author's fault, I'll post this as a bug.
Fixed.  My fault.
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Styar

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Re: The "Basic Doom" Module
« Reply #28 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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Kg

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Re: The "Basic Doom" Module
« Reply #29 on: April 24, 2012, 10:08 »

Also, items were indestructible in original Doom. 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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