Chaosforge Forum

  • March 18, 2024, 21:41
  • Welcome, Guest
Please login or register.



Login with username, password and session length
Pages: 1 ... 5 6 [7] 8 9 10

Author Topic: The Inferno Module  (Read 110270 times)

Kashi

  • Elder
  • Sergeant Major
  • *
  • *
  • Offline Offline
  • Posts: 148
  • I'm going with the Alucard now
    • View Profile
Re: The Inferno Module
« Reply #90 on: July 20, 2012, 14:04 »

You even added teleportitis to the thing. You, insufferable jackwit, deserve an altar in the shrine I'm making in Minecraft.
Logged
0.9.9.5 - Archvile 2nd Lieutenant
[22][10][5][1][0]
"Tururu..."

GinDiamond

  • First Sergeant
  • *
  • Offline Offline
  • Posts: 129
  • Warrant Officer-Mancubus, trying to get all Bronze
    • View Profile
    • GinDiamond Stuff
Re: The Inferno Module
« Reply #91 on: July 20, 2012, 17:27 »

You even added teleportitis to the thing. You, insufferable jackwit, deserve an altar in the shrine I'm making in Minecraft.

You talking to me?
Logged
Do not muddle in the affairs of Dragons, for thou art crunchy and taste good with ketchup.

Kashi

  • Elder
  • Sergeant Major
  • *
  • *
  • Offline Offline
  • Posts: 148
  • I'm going with the Alucard now
    • View Profile
Re: The Inferno Module
« Reply #92 on: July 21, 2012, 00:38 »

You talking to me?
No, I'm talking to the one who did the thing. Which, by all accounts, would be tehtmi.
Logged
0.9.9.5 - Archvile 2nd Lieutenant
[22][10][5][1][0]
"Tururu..."

GinDiamond

  • First Sergeant
  • *
  • Offline Offline
  • Posts: 129
  • Warrant Officer-Mancubus, trying to get all Bronze
    • View Profile
    • GinDiamond Stuff
Re: The Inferno Module
« Reply #93 on: September 05, 2012, 06:55 »

Hey, does anyone know when this game will be updated?
Logged
Do not muddle in the affairs of Dragons, for thou art crunchy and taste good with ketchup.

Sradac

  • Corporal
  • *
  • Offline Offline
  • Posts: 50
    • View Profile
Re: The Inferno Module
« Reply #94 on: January 18, 2013, 20:33 »

Just did my first run on this mod, and I must say it is freaking awesome.  I made it quite far before dying off in Ptolomea. Lots of great stuff in this mod, I really hope development for it continues. Although I must say, it seems like there is no reason to NOT choose the melee loadout.  2 large health kits and a blue armor, and all I have to do is rush the imp when entering hellkeep then I get a shotgun right away with plenty of shells? Sure, why not?!

--------------------------------------------------------------
 DoomRL (v.0.9.9.6G) roguelike post-mortem character dump
 Module : Inferno (0.15.1)
--------------------------------------------------------------

 Ilya Bely, level 11 Scout,
 let an arachnotron get him in Ptolomea.
 He survived 81680 turns.
 He played for 1 hour, 22 minutes and 39 seconds.
 He didn't like it too rough.

 He killed 648 out of 684 hellspawn. (94%)

-- Special levels --------------------------------------------

  Name               Result       Kills   Turns      Time
  Hell Keep          Complete   11/  11    1912     1m23s
  The Blood Temple   Escaped     0/   0     929       43s
  Singularity        Complete   29/  29    3755     3m41s
  The Acheron        Complete   48/  48    2952     3m24s
  Infernal Sanctuary Complete   29/  29    2935     3m28s
  Ptolomea           Death       2/  38    1362     9m43s

-- Awards ----------------------------------------------------

  Massacre Medal
  -- Killed eight monsters in fifty turns

  Sniper Medal
  -- Killed 100 monsters that are more than 8 tiles away

  Ruby Heart
  -- Defeated the lava witch

-- Graveyard -------------------------------------------------

  ###########################################################
  ###########################################################
  #############..........#.....A...M..............#......####
  #############....A...A.#........................#...M..####
  #############..........#.......B............A...#.B....####
  #############....A...A.#^.....X.................#......####
  ##############################..###...###..#...M#.B....####
  ##################..>..#######..BB+....|A|B#....#.....M.||#
  ##################.....#######.......|....BB....#.......||#
  ##################...........#....B.}++|||BB....#.......||#
  ##################.....#######............;.....#.......||#
  ##################..>..#######....|.||.||B.#....#.....M.||#
  ##############################..###...###..#....#.B....####
  #############....A...A.#^.......................#...M..####
  #############..........#.......B............AM..#.B....####
  #############....A...A.#........................#......####
  #############..........#.........M.............A#......####
  ###########################################################
  ###########################################################
  ###########################################################

-- Statistics ------------------------------------------------

  Health 0/50    Experience 56604/11
  ToHit Ranged +6  ToDmg Ranged +3
  ToHit Melee  +0  ToDmg Melee  +0

-- Traits ----------------------------------------------------

  Class : Scout

    Son of a bitch   (Level 3)
    Eagle Eye        (Level 3)
    Intuition        (Level 2)
    Triggerhappy     (Level 2)
    Cateye           (Level 1)

  SoB->SoB->TH->Int->Int->MCe->EE->SoB->EE->TH->EE->

-- Equipment -------------------------------------------------

    [a] [ Armor      ]   ballistic red armor [1/4] (9%)
    [b] [ Weapon     ]   gatling gun (1d7)x6 [24/60]
    [c] [ Boots      ]   steel boots [1/1] (100%)
    [d] [ Prepared   ]   10mm ammo chain (x157)

-- Inventory -------------------------------------------------

    [a] plasma rifle (1d8)x6 [40/40] (P1)
    [b] red armor [4/4] (100%)
    [c] 10mm ammo (x140)
    [d] 10mm ammo (x140)
    [e] 10mm ammo (x140)
    [f] 10mm ammo (x140)
    [g] power cell (x70)
    [h] power cell (x70)
    [i] power cell (x70)
    [j] power cell (x70)
    [k] large med-pack
    [l] large med-pack
    [m] large med-pack
    [n] large med-pack
    [o] large med-pack
    [p] large med-pack
    [q] large med-pack
    [r] large med-pack
    [s] large med-pack
    [t] large med-pack
    [u] large med-pack
    [v] Duplication Pack

-- Resistances -----------------------------------------------

    Bullet     - internal 0%    torso 7%    feet 0%   
    Melee      - internal 0%    torso 7%    feet 0%   
    Shrapnel   - internal 0%    torso 7%    feet 0%   
    Fire       - internal 0%    torso -5%   feet 0%   

-- Kills -----------------------------------------------------

    115 former humans
    72 former sergeants
    28 former captains
    98 imps
    22 demons
    92 lost souls
    32 cacodemons
    17 hell knights
    18 barons of hell
    16 arachnotrons
    2 former commandos
    3 pain elementals
    8 revenants
    5 mancubi
    6 arch-viles
    1 lava witch
    6 spectres
    60 hydras
    36 achlyses
    10 cinders
    1 asura

-- History ---------------------------------------------------

  He selected the melee loadout.
  He began his journey by storming Hell Keep...
  He left no survivors!
  On level 8 he encountered the Blood Temple...
  He left the place undisturbed.
  On level 13 he approached the Singularity...
  There he found the Duplication Pack.
  He closed all the portals!
  He reached the banks of the Acheron.
  On level 18 he discovered The Infernal Sanctuary.
  There he claimed Ruby Heart.
  He defeated the lava witch!
  On level 19 he assembled a ballistic armor!
  On level 20 he assembled a gatling gun!
  On level 21 he anwsered the call of Ptolomea...

-- Messages --------------------------------------------------

 hit! You are hit! You are hit! You are hit! You are hit! Boom! Boom! Boom!
 You see : an arachnotron (almost dead) | blood | [ m ]ore
 The missile hits the arachnotron. The arachnotron dies. Boom! Boom! Boom!
 Boom! Boom! Boom! Boom! Boom! Boom! Boom! Boom! Boom! Boom! Boom! You are
 hit! You are hit! Boom! Boom! You are hit! Your ballistic red armor is
 damaged!
 You see : a mancubus (unhurt) | blood | [ m ]ore
 Boom! The missile hits the hell knight. The missile hits the hell knight.
 Boom! The missile hits the mancubus. The missile hits the mancubus. The
 missile hits the mancubus. The missile hits the mancubus. The missile hits
 the mancubus. The missile hits the mancubus. The missile hits the mancubus.
 You are hit! Boom! You are hit! You are hit! You are hit! You are hit! Boom!
 The missile hits the baron of hell. Your ballistic red armor is damaged!
 Boom! You are hit! You are hit! You are hit! You are hit! You die!... Press
 <Enter>...
 here.

--------------------------------------------------------------
« Last Edit: January 18, 2013, 20:35 by Sradac »
Logged

Rajhin

  • Sergeant
  • *
  • Offline Offline
  • Posts: 67
  • Lost Soul
    • View Profile
Re: The Inferno Module
« Reply #95 on: January 25, 2013, 12:28 »

Although I must say, it seems like there is no reason to NOT choose the melee loadout.  2 large health kits and a blue armor, and all I have to do is rush the imp when entering hellkeep then I get a shotgun right away with plenty of shells? Sure, why not?!
On the UV you will have to kill 3 imps and caco with knife only. It's difficult even with brute and definetly not worth it without.
I also think that this mod is awesome and hope that it will be merged with main game or at least developed futher.

And this is my latest mortem with some bugs inside. I dropped Ruby Heart in Ptolomea, used envirosuit for 25% res, activated event and after few bfg blasts found myself with this shitty lava blast instead of my bfg and unable to swap weapons. And yes, it drained durability from every armor i wielded. Sad story.
--------------------------------------------------------------
 DoomRL (v.0.9.9.6G) roguelike post-mortem character dump
 Module : Inferno (0.15.1)
--------------------------------------------------------------

 Aleks996, level 16 Scout,
 let an arachnotron get him in Ptolomea.
 He survived 134576 turns.
 He played for 2 hours, 35 minutes and 15 seconds.
 He was a man of Ultra-Violence!

 He killed 1800 out of 1846 hellspawn. (97%)

-- Special levels --------------------------------------------

  Name               Result       Kills   Turns      Time
  Hell Keep          Complete   38/  38    4698     2m49s
  The Spawning Pits  Complete   99/  99    4365     4m48s
  Erebus             Complete   31/  31    5231     4m04s
  Singularity        Complete   64/  64    3555     5m06s
  The Acheron        Complete  214/ 214   12657    14m04s
  Infernal Sanctuary Complete  166/ 166    3636     5m19s
  Ptolomea           Death      20/  66    1276     3m41s

  Carnival of Death  Complete   21/  21     519     1m44s

-- Awards ----------------------------------------------------

  Massacre Medal
  -- Killed eight monsters in fifty turns

  Massacre Cross
  -- Killed fifteen monsters in fifty turns

  Bloodbath Medal
  -- Killed 25 monsters in fifty turns

  Sniper Medal
  -- Killed 100 monsters that are more than 8 tiles away

  Sniper Cross
  -- Killed 500 monsters that are more than 8 tiles away

  Siege Token
  -- Cleared the Hell Keep on UV

  Shadow Medal
  -- Defeated the shadow demon

  Ruby Heart
  -- Defeated the lava witch

-- Graveyard -------------------------------------------------

  ###########################################################
  ###########################################################
  ###############..A...A..|.|........R.......|...........V.##
  ###############....A...A........B..........M|........|M..##
  ###############.|A...A.|.............|V..B..........B....##
  ###############....A...A..^.....||.........|..........M..##
  ################################..###...###|.#......B....##
  ####################..>..#######.............#..|R.U....M.|
  ####################.....#######.....A.|...|..A|..........|
  ####################...........#.|............|.|.....M...|
  ####################.....#######...B.........R............|
  ####################..>..#######.............#..A..U....M.|
  ################################..###...###A|#....|.B....##
  ###############.A..A...A.....|........B.....MV........M..##
  ###############......A......||..|.....|.............B....##
  ###############......A.......|........................M..##
  ###############...A|AA......X.|.....|.%|.|........||..|V.##
  ###########################################################
  ###########################################################
  ###########################################################

-- Statistics ------------------------------------------------

  Health 0/50    Experience 135682/16
  ToHit Ranged +2  ToDmg Ranged +2
  ToHit Melee  +0  ToDmg Melee  +0

  Envirosuit

-- Traits ----------------------------------------------------

  Class : Scout

    Finesse          (Level 3)
    Hellrunner       (Level 3)
    Son of a bitch   (Level 2)
    Eagle Eye        (Level 1)
    Dodgemaster      (Level 1)
    Intuition        (Level 2)
    Whizkid          (Level 2)
    Triggerhappy     (Level 1)
    Cateye           (Level 1)

  Int->Int->SoB->SoB->TH->MCe->Fin->Fin->WK->WK->HR->HR->DM->EE->Fin->HR->

-- Equipment -------------------------------------------------

    [a] [ Armor      ]   nothing
    [b] [ Weapon     ]   Lava Blast (7d2) [5/5]
    [c] [ Boots      ]   steel boots [1/1] (100%) (A)
    [d] [ Prepared   ]   BFG 9000 (10d8) [130/130] (B1T1)

-- Inventory -------------------------------------------------

    [a] cerberus red armor [2/2] (67%) (P)
    [b] stealth armor [1/3] (42%) (P)
    [c] power cell (x30)
    [d] power cell (x50)
    [e] power cell (x50)
    [f] power cell (x50)
    [g] power cell (x50)
    [h] large med-pack
    [i] large med-pack
    [j] large med-pack
    [k] large med-pack
    [l] large med-pack
    [m] large med-pack
    [n] phase device
    [o] homing phase device
    [p] envirosuit pack
    [q] Hellwave Pack
    [r] Aegis

-- Resistances -----------------------------------------------

    Acid       - internal 25%   torso 25%   feet 25% 
    Fire       - internal 25%   torso 25%   feet 25% 

-- Kills -----------------------------------------------------

    141 former humans
    182 former sergeants
    74 former captains
    298 imps
    37 demons
    320 lost souls
    72 cacodemons
    38 hell knights
    67 barons of hell
    47 arachnotrons
    38 former commandos
    20 pain elementals
    36 revenants
    47 mancubi
    19 arch-viles
    1 lava witch
    78 spectres
    1 shadow demon
    109 hydras
    63 hydra queens
    70 achlyses
    29 cinders
    13 asuras

-- History ---------------------------------------------------

  He selected the shotgun loadout.
  He began his journey by storming Hell Keep...
  He left no survivors!
  On level 6 he entered The Spawning Pits...
  There he discovered the Aegis.
  He slew the hydra queen!
  On level 10 he descended into Erebus...
  There he discovered the Staff of Souls.
  He banished the shadow demon!
  On level 12 he ran for his life from acid!
  On level 12 he assembled a hyperblaster!
  On level 13 he approached the Singularity...
  There he found the Duplication Pack.
  He closed all the portals!
  On level 14 he raided the Carnival of Death!
  He reached the banks of the Acheron.
  On level 17 he found the Hellwave Pack!
  On level 18, hell froze over!
  On level 18 he discovered The Infernal Sanctuary.
  There he claimed Ruby Heart.
  He defeated the lava witch!
  On level 20 he encountered an armed nuke!
  On level 20 he assembled a cerberus armor!
  Level 21 blasted him with unholy atmosphere!
  He nuked level 21!
  On level 21 he anwsered the call of Ptolomea...

-- Messages --------------------------------------------------

 The missile hits the mancubus. The mancubus dies.
 You see : a baron of hell (wounded) | pool of blood | [ m ]ore
 The missile hits the baron of hell.
 You see : a baron of hell (heavily wounded) | blood | [ m ]ore
 The missile hits the baron of hell. You are hit!
 You see : a baron of hell (severely wounded) | pool of blood | [ m ]ore
 The missile hits the baron of hell.
 You see : a baron of hell (heavily wounded) | pool of blood | [ m ]ore
 The missile hits the baron of hell.
 You see : an arachnotron (unhurt) | blood | [ m ]ore
 The missile hits the arachnotron. You are hit! Your red armor is completely
 destroyed! You are hit! You are hit! You are hit! You are hit! Boom! You are
 hit! You are hit! You are hit! Boom! You are hit! You are hit! You are hit!
 You are hit! You are hit! You are hit! Boom! Boom! You are hit! You are hit!
 You die!... Press <Enter>...
 You see : a lost soul (unhurt) | pool of blood | [ m ]ore

--------------------------------------------------------------

Logged
20/26 4/17
33/50

Evilpotatoe

  • Backer
  • Major
  • *
  • *
  • Offline Offline
  • Posts: 316
  • Lost Soul corpse
    • View Profile
Re: The Inferno Module
« Reply #96 on: February 05, 2013, 05:32 »

Hi,
Just started playing this mod, and I must say... Great work here !
Here are the first suggestions which came to my mind (EDIT : I'm really incapable of keeping a feedback short... bah, doesn't seem like a drawback to me) :


Mod promotion :
I just found that mod randomly a few days ago, when looking at the last discussed topics, which is quite sad.
I already heard about it (and it looked appetizing), in one of the GameHunter's videos, but I tought it wasn's graphic, and didn't exist for 0.9.9.6, so I forgot about it.
I'm sure I didn't look enough, but a "variants" section of DoomRL (like for Angband http://angband.oook.cz/variants.php), e.g., in the wiki, would help a lot finding popular mods.
I know "product promotion" isn't what roguelike players value the most, and I usually hate it too, but seriousely... it's too sad that I ignored doomRL (and now, inferno) for so much time ! The more players we have, the faster and the better the game will improve ! Such awesome things shouldn't stay hidden in a lost forum on a lost website :(

Ennemies :
Great enemies added here ! Well, spectres's implementation seems quite hacky, but it's still excellent. All new monsters are annoying, even if I think that hydras & alchys are quite weak, so it's really great. Also, it's good to have a new source of shells in deep levels :)
What about adding the rocket and BFG formers ? (and I'm not kidding ! But BFG guys would have to be very rare, of course. As rare as a BFG itself, I guess. I'm sure they would be a cool replacement for the standing-on-the-floor BFG, just avoid summoning them as level reward ^^)

Starting gear :
Make something so that the shotgun start is of some use... maybe add a 50 ammo shell box instead of the shells... which would somehow balance for the lack of 2nd medkit, or remove boots & knife instead of the kit. Currently, finding a shotgun after the first room is really ridiculous :(
Also, I think the starting choice should have some influence on the game. I tought to specials levels, like blood temple (which could be replaced if you don't choose the melee layout, for example), but simple RNG tweaking depending on the starting choice could be cool. e.g. find a few more medkits & armors in melee build, and have the chainsaw returned as a random drop, or ensure the presence of blood temple. The shotty build could lower the depth level of all shotguns, and make shotguns monsters or ammo a little more present (I really think those tweaks should be as light as possible, just some quite imperceptible percents, so that we stay far for gamebreaking changes, but I think they would be cool)

Btw, feel free to add the gun & chaingun starting build... and why not one focused on plasma or nuclear weapons ? (no, I don't think of giving a plasma gun at start). I rather tought about tweaking the RNG to make plasma weapons little more common, and add a few more commandos or arachnotrons among enemies (hey, I wouldn't give such a sweet guns for free !), is worth sacrificing some starting gear, be it one medkit, or the boots & knife... in fact, you might even start with an energy gun, but I guess this would be insanely overpowered, since people wouldn't be forced to trash it, and it's not the purpose of this build.
A "whizkid" start could be cool too, with several mods at start, and an increased drop rate of mods (I miss rare mods so much :(  ) Once again, it has to be balanced, so that people don't always pick it, but I think that something like a 15% more mods drops could be interresting without beeing gamebreaking. Btw, some shamblers might appear in levels, to remind you that everything has its costs :p

Levers :
-Add a rare-mod depot lever
-Make negative levers significantly more frequent, since it's now quite rare to find dangerous one :(   Maybe, create some new levers, like one which starts filling the level with lava/acid, or one putting an armed nuke, filling the air with toxic gas, summon a cybie... (I somehow miss that guy :)
Well, seems some of thoses should be reserved for the highest depth, but my suggestion list isn't exhaustive, and reducing good lever's frequency could be an other interresting option to keep levers  dangerous... now, I'm not even sure there's a dangerous lever remaining : monsters summon is often easy to dispose of, and even the once dreaded acid/lava fillers wont kill you anymore with an aegis :(

Secrets :
I read about secrets in this topic... and must say that I found my first secret at the 3rd wall I tried to open... very doomish.
Tough, I think some clue should be left to players, so that they know about secrets (whose secrecy is really relative, anyway). If I didn't read this thread, I would never have looked for it by myself...
So, I suggest something like a "Secrets : 0/4" display in the mortem, to give players an idea of the number of secrets they missed, and the place where they could be. Eh, it's the way it worked in Doom after all...

Spoilers :
-I didn't even read the changelog before trying the mod : wanted to discover it. But now, I did, and all I learnt is that BFG & chainsaw don't drop anymore.
-I don't want to download & open the sources for this, really... but could you, please, add spoilers with details about what you added in the game ?
-I think the new items descriptions are good, since none left me really wondering what they could do, but I'd like a little more information on some technical points (I guess I'm a curious guy), like new monster's resistances, damages & stats, know if hydras have a limited number of spawns, and so.
Also, the new assemblies are quire frustrating : The exoskeleton, which seemed to be a melee damage improvement ("You feel much stronger"), seems to be a really protective armor, but what does the scout armor do, + to accuracy ? Are the new boots of any use ? I'd think so, but I can't imagine useful boots if they don't provide something else than speed or resistance, and I didn't see my resistances improve.

Overall game improvements :
-Choosing starting gear is an excellent idea, dig it please !
-Improved vaults, shambly vault, cool basements, improved caves... well, I already said that mod is awesome, right ?
-Does really invisibility globe count as a powerup ? Does it really have the +50% duration for marines ? It always feels too short (and often useless) for me :(   I love the idea, tough. Also, I think it should restore fatigue.
-Why does the hellfire-pack not improve weapon magazines ? Seems it improved dices, sides, and shooting speed... why not add it some A and B capabilities ? it's design to finish the job anyway, I don't think it would make it much more imbalanced :) (When I see how insane a 3d5 hyperblaster is, I can't imagine what super shotgun could be created... 13d6*2 ? with P3H2 ? Oh my... I need to create that !
-Could you add the regular level clearing time in the mortem please ?

Difficulty improvement :
-I died in ITYTD, nice work !
-I't good not to find a missile launcher, a backpack, nuclear weapons and BFGS on every game. Random rewards are so much more roguelike-ish !
-A lot of ammo... probably way too much.
-Maybe too much mods too. Err... wait, I love them... don't remove any, pleaaaaase xD    Dunno if it's good that way, but I somehow think whizkid (which I always take, anyway), becomes too much valuable.
-Maybe not enough lava in the "3rd episode" levels ? (I didn't visit thoses much yet, might be wrong). Anyway, I hate acid&lava, the same way I hate lacking of ammo. That precisely why I should be drowning in boiling acid, looking desesperately for ammo !
-Interresting new ennemies
-Too much good new levers, definitely. They are insanely cool, but in doomRL, I used to hesitate before pulling them (Well, I often didn't dare). Here, I always pull them.
-I read in the changelog that you added F to the super shotgun -> if it's for a single shoot option, I think the DoomRL superSG was designed to be more powerful, but less flexible than the double shitty. The same way missile launcher doesn't allow rocket jumps :'(   I'm not sure buffing such a powerful weapon is the best possible idea.
Spoiler (click to show/hide)
-I think a BIG mistake in doomRL is to give more XP on UV than on ITYTD... once you got enough levels, you're nearly invincible, no matter the difficulty. So, why not add a big exp boost to newbie difficulties, so that you gain levels earlier, and nerf exp gain (instead of putting hell knight on floor 2) in harder difficulties ? This would probably change the game a lot, but I'm not sure hordes of monsters are the biggest challenge you can get.
Cornershooting owns most monsters anyway, and shotgun disposes of any masses in a few rounds (<- pun here). Also, once you get some SoB, reloader, or other cool skills, completing the game becomes quite easy.
I'm sure this idea alone would be worth creating a discussion topic about "vanilla" doomRL. Don't you ?
« Last Edit: February 05, 2013, 05:51 by Evilpotatoe »
Logged
Badges - [26/26/26/22/9/2] - 42/43

GinDiamond

  • First Sergeant
  • *
  • Offline Offline
  • Posts: 129
  • Warrant Officer-Mancubus, trying to get all Bronze
    • View Profile
    • GinDiamond Stuff
Re: The Inferno Module
« Reply #97 on: March 11, 2013, 13:24 »

This module is still pretty awesome. Sure, it leans more toward the experienced player, but the mechanics (monsters don't take actions unless they see/hear you, paired teleporters, new mods/exotics, new enemies, new situational levels/special levels) and so on balance it out.
Logged
Do not muddle in the affairs of Dragons, for thou art crunchy and taste good with ketchup.

GinDiamond

  • First Sergeant
  • *
  • Offline Offline
  • Posts: 129
  • Warrant Officer-Mancubus, trying to get all Bronze
    • View Profile
    • GinDiamond Stuff
Re: The Inferno Module
« Reply #98 on: March 25, 2013, 11:31 »

Will this mod be ported to DoomRL 0.9.9.7?
Logged
Do not muddle in the affairs of Dragons, for thou art crunchy and taste good with ketchup.

wyvern

  • Private FC
  • *
  • Offline Offline
  • Posts: 6
  • Lost Soul
    • View Profile
Re: The Inferno Module
« Reply #99 on: April 08, 2014, 23:22 »

The greatness of this mod compels me to revive this ancient thread.
Spoiler (click to show/hide)

It's so good I'd love to see it as sorts of an "official" expansion for DoomRL after some balance tweaks and other adjustments. I hope the mod's author has not abandoned it, and I think it deserves way, way more attention (It doesn't help that you have to search for the ol' 0.9.9.6 to even launch the thing...)
As for the actual gameplay, I finished the above playthrough quite some time ago and only got to write about it now, so I might not remember everything in detail, still, here we go.
The mod is DOOMish as hell, I like how it mimics the E3M1 from the original game right from the start. The first level is a tad unforgiving and I had to die a lot, usually ending up on the second floor with no ammo and no healthpacks, and it is obvious from the start that the mod is somewhat harder than the original game. The gameplay is a bit slower, mostly because monsters "sleep" until you wake them up, but this is balanced by a DIRE shortage of medpacks, ammo and an occasional "you feel uneasy" ambush. It tends to get easier after Acheron, which is probably one of the hardest (and coolest) parts in the entire mod. The end boss was kind of a pushover, though.

But now for the interesting part - the new stuff! The sinking bridge in Hell Keep, the secrets (extremely doomish! though it kind of made me compulsively search every single wall in every special level xD), the random shambler lab or a non-guaranteed backpack cache on regular levels were all nice touches. The invisibility globe was a funny addition, in fact, I remember entering a level low on health and short on ammo and an invisibility globe nearby, which I grabbed and made my way quietly past stacks of monsters to an Invulnerability powerup displayed by Intuition. This kind of stealth action is something I don't see in my regular DoomRL runs. The "blue stairs" special levels were also fun, though they vary in difficulty wildly. Fool's Tomb? Ok, that's cute. Hell's Furnace? That hurt somewhat. Antenora? Holy freaking hell, I died here once already but I'll enter on this run again, because I'm just stubborn. Ptolomea? Thanks, but no thanks. The "red" special levels were all very good too (altough the Spawning Pits tended to get tedious after several runs), Singularity probably being the most intense. I like how the middle-game breakthrough, Acheron, really puts your character to test, it feels like you conquer every single step to the exit with blood, sweat, righteousness and superior firepower.

The new monsters were not particularly threatening, but they are all fun. I love the sounds that Asuras make (and the fact that they dropped shells for my Shottyhead run. Pity I wandered into Ptolomea with the same guy...)

And last but not least, this mod has, whatdoyoucallit, style? Atmosphere? It really is darker than the original DoomRL shootfest. The shadowy specters and achlyses, the darkness of Erebus, allusions to mythology in the names of special levels and new monsters, the corpses flowing quietly down Acheron, turning invisible, the stillness on the levels before you fire the first shot or wander into a roomful of enemies... this is certainly something different from the DoomRL RIP AND TEAR! And, one last thing - though it has nothing to do with the mod itself - it's a good thing it forced me to play in console mode. I usually play DoomRL in graphics these days, but this mod made me remember the true roguelike charm of ASCII which makes you apply your imagination more while playing.

Conclusion - Remake this for 0.9.9.7!
Logged

Tormuse

  • Elder
  • General
  • *
  • *
  • Offline Offline
  • Posts: 1696
  • More Angelic than not
    • View Profile
Re: The Inferno Module
« Reply #100 on: April 10, 2014, 23:39 »

I would also welcome a 0.9.9.7 version of this mod; it's been ages since I played, but I remember it being quite fun.  :)  I never won, but I seem to recall getting as far as the Acheron level.  Maybe I'll dust off my version 0.9.9.6 and give it another try.
Logged
Apostle Chaos Lt. General (0.9.9.7)
[26/26/26/26/18/9]
Check out my Youtube channel for videos of me playing DRL!  :)
https://www.youtube.com/channel/UCXOijubEijdnrOja0kxXTKQ/videos

Tormuse

  • Elder
  • General
  • *
  • *
  • Offline Offline
  • Posts: 1696
  • More Angelic than not
    • View Profile
Re: The Inferno Module
« Reply #101 on: April 13, 2014, 03:03 »

Okay, so I went and fired up my copy of 0.9.9.6 so I could try this mod again and I won!  :D

Spoiler: Mortem (click to show/hide)

I figured a melee build would be best for the Blood Temple, so I went melee loadout and went with a Vampyre build.  My goal was to get Conqueror at UV difficulty.  I'm pretty tired right now and going to bed, but I'll do a write-up about the run tomorrow.
Logged
Apostle Chaos Lt. General (0.9.9.7)
[26/26/26/26/18/9]
Check out my Youtube channel for videos of me playing DRL!  :)
https://www.youtube.com/channel/UCXOijubEijdnrOja0kxXTKQ/videos

Tormuse

  • Elder
  • General
  • *
  • *
  • Offline Offline
  • Posts: 1696
  • More Angelic than not
    • View Profile
Re: The Inferno Module
« Reply #102 on: April 15, 2014, 22:12 »

Well, I guess I'd better finally post about the above game!  :)

A good deal of the gameplay seemed to be based around adapting to the older version.  :P  I'd forgotten how annoying those swarming Lost Souls could be.  And is it my imagination or do Mancubi do more damage in this version?  I also missed the convenience of being able to equip stuff straight from the ground.  (funny how quickly I've taken that for granted)  The snail effect of nano-fibre armour was a bit of a nuisance too.

There's so much interesting new stuff in this mod, I don't know what to comment on!  :D  I love the names of all the special levels and the creativity that went into the levels themselves.  (I think my favourite is the river of blood in Acheron)

I used the duplication pack on an agility mod.  They were in short supply this game, and with Hellrunner trait blocked, I needed extra speed.

If I'd known what the Hellfire pack did, I probably would've used it on my Ripper.  Oh well...

Speaking of the Ripper, I don't think I've had a Vampyre game with that weapon before; it certainly made things a lot easier!  I'll have to try a non-melee game at some point, so I can get a real feel for the difficulty of the mod.

Not much else to say, except that I nuked the Simulacrum while invulnerable, because I thought maybe there would be another special level afterward, but it just ended, so I missed out on finding out what the Simulacrum is or what it does.  Maybe next game.  :)
Logged
Apostle Chaos Lt. General (0.9.9.7)
[26/26/26/26/18/9]
Check out my Youtube channel for videos of me playing DRL!  :)
https://www.youtube.com/channel/UCXOijubEijdnrOja0kxXTKQ/videos

GinDiamond

  • First Sergeant
  • *
  • Offline Offline
  • Posts: 129
  • Warrant Officer-Mancubus, trying to get all Bronze
    • View Profile
    • GinDiamond Stuff
Re: The Inferno Module
« Reply #103 on: November 27, 2014, 14:10 »

I'm going to attempt to port this as best I can to 0.9.9.7

Wish me luck!

***EDIT***

Code: [Select]
Timestamp   : 11/27/2014 16:12:36
Error level : FATAL EXCEPTION
Message     : Fatal exception encountered

An unhandled exception occurred at $00458748 :
ELuaException : ...doomrl-win-0997\modules\inferno.module\lib_level.lua:7: attempt to read undeclared variable Level
  $00458748  TLUASYSTEM__LOADFILE,  line 1567 of e:/Projects/fpcvalkyrie/src/vluasystem.pas
  $0045411A  LUA_VALKYRIE_REQUIRE,  line 305 of e:/Projects/fpcvalkyrie/src/vluasystem.pas
  $100054E1
  $100058A2
  $10005AC1
  $00458713
  $0046D9E6
  $0041E6B8
  $0041F259
  $00401CC5

----------------------------------------------------------------------

Can anyone help me figure out where Level is declared, or if its different, what its been changed to as of 0.9.9.7?
« Last Edit: November 27, 2014, 14:27 by GinDiamond »
Logged
Do not muddle in the affairs of Dragons, for thou art crunchy and taste good with ketchup.

Tormuse

  • Elder
  • General
  • *
  • *
  • Offline Offline
  • Posts: 1696
  • More Angelic than not
    • View Profile
Re: The Inferno Module
« Reply #104 on: November 28, 2014, 13:25 »

I'm going to attempt to port this as best I can to 0.9.9.7

Wish me luck!

Good luck!  :D  I have no expertise to offer to help you, but I think it would be awesome to see a 0.9.9.7 version of this mod.  :)
Logged
Apostle Chaos Lt. General (0.9.9.7)
[26/26/26/26/18/9]
Check out my Youtube channel for videos of me playing DRL!  :)
https://www.youtube.com/channel/UCXOijubEijdnrOja0kxXTKQ/videos
Pages: 1 ... 5 6 [7] 8 9 10