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Author Topic: The Inferno Module  (Read 64687 times)

AlterAsc

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Re: The Inferno Module
« Reply #75 on: May 14, 2012, 10:54 »

Can you make the one with level scale?Because i think that exp as it is doesn't show much.
Also is curve the same for all difficulties?
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GinDiamond

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Re: The Inferno Module
« Reply #76 on: May 14, 2012, 12:10 »

DoomRL: Inferno
"A difficult module for DoomRL version 0.9.9.6"

download 0.15.1 (raw)
download 0.15.1 (wad)

Old Versions:

Game Hunter's playthrough video on Youtube

This is a full episode module (~25 levels) with new monsters, new items, new special levels, new random levels, etc.

Graphics mode support is still a work in progress both in Inferno and in DoomRL itself (for mods at least), but if you're willing to put up with graphical issues, it should be playable.

Some of the sounds included copyrighted material used without permission.  If that makes you uncomfortable, let me know and I'll make a version without sounds available.

Feedback is very welcome. Praise, criticism, bug-reports, balance suggestions, screenshots, YASDs, YAVPs: bring 'em on!

Have fun!

Version History:
Spoiler (click to show/hide)

Just a thing:
Could you perhaps make the shotgun way a bit more loaded (in terms of ammo/consumables) in the beginning, because that's when you usually die?

Thanks!
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tehtmi

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Re: The Inferno Module
« Reply #77 on: May 14, 2012, 20:20 »

Also is curve the same for all difficulties?

The curve is technically the same on all difficulties, but earned experience has a multiplier on some difficulties (which is equivalent to scaling the curve).  It should be on the wiki.

Just a thing:
Could you perhaps make the shotgun way a bit more loaded (in terms of ammo/consumables) in the beginning, because that's when you usually die?

Thanks!

No promises, but I'll try to reevaluate the shotgun loadout.
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GinDiamond

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Re: The Inferno Module
« Reply #78 on: June 06, 2012, 11:06 »

Quote
No promises, but I'll try to reevaluate the shotgun loadout.

Thanks man!

Oh, and where can I find the directions to build the scout armor and whatnot? I found it in one of the 1.15.0 files, but I can't find it again, and I forget it.

Also, I die on the level after Singularity (I think that's what it is, the one where you've got to shut off the levers?).

On the level after Singularity, there aren't any stairs. I thought that I could use a homing phase to phase right over to the Usura and the Arch-vile to knock them out, but I couldn't. The Arch-Vile makes it too hard to complete.

Any suggestions on how to pass this level?
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Ander Hammer

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Re: The Inferno Module
« Reply #79 on: June 06, 2012, 16:18 »

Staff of Souls.
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Quest: bronzes/silvers i guess
[Inferno] ITYTD Win

GinDiamond

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Re: The Inferno Module
« Reply #80 on: June 16, 2012, 11:54 »

Staff of Souls.


How does this help?
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GinDiamond

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Re: The Inferno Module
« Reply #81 on: June 25, 2012, 12:47 »

Yeah, the Staff of Souls really helps.

Now, how the heck do I defeat the Lava Witch? Here are my stats:


Wearing:
balistic onyx armor [2]
cerberus steel boots [0/0] (100%)
Wielding:
focused double shotgun (8d4)x2 [2/2]
Prepared:
rocket launcher (6d6) [1/1]

Health: 100%

Inventory:

tactical shotgun (8d3) [5/5]
assault chaingun (2d5)x2 [40/40]
plasma rifle (1d7)x6 [40/40] (A1)
blue armor [2/2] (100%) (T)
fireproof red armor [4/4] (100%)
balistic medical armor [2/2] (100%)
chainsaw (4d6) (A)
10mm ammo (x140)
shotgun shell (x70)
shotgun shell (x70)
shotgun shell (x70)
rocket
power cell (x4)
large med-pack
large med-pack
agility mod pack
bulk mod pack
nano pack
Aegis
Staff of Souls
Duplication Pack
10mm ammo chain (x250)

Playing as HNTR Technician.
Experience lvl 11

Ironman (2)
Finesse (1)
Son of a Bitch (2)
Brute (2)
Juggler (1)
Berserker (1)
Whizkid (2)

Please help?
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Solarn

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Re: The Inferno Module
« Reply #82 on: June 29, 2012, 11:47 »

Any tips on dealing with Achlyses, especially on higher levels, when I don't have the luxury of killing them one by one? I'm trying to complete Inferno with a Technician - MEn build because I love the survivability it gives against nastier enemies (Revenants, Viles, Mancubi, etc), but Achlys attacks go through all armor and resistances and I can't defend against them at all.
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Ander Hammer

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Re: The Inferno Module
« Reply #83 on: July 08, 2012, 10:32 »

Yeah, the Staff of Souls really helps.

I like when things like this happen.

Quote
Now, how the heck do I defeat the Lava Witch? Here are my stats:


Dupe nano pack, place nano packs on plasma rifle (or alternatively, one on rifle and one on an armor you like), shoot Lava Witch until she dies.
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Hell Baron Major
[25|20|11|2|0]
Quest: bronzes/silvers i guess
[Inferno] ITYTD Win

GinDiamond

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Re: The Inferno Module
« Reply #84 on: July 08, 2012, 15:09 »

Any tips on dealing with Achlyses, especially on higher levels, when I don't have the luxury of killing them one by one? I'm trying to complete Inferno with a Technician - MEn build because I love the survivability it gives against nastier enemies (Revenants, Viles, Mancubi, etc), but Achlys attacks go through all armor and resistances and I can't defend against them at all.

Achlyses are really poorly armored against my assault chaingun. I have EagleEye 2 and SoB 2. Plasma also works wonders!
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Napsterbater

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Re: The Inferno Module
« Reply #85 on: July 08, 2012, 16:02 »

Man, you have cerberus boots and ballistic onyx armor??? Why not make cerberus onyx armor, and grav boots? That would have made you nigh unstoppable.
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GinDiamond

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Re: The Inferno Module
« Reply #86 on: July 09, 2012, 09:26 »

Man, you have cerberus boots and ballistic onyx armor??? Why not make cerberus onyx armor, and grav boots? That would have made you nigh unstoppable.

Yeah, I guess I could have done that!
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Napsterbater

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Re: The Inferno Module
« Reply #87 on: July 10, 2012, 07:00 »

Used an invisibility sphere before going downstairs, when I got there, the powerup still said I was invisible but I died very quickly trying to sneak by stuff. Don't think it was working at all.
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GinDiamond

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Re: The Inferno Module
« Reply #88 on: July 20, 2012, 11:06 »

Yeah, I guess I could have done that!

Well, actually, I made cerberus boots because of the lava. Paired with the onyx armor, my move speed is 1.63 sec, so maybe antigrav boots might not be a bad idea!
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Napsterbater

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Re: The Inferno Module
« Reply #89 on: July 20, 2012, 13:11 »

I used to make cerberus boots first thing on all my Ao100 runs, thinking I really needed it, until I went to the Century board and found most people were making A-modded Tac boots for the move speed/dodge bonus, when they didn't find a nano mod. I would have thought the cerberus boots would be a no-brainer, but the lava really isn't all that difficult to work around.
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