DRL > Requests For Features

New Ideas for Special Levels

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Klear:
Here's a draft of my the idea I posted above. The first picture is what the level would look like when entered, the second is after killing the first mancubus and the third is after killing the two other ones. It's obviously unfinished, as can be seen from the empty spaces.


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Maybe the stairs should be placed in the second arena/stage, so you'd only have to blast one wall open to be able to chicken out. The rewards for the level should be stashed away in the corners, protected by more mancubus rooms.

Edit: Hmm... it looks fun. I guess I'll read up on DoomRL modding and try to make a playable version just to try it out in the evening. Is it relatively easy or hard to make a mod like that?

Edit 2: Not sure if the walls that remain and give you some cover for the next fight should be destroyable. They'd probably disappear pretty fast if you'd be unlucky.

Klear:
OK, I've put together a demo map. It gives you about 10 character levels, red armour and a chainsaw. I guess it would be more interesting to see how this would play with cornershooting builds but I was lazy. You can change the initial loadout if you want to give it a try.

I didn't know how to trigger the next stages by death of specific (groups of) mancubi so I made it that the first walls open after your first kill and the second ones after your third kill.

In other news, modding DoomRL is FUN! I'm glad that I finally got the impulse to try it out and I will definitely continue in the future.

Edit: You can't reach the stairs without help of the mancubi, but that is irrelevant, as this level is unfinished and there is nothing to be gained by finishing it.

GinDiamond:

--- Quote from: Creaphis on May 18, 2012, 12:15 ---Interesting idea, but you've overcomplicated it in ways that just restrict build and strategy options.  The only characters that can beat this as written have:
- A very high knockback weapon to get the boss out of the circle
- High DPS weaponry to kill the boss once he's outside
- Very high passive resistance (from traits, armor, medkit supplies) to survive all the abuse you'll suffer standing between the boss and the circle.
- Some unspecified artifact (probably from another special level, meaning that skipping that level is not an option)

Interesting level design is design where there are a number of ways to beat any challenge, and it's very important in a class-based game (which DoomRL kind of is) that every class should be able to use their own strengths to get by. Below I've posted some revisions to your idea. Note that I don't intend for my design to be taken as the Right design - there are infinite ways to design any game, and the only thing that matters is that it's fun to play.

- Remove the requirement for a special artifact. We already have the Hell's Arena -> Chained Court -> Vaults dependency, we don't need to restrict player route options even more.
- Remove the instant 100% heal the boss gets when returning to his circle. This would only be a frustration for characters strong enough to fight the boss head-on, and would make the fight impossible for characters that have to wear the boss' health down more gradually.
- To make the fight possible for characters that can't deal knockback or that rely on active defense (or both), the boss should have slow move and attack speeds, and its attack should be reasonably dodgeable. There should be a good supply of napalm barrels in the level. The careful player could push these into the boss' circle while dodging its projectiles and then trick it into blasting itself out of the circle by shooting a barrel at close range. This would also destroy some of his safe zone by replacing it with lava.
- The theme for the level could be changed from Greek mythology to some sort of tech theme, to explain the presence of napalm barrels and the accompanying environment survival gear (boots and envirosuits) that might need to be placed on the level. The boss' safe zone could be technological, eg. a "force field," and this invulnerability could also extend to the player when he's standing in the field, depending on if this makes it more fun without completely nerfing the challenge. Then, the first stage of the boss fight would be challenging but non-fatal, like sumo wrestling.



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Yeah, I never thought of that!

Why not make the boss be affected by knockback from melee weapons also? Like, you beat the hell out of him with fists or something to push him out of the circle, and then use a chainsaw or something.

That way, AoB people can do the level.

I aslo need more ways on beating the bos.

GinDiamond:
Um, I like the idea of a level based on Mancubi, but if it is to make it to DoomRL, we need rewards and a strategy to get ALL of the rewards without destroying them or dying.
Any ideas?

Klear:

--- Quote from: GinDiamond on June 06, 2012, 08:59 ---Um, I like the idea of a level based on Mancubi, but if it is to make it to DoomRL, we need rewards and a strategy to get ALL of the rewards without destroying them or dying.
Any ideas?

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They can always spawn after the mancubi are dead.

BTW, I've been playing a frozen-over level recently and realized that it neutralizes safe cornershooting, so that could be used somehow.

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