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Author Topic: New Ideas for Special Levels  (Read 10175 times)

GinDiamond

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Re: New Ideas for Special Levels
« Reply #15 on: June 06, 2012, 11:23 »


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

Yeah, it does.

But I think that a whole new special level would be really cool, you know? To make things a bit interesting!
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Klear

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Re: New Ideas for Special Levels
« Reply #16 on: June 06, 2012, 11:29 »

I meant that the easily destroyable walls could be basis for the hypothetical brand new mancubus based level.
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Kashi

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Re: New Ideas for Special Levels
« Reply #17 on: June 07, 2012, 15:34 »

I meant that the easily destroyable walls could be basis for the hypothetical brand new mancubus based level.
Polar Hell, with fireball-tossing walruses? Good lord, that would be awesome.
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GinDiamond

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Re: New Ideas for Special Levels
« Reply #18 on: June 09, 2012, 10:52 »

I wonder if I can put together a Mancubus-centered level with symetrical posts, and the mancubi are in a ring around you (like Spider's Lair), but this time, there is a ring of destructable/indestructable pillars around the mancubi? The destroyable ones are randomly placed in the ring circumference, so you will never know which ones can protect you!
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GinDiamond

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Re: New Ideas for Special Levels
« Reply #19 on: June 16, 2012, 11:53 »

Polar Hell, with fireball-tossing walruses? Good lord, that would be awesome.


Do you know how to put a module like that together?
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Kashi

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Re: New Ideas for Special Levels
« Reply #20 on: June 16, 2012, 16:10 »


Do you know how to put a module like that together?
As much as it pains me to say this, I lack the sufficient experience to do so.
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GinDiamond

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Re: New Ideas for Special Levels
« Reply #21 on: June 18, 2012, 05:57 »

As much as it pains me to say this, I lack the sufficient experience to do so.

Okay, I'll see if I can do something soon...
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GinDiamond

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Re: New Ideas for Special Levels
« Reply #22 on: June 20, 2012, 06:04 »

Does anyone have any ideas for a "unique" stair?

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Creaphis

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Re: New Ideas for Special Levels
« Reply #23 on: June 20, 2012, 09:09 »

I believe that in previous versions of DoomRL, special stairs weren't guaranteed to appear (which is why mortems have that "Levels generated" line). Making new special levels that only have a small chance of being generated would be a step back in that direction.
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GinDiamond

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Re: New Ideas for Special Levels
« Reply #24 on: June 20, 2012, 10:54 »

I believe that in previous versions of DoomRL, special stairs weren't guaranteed to appear (which is why mortems have that "Levels generated" line). Making new special levels that only have a small chance of being generated would be a step back in that direction.

No, what I mean is that the stairs are "unique", and BLUE instead of RED. There should be three different special (well, in  this case UNIQUE) levels that might or might not show up in your run. Like, you know how basically ALL special levels are now pretty much garunteed? Make these insanily hard levels weighted to show up, not 100% of the time. I would like to see a really special boss, with really cool rewards. Possibly even add things to the game, like cursed boots or more weapons, or more unique consumables?
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thelaptop

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Re: New Ideas for Special Levels
« Reply #25 on: June 20, 2012, 11:12 »

I don't see how that is any different from the older system of random appearances of the special levels, really.
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GinDiamond

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Re: New Ideas for Special Levels
« Reply #26 on: June 20, 2012, 12:58 »

I mean, the unique stairs are very rare. Sometimes you might not see any of the three stairs in the game!

Like, a 1 in 20 chance per floor level? Maybe even lower on HNTR?
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thelaptop

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Re: New Ideas for Special Levels
« Reply #27 on: June 20, 2012, 16:31 »

I really hate to say this, but there's no real difference between "really rare stairs" and the old system where the appearance of special levels were not always guaranteed and had a probability of appearing.  The special levels were designed to be hard/challenging in some way, so it nulllifies the difference that the "new" unique stairs appear to have.

Part of the reason for removing the random appearance of the special levels has to do with "game balance".

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Kornel Kisielewicz

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Re: New Ideas for Special Levels
« Reply #28 on: June 20, 2012, 19:26 »

I really hate to say this, but there's no real difference between "really rare stairs" and the old system where the appearance of special levels were not always guaranteed and had a probability of appearing.  The special levels were designed to be hard/challenging in some way, so it nulllifies the difference that the "new" unique stairs appear to have.

Part of the reason for removing the random appearance of the special levels has to do with "game balance".

* thelaptop glances at Game Hunter

This is the whole damn point. People consider random imbalancing things... fun -_-
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Re: New Ideas for Special Levels
« Reply #29 on: June 20, 2012, 21:10 »

This is the whole damn point. People consider random imbalancing things... fun -_-

YES!
Wild and crazy rides with no two games the same = most fun.

If I had to choose, I would go with wild and unbalanced vs methodical and balanced.
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