DRL > Requests For Features
Proposed Feature - Challenge Modes
slMagnvox:
Rocket Mod, ya know. Big explosions, Launcher only, something with a rocket arena feel. I'd let the experts work out the details.
On the topic of jump boots, I was really interested in a way to move more than one tile quickly. For example, Hell's Arena ... If two or more demons spawn nearby and the Cacodemon is in sight, you've got trouble even if you've already found a second combat shotgun.
Perhaps: a "dash" trait would be in order, allowing the player to dash two/three tiles at a time at the cost of a single movement. Kinda like holding shift to run in Doom. Didn't we just set it on autorun though, or was that Quake? Hah. Back to Hell's arena, I'll clear it then grab the Supercharge and hit 'g' (I rebinded it to 'g' hah Nethack again AND I use hjkl - yubn to move) to run towards the stairs. DoomRL's run command is just a batch move or does it actually spend fewer turns? Because once I've grabbed the Super and use 'run' I feel like I've saved turns, going downstairs w/ 189%. Would I have spent the same amount of turns walking each tile individually? If not, a dash command would make sense.
I've been starting my characters with hellrunner then eagle eye or the other way around. Once again, awesome game. Think I'll go play some now.
+++++++++++++++++++++++++++++++++++++++++++++
Ilya Bely, level 6 soldier, killed by a hell knight
on level 13 of the Phobos base.
He survived 70418 turns and scored 23127 points.
Hellrunner (Level 2)
Tough as nails (Level 1)
Eagle Eye (Level 2)
Cateye (Level 1)
slMagnvox:
BANG
BANG
-CLIK-
You throw a Pistol (0/6) at the demon.
The Pistol (0/6) misses.
DYWYPI?
Malek Deneith:
Ok - straaaange idea but ...
Angel of Bones (why the name? look below)
Every death in this mode has a chance to produce so called bones-level (i.e save of the level - the name was taken from dungeoncrawl ^^'). Every time you play inj this mode again there is an chance that when you enter the same level that you died on that instead of random level an bones level will be used - containig ghost of you (hostile) carrying the same equipment as you at time of death, and having the same traits.
Urgh ... what I wrote is barely readale - i hope thet youl be able to understand what I'm saying -_-'
Alfonso the Great:
Angel of Remembrance: Remember Episode 1 from the original Doom? I do, and I think it would be nifty to go through those classic stages in DoomRL style. The stages could be coded as set pieces (like Hell's Arena) with the monsters positioned as they were in that episode, and the levels would lead to one another. You'd only have access to weapons up through the rocket launcher (no, no double shotgun) and the final battle could be the memorable conflict with the Barons at Phobos Anomaly. It wouldn't be all too difficult, but might be a nice treat for old-school Doomers to relive what got a lot of us into the game in the first place.
If this is something that seems worth doing, I would be willing to create ASCII maps of the levels so Kornel doesn't have to trudge through Episode 1 and mark the location of every last imp. Coding everything I leave to him, though ^_^
Kornel Kisielewicz:
Hey, that would be great, but due to technical limitations, the levels can be only 20x80 so it would be a pain to fit them in that :-(
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