DoomRL > Releases

Jailbreak 0.2

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e^cha:
This is episode module with two new special levels: The Jail (does not appear on ITYTD) and Experiment.

(I usually play DoomRL on HNTR or HMP, so, unfortunately, UV and N! may be imbalanced.)
--
UPD.
New special levels:
- Cemetry
- Elevator
- the Head
- the Farm

"The Jail" and "Experiment" fixes.

10 levels episode.

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v 0.2.2 https://dl.dropboxusercontent.com/u/29137271/tmp/jailbreak.module.zip
v 0.1 https://dl.dropbox.com/u/29137271/tmp/jailbreak.zip

yaflhdztioxo:
To anyone downloading: there's an obvious mistype in the module.lua file that must be corrected before running.  Hopefully it will be fixed fast.

yaflhdztioxo:
Did a quick dev run through.  This mod plays like a regular game of DoomRL with a more rigid structure, higher dlevels, and two different specials.
The first special is akin to barrels of fun and a shooting gallery.  It's not going to win any balance awards but it is guaranteed to paint the screen red.  The rewards are some modified base items which are roughly on par with some low level assemblies.
The second level is far more interesting, if annoying as hell.  You know how in pretty much every shooter ever these days somewhere around the halfway mark you'll be walking along with enough gear to start a small revolution and suddenly find yourself stripped of all of it while you are forced to helplessly watch?  Yeah, same deal.  It would be nice if my super awesome equipment were maybe dropped in an armory nearby.  The plasma sentries are a very nice touch.

On a side note, I'm curious about the libraries and their purposes.

e^cha:

--- Quote from: yaflhdztioxo on April 06, 2013, 18:37 ---To anyone downloading: there's an obvious mistype in the module.lua file that must be corrected before running.  Hopefully it will be fixed fast.

--- End quote ---
Oh. Thanks.

White Rider:
That second special stage is interesting, all right. Went in thinking I could shoot everyone down with MSs without too much difficulty (like I always do) and to my surprise I can't use anything that I've collected.

The first special stage is a pain if, in my case, a Hell Knight fires straight down the corridor and explodes the barrels on the other side of the stage. Happened to me a few times in my attempts to clear out Experiment.

It's fun though. Played on HNTR and noticed that the spawn rates were similar to that of a standard HMP game. Quite like it.

EDIT: Playing through again currently with a Vampyre build...Experiment is a lot easier now, heh. Also the experimental weapons/armors! Very...interesting. 6d5 combat knife, 2d1 pistol with a 1 bullet clip...3 AC blue armor with no resists...Yes. Interesting.

EDIT 2: this combat knife has blademaster what

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