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Author Topic: DoomRL Arsenal - Beta 6 out now  (Read 34096 times)

Yholl

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DoomRL Arsenal - Beta 6 out now
« on: August 16, 2013, 08:21 »

Hey there guys, I've finally gotten around to releasing a DoomRL mod for ZDoom, a sourceport for the original Doom games. There's no leveling system, just the classes, weaponry, armor, boots, set bonuses and the amazing modpacks. There's also a WIP monsterpack you can use as well. Check out the link below to read about the details of the mod, just so I don't have to write up everything again.

Current version - Beta 6
ZDoom Thread

Please share with me your thoughts and questions, and I'll do my best to answer them. :)
Just remember that it is not an exact copy of DoomRL stuff, many things are different because of the difference in gametypes and/or because I am a benevolent dictator.
« Last Edit: February 15, 2014, 18:21 by Yholl »
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Re: DoomRL Arsenal - A little bit of DoomRL in Doom.
« Reply #1 on: August 16, 2013, 10:54 »

A 3D FPS clone of a rogue-like based on an iconic 3D FPS?

Sir, my mind is blown!

I'll check it out tomorrow... gotta get some sleep now.  Oh and welcome to the forums!  =)
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Re: DoomRL Arsenal - A little bit of DoomRL in Doom.
« Reply #2 on: August 16, 2013, 21:54 »

Whoa does this mod somehow blend its content into the main Doom campaign? If so that'd be pretty dang sweet.
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Yholl

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Re: DoomRL Arsenal - A little bit of DoomRL in Doom.
« Reply #3 on: August 17, 2013, 04:08 »

A 3D FPS clone of a rogue-like based on an iconic 3D FPS?

Sir, my mind is blown!

I'll check it out tomorrow... gotta get some sleep now.  Oh and welcome to the forums!  =)

Thanks, and I hope you enjoy it! :)

Whoa does this mod somehow blend its content into the main Doom campaign? If so that'd be pretty dang sweet.

Yup, play as one of four classes and go forth through any Doom maps you want with the DoomRL weapons, exotics, uniques, assemblies and modpacks. It really shines in coop 32-map megawads, where you have something to keep looking for, rather than just finding the BFG9000. (The fourth class is just one without any traits or bonuses.)

EDIT: Man, I'm not getting much feedback at all in either thread. Or maybe I'm just impatient. I dunno.
« Last Edit: August 19, 2013, 02:09 by Yholl »
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Klear

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Re: DoomRL Arsenal - A little bit of DoomRL in Doom.
« Reply #4 on: August 19, 2013, 02:46 »

Nice! I have to check it out...

Maybe it could be combined with this: http://forum.chaosforge.org/index.php/topic,5092.30.html

It's a work in progress, though, and I haven't touched it for a very long time now, unfortunately.
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Yholl

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Re: DoomRL Arsenal - A little bit of DoomRL in Doom.
« Reply #5 on: August 19, 2013, 04:00 »

Nice! I have to check it out...

Maybe it could be combined with this: http://forum.chaosforge.org/index.php/topic,5092.30.html

It's a work in progress, though, and I haven't touched it for a very long time now, unfortunately.

Haha, that's awesome! If you were willing to do the sprites for all the DoomRL weapons in that manner, I'd be more than happy to make them into a compatibility patch for DoomRL Arsenal. I can even make the custom monsters like the Agony Elemental for you, if you are going to continue making that at some point.
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Klear

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Re: DoomRL Arsenal - A little bit of DoomRL in Doom.
« Reply #6 on: August 19, 2013, 04:54 »

I don't see why I couldn't do that. It's not like it's going to be so much extra work, since pretty much every other weapon would be just a recolour of those I already have.

And I should take this as an impulse to finally ASCII-fy the few remaining Doom 2 enemies I haven't touched yet. Could be fun.
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Yholl

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Re: DoomRL Arsenal - A little bit of DoomRL in Doom.
« Reply #7 on: August 20, 2013, 14:17 »

Ah, I love making the really freaking weird assemblies in DoomRL actually useful in some manner. Ah, High Power Nuclear BFG9000 and Plasmatic Shrapnel Plasma Shotgun, you are so silly. Ah, they make me giggle. Pity I can't really do the Combat Translocator with vanilla enemies, or I could do the ever so awesome High Power version of that too.

And I should take this as an impulse to finally ASCII-fy the few remaining Doom 2 enemies I haven't touched yet. Could be fun.

Oh yeah, and if you are going to make a full thing out of this, I'll remake all the normal enemies for it too. All the same size hitboxes, no letters being backwards when facing a certain direction, all that stuff.
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ZicherCZ

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Re: DoomRL Arsenal - A little bit of DoomRL in Doom.
« Reply #8 on: August 20, 2013, 14:22 »

A 3D FPS clone (utilizing ASCII graphics) of a roguelike (now with tiles graphics) based on a legendary 3D FPS.

This world really is a weird (and so much fun!) place. Can't wait to see the result of your combined efforts, guys :).
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Re: DoomRL Arsenal - A little bit of DoomRL in Doom.
« Reply #9 on: August 20, 2013, 15:03 »

Oh yeah, and if you are going to make a full thing out of this, I'll remake all the normal enemies for it too. All the same size hitboxes, no letters being backwards when facing a certain direction, all that stuff.

Now that I think of it - I suspect that fixing the backwards letters would also allow me to only change one sprite for each enemy, while so far I simply replaced all sprites. I know it's possible, but didn't bother researching it until now. If I am to continue, it would save me some work if I knew how to do that.

Quote
A 3D FPS clone (utilizing ASCII graphics) of a roguelike (now with tiles graphics) based on a legendary 3D FPS.

I'm actually considering making a second batch of graphics, this time porting the DoomRL graphic mode into Doom. That will be something to behold.
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Yholl

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Re: DoomRL Arsenal - A little bit of DoomRL in Doom.
« Reply #10 on: August 20, 2013, 18:38 »

Now that I think of it - I suspect that fixing the backwards letters would also allow me to only change one sprite for each enemy, while so far I simply replaced all sprites. I know it's possible, but didn't bother researching it until now. If I am to continue, it would save me some work if I knew how to do that.

Well, if you want, PM me the ASCII sprite for each enemy, as well as whatever death or gib ones there are, and I'll make them. I'll give you a list of their editor numbers for placing in maps, as well as their names for spawning them through scripts when I'm done. I'll try to get them done while I'm finishing Beta 2.

I'm actually considering making a second batch of graphics, this time porting the DoomRL graphic mode into Doom. That will be something to behold.
That would be quite amazing to see, you would also be able to keep your current maps, simply retexturing them with the graphical versions of things. Same with the monsters.
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Re: DoomRL Arsenal - A little bit of DoomRL in Doom.
« Reply #11 on: August 21, 2013, 07:35 »

how I can load that in zdoom? download, unpack to gzdoom folder and have no this wad in select screen! :(
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Yholl

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Re: DoomRL Arsenal - A little bit of DoomRL in Doom.
« Reply #12 on: August 21, 2013, 08:10 »

how I can load that in zdoom? download, unpack to gzdoom folder and have no this wad in select screen! :(

Simply drag the files onto GzDoom to run them. That select screen only shows IWADS, which are the commercial Doom games (DOOM.wad, DOOM2.wad, plutonia.wad and tnt.wad)
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Re: DoomRL Arsenal - A little bit of DoomRL in Doom.
« Reply #13 on: August 21, 2013, 21:51 »

A 3D FPS clone (utilizing ASCII graphics) of a roguelike (now with tiles graphics) based on a legendary 3D FPS.

This world really is a weird (and so much fun!) place. Can't wait to see the result of your combined efforts, guys :).
One day, I shall make DoomRL Arsenal - The Roguelike. Fuck yeah.
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Yholl

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Re: DoomRL Arsenal - Beta 2
« Reply #14 on: August 22, 2013, 16:30 »

Beta 2 has been released, adding in the Plasma Shotgun, in all it's brroingg glory. Many tweaks and bugfixes too. You know you love those things.




brroingg
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Yholl

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Re: DoomRL Arsenal - Unique Weaponry brainstorming.
« Reply #15 on: September 17, 2013, 16:18 »

Delicious hyperbump because quiet you.

Due to the excessively specific nature of a good deal of the unique weapons in DoomRL, I've decided to make quite a few extra unique weapons to fill the gaps left by the fact that how the hell am I going to get sprites of these damn you.
Here's where you guys come in; come up with interesting mechanics for unique weaponry, and if A) It's awesome, and B) It can actually be done, I'll turn it into a unique weapon just for you. My basic principle for making these is that they have to be at least a bit better than similar normal or exotic weapons, but also do something that no other weapon could do. Like the Mysterious Magnum I put in, which has a 1/4 chance to change firing mode every time you reload, even to ridiculous stuff like rockets or Lost Souls.

Also, I get lonely if no one pays attention to me, and you wouldn't want that on your conscience, would you?




also there is a small possibility of dragonslayer in the future maybe.
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thelaptop

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Re: DoomRL Arsenal - Unique Weaponry brainstorming.
« Reply #16 on: September 17, 2013, 18:20 »

I highly recommend checking out the Unique Items thread for hilarious and serious equipment suggestions made for DoomRL.

There's also the Horrible Idea Thread(s) if you are in for more gaffes than usefulness.
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Yholl

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Re: DoomRL Arsenal - Beta 3 out now
« Reply #17 on: September 24, 2013, 01:31 »

I've released a new version of DoomRL Arsenal, incorporating new balance changes to Scout and Technician, some bug fixes, 4 new unique weapons and a Supply Crate that drops two randomly chosen items.

The Supply Crate has higher odds of good stuff if opened by a Technician, 'cause of Scavenger and all that.
Only one of the unique weapons is from DoomRL (Frag Shotgun), the others are completely new. (Also, quite weird.)

Later on, Beta 4 will have a few more uniques, and might have the missing Blaster, Tristar Blaster and Napalm Launcher if I can be bothered coding the damn things.
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Yholl

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Re: DoomRL Arsenal - Beta 4 out now
« Reply #18 on: November 14, 2013, 09:17 »

Beta 4 has been released, bringing with it armor, boots and set bonuses. It's pretty awesome now.


...
And yes, the Inquisitor's set is exactly as ridiculous in Doom as it is in DoomRL.
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Re: DoomRL Arsenal - Beta 5 out now
« Reply #19 on: December 25, 2013, 19:12 »

Beta 5 has been released, adding in the final missing exotics, as well as many uniques and entirely new assemblies. Enjoy old favourites like Charch's Null Pointer or the Anti-Freak Jackal, or new stuff like the Plasma Refractor.

Also, because I've posted three updates here without a single reply, have a picture of something some of you know and love.


Pictures a bit big, my bad.
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thelaptop

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Re: DoomRL Arsenal - Beta 5 out now
« Reply #20 on: December 25, 2013, 19:27 »

Forum activity is traditionally low this time of the year, lack of Kornel ramblings notwithstanding.

Cereberus boots?!  Holy-
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Re: DoomRL Arsenal - Beta 5 out now
« Reply #21 on: December 26, 2013, 13:19 »

The Mother-In-Law?! What-
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ZicherCZ

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Re: DoomRL Arsenal - Beta 5 out now
« Reply #22 on: December 26, 2013, 16:26 »

The Mother-In-Law?! What-
Yep, Sir - you made it that far.
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Re: DoomRL Arsenal - Beta 5 out now
« Reply #23 on: December 28, 2013, 08:29 »

Gave it a try. Nice work. Combine this with Oblige, the random WAD generator, and you'll actually get a pretty close approximation of the real DoomRL...
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Re: DoomRL Arsenal - Beta 5 out now
« Reply #24 on: December 28, 2013, 20:35 »

Gave it a try. Nice work. Combine this with Oblige, the random WAD generator, and you'll actually get a pretty close approximation of the real DoomRL...
Then someone looks at that and goes "Hey!  Everything is now not merely iD!  I shall make a derivative rogue-like of this cool game!  And give it more Polish."

And the cycle is complete.
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Yholl

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Re: DoomRL Arsenal - Beta 5 out now
« Reply #25 on: December 29, 2013, 16:53 »

The Mother-In-Law?! What-

Hehe, I thought that might get your attention.
Master assembly, PPFN on a rocket launcher, due to only being able to put 4 mods on a weapon in my mod.
Bit different from your death machine, it's a fairly slow-firing nanomachic rocket launcher, but the missiles it fires gain more damage and AOE radius the further they travel.

And yes, there is no limit on that.


Right now I'm working on the DoomRL monsters. I'm up to working on the Nightmare variations and the Elite zombies, they'll put the hurt on you big time.
WHOSE IDEA WAS IT TO GIVE ZOMBIES TRISTAR BLASTERS AND MINIGUNS? Own up.
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Re: DoomRL Arsenal - Beta 5 out now
« Reply #26 on: January 01, 2014, 14:02 »

Actually played long enough to be able to assemble it.

The fanfare sure is a nice touch.
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Re: DoomRL Arsenal - Beta 6 out now
« Reply #27 on: February 15, 2014, 18:29 »

Beta 6 got released a few days ago, bringing mostly bugfixes and polish to the game, but a few major things as well.

For starters, it adds a new player class, the Renegade, who specialises in shotguns and other weapons that fire more than one projectile in a single attack.
It also adds Armor Mod Packs, which can alter the color of an armor (green, blue, red.) to another color of your choosing.
Reload animations, sound effects, all sorts.
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Re: DoomRL Arsenal - Beta 6 out now
« Reply #28 on: February 15, 2014, 18:43 »

Go go! I do not comment on this thread, but I did try the mod out, so everyone should :P
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Re: DoomRL Arsenal - Beta 6 out now
« Reply #29 on: February 16, 2014, 13:09 »

Super awesome mod!  :)  I can see that you put a lot of work into this!  It's unfortunate that it isn't getting much attention on the DoomRL forums.  (I totally would've tried it sooner if I'd seen this thread before)  I'll make some more comments later when I have some time...
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Re: DoomRL Arsenal - Beta 6 out now
« Reply #30 on: February 16, 2014, 13:13 »

That reminds me, I downloaded the mod yesterday, but I think I might be missing a crucial piece of software...
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Re: DoomRL Arsenal - Beta 6 out now
« Reply #31 on: February 16, 2014, 18:24 »

Do you have the latest version of ZDoom?  It didn't work for me either, until I upgraded.  You can get it at zdoom.org
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Re: DoomRL Arsenal - Beta 6 out now
« Reply #32 on: February 18, 2014, 20:32 »

Go go! I do not comment on this thread, but I did try the mod out, so everyone should :P

Hehe, I thought you probably had tried it, just hadn't heard from you since I was first discussing it with you.
Maybe at some point, when you're bored or something, you might share your thoughts on it? I'm quite interested in hearing what you think about the various design choices I made, especially the ones that differ greatly from DoomRL itself.

Super awesome mod!  :)  I can see that you put a lot of work into this!  It's unfortunate that it isn't getting much attention on the DoomRL forums.  (I totally would've tried it sooner if I'd seen this thread before)  I'll make some more comments later when I have some time...
Awesome, I look forward to them! And yeah, a few days ago I was just playing it with a friend, and just started thinking "Wow, I've really been working on this for a long time, haven't I?" So much stuff, so much more to go.

That reminds me, I downloaded the mod yesterday, but I think I might be missing a crucial piece of software...

The main mod can be run with ZDoom 2.7.1, I believe, but the monsterpack requires a dev version to function.
Basically, it uses a flag that makes all of an Archvile's attack be counted as Fire damage, because it is actually two simultaneous attacks in Doom.

You can get a dev build from here. http://devbuilds.drdteam.org/zdoom/
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Re: DoomRL Arsenal - Beta 6 out now
« Reply #33 on: February 19, 2014, 09:57 »

One thing that i found slightly jarring is the fact that all the things randomly replaced by the mod are re-rolled every time a map is loaded, so when you die and restart the level, you get a completely different set of modifications. The only solution is manually saving on level start, right after the auto-save kicks in. I realize this might be a design choice, made for the sake of variety, but still...
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Re: DoomRL Arsenal - Beta 6 out now
« Reply #34 on: February 19, 2014, 21:43 »

as for me random not bad... but need some rebalancing with depth (i.e. map number). When you find medical powerarmor and nuclear BFG on episode level 1 the game totally changed :)
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Re: DoomRL Arsenal - Beta 6 out now
« Reply #35 on: February 20, 2014, 18:43 »

So, I've been trying this out for a bit.  Admittedly, I made myself a map with my favourite map editor that allowed me to check out what all the assemblies look like and I have to say it has renewed my appreciation all over again for how much work has gone into this because holy crap!  :o  There are so many new sprites, not just for the new weapons, but for all the variations in assemblies for the new weapons too!  (Yeah, I know I'm late to the party here, but I still think it's really cool)  :)  I especially like the Gothic set bonus; that was a nice touch.  ;)  I think my favourite character is the technician...  even though everyone else has more obvious combat benefits, the technician gives you more access to the more interesting weapons.  :)

With so many options, I imagine it's next to impossible to keep it all balanced, but the weapons that stand out the most in my memory as over-powered would be the railgun, (I think it could stand to fire a little slower) and the automatic shotgun.  (I got the double variant and it shredded a Cyberdemon in very short order, though, it did take nearly a hundred shells)  Speaking of Cyberdemons, I think they do way too much damage now; one brought me from 200% health to zero in one hit, even with armour.  (Not fireproof armour, but still...)  I get that you increased the damage from rocket launchers to make up for the fact that they fire more slowly now, but since Cyberdemons don't have that impairment, it makes them considerably more deadly.  (and they were already quite deadly!)  :P

One thing that i found slightly jarring is the fact that all the things randomly replaced by the mod are re-rolled every time a map is loaded, so when you die and restart the level, you get a completely different set of modifications. The only solution is manually saving on level start, right after the auto-save kicks in. I realize this might be a design choice, made for the sake of variety, but still...

I think the only way around that would be to have it select all the items in a fixed pattern and I don't think that would be an improvement, having everything very predictable.  Having it all random, all the time gives it a lot more replay value and makes things a lot more interesting.  It forces you to adjust your strategy on the fly and gives a lot more opportunity to see all of the new stuff.  :)
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Yholl

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Re: DoomRL Arsenal - Beta 6 out now
« Reply #36 on: February 21, 2014, 02:50 »

One thing that i found slightly jarring is the fact that all the things randomly replaced by the mod are re-rolled every time a map is loaded, so when you die and restart the level, you get a completely different set of modifications. The only solution is manually saving on level start, right after the auto-save kicks in. I realize this might be a design choice, made for the sake of variety, but still...

ZDoom should autosave on starting a new level, so all levels after MAP01 should be the same each time you die and reload. MAP01 would always be random, though.

So, I've been trying this out for a bit.  Admittedly, I made myself a map with my favourite map editor that allowed me to check out what all the assemblies look like and I have to say it has renewed my appreciation all over again for how much work has gone into this because holy crap!

There is actually a test map you can go to, open up the console and type map test, and it'll take you there.

Speaking of Cyberdemons, I think they do way too much damage now; one brought me from 200% health to zero in one hit, even with armour.  (Not fireproof armour, but still...)  I get that you increased the damage from rocket launchers to make up for the fact that they fire more slowly now, but since Cyberdemons don't have that impairment, it makes them considerably more deadly.  (and they were already quite deadly!)  :P

Cyberdemon rockets are exactly the same as vanilla, except for two differences, that they do fire damage, and that they pass through ghosts. That's all. Those are basically normal Doom rockets, they have no increased damage whatsoever.
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VANDAM

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Re: DoomRL Arsenal - Beta 6 out now
« Reply #37 on: February 21, 2014, 04:58 »

ZDoom should autosave on starting a new level, so all levels after MAP01 should be the same each time you die and reload. MAP01 would always be random, though.
This is wrong. To be more precise, generally wrong, random in zdoom is calculated (AFICR) on movements and pickups so one can cheat when he opens storage crates (exploit: pick health globe, drop armor, weapon and so on, then open the crate, you'll get differrent equipment). and yes, in order to get another weapons you should reload level in the end of the previous one, still level generation is based on time and other things so the equipment will almost always stay the same.
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thelaptop

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Re: DoomRL Arsenal - Beta 6 out now
« Reply #38 on: November 17, 2017, 03:14 »

Unlocked on request.
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Tormuse

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Re: DoomRL Arsenal - Beta 6 out now
« Reply #39 on: November 17, 2017, 06:03 »

Thanks, thelaptop!  :)

I haven't played with this Doom mod in ages and I got the idea of trying it again and capturing the experience on video, so you can see my honest reactions to all the crazy changes that have happened to it since the last time I played...  3 and a half years ago?  O_o  Has it really been that long?  No wonder it was so different!  :D

Anyway, while I was at it, I thought I'd do a little self-promotion and play using a couple of maps that I made.  :)  (I hope Yholl doesn't mind!)  Since it just randomizes what's already there, the Arsenal mod really works well in any kind of map.  :)

Here it is!  :D

(Apologies for the abrupt end of the video; apparently, my video software crashed, but the video was just over an hour at that point, so maybe it's just as well)  :)
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Tormuse

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Re: DoomRL Arsenal - Beta 6 out now
« Reply #40 on: November 17, 2017, 06:09 »

(And if anyone's interested in playing the maps featured in the video, here they are; I call them "Lift of Doom" and "Labyrinth" and they're maps for levels 1 and 2 of Doom 2)  :)
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