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Messages - tehtmi

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346
As for AoDg... Too easy, yet inspiring. I'd say - pick 25 traits at the start of the game... and THEN discard one after each stairs. The bottom line is - you should be traitless when facing the CD.

This initially struck me as a really cool idea.  I would love the challenge of playing the last few levels -- but would the beginning of the game just be too boring?  It could be fun a few times, but it would just be so easy.  Hmm...

347
Discussion / Re: Trait Build Orders (General)
« on: April 17, 2009, 17:01 »
For angel of light travel, a pistol game is a pretty good choice --  that was the first way I did it.  If you do this, I would still try to get a bfg.  Its also possible to go chaingun in angel of light travel.  The added damage is nice on harder difficulty levels, but it may be a good idea to not clear out every level in an effort to conserve ammo.  Totally switching to plasma is probably impractical.  I'd say plasma has the worst power per inventory space.

What's the best trait path for a TaN/Badass/Ironman build?

I'd say you don't want to go pure TaN/Badass/Ironman.  As a chaingun/plasma specialist, I'd try to get at least 1 level of eagle-eye and at least 2 levels of SoB.  In general, I'd say TaN is more useful in the early game and Ironman is more useful in the late game, but in AoI I'd lean towards Ironman even in the early game because you generally have enough inventory space to lug around quite a bit of extra armor.  I'm not ordinarily much of a Badass fan.  I would suggest something like this:

EE->SoB->Iro->SoB->Iro->Iro->SoB->TaN->TaN

Keep in mind that trait orders tend to be quite flexible (e.g. you'll get to level 2 on level 2 of the phobos base, so the order of your first two traits doesn't matter after that point).

Also in AoI, I wouldn't try to clear out every level towards the end, especially if you already have a thermonuclear bomb.  Though its harder in AoI because of lack of homing phase devices, it is also more important.  Being able to carry health packs helps smooth out the availability of health recovery, but in AoI you are completely at the mercy of the RNG.  If a level happens to spawn with very little or no health, you will be in big trouble.  So, once you have found the stairs, explore as much of the level as you can for health without engaging enemies, then go down, unless there is enough left-over health (that you have already found) that you think clearing the level will be relatively safe.

348
This seems reasonable to me.  I think yellow weapons should be more common than unique weapons, but still somewhat uncommon.  For balance, I'd say yellow weapons need to be better than a standard weapon with one mod, but worse than an advanced weapon with 3 or 4 mods, or a unique weapon.  So an accurate weapon could have +3 or +4 accuracy.  A damaging weapon could maybe be the same as 2 damage mods.

I'm tempted to suggest getting rid up 'upgraded' weapons (extended, fastload, rapid) altogether because they've become a little redundant (with mods and uniques), but overall I think they can be a good way to bridge the power level gap between advanced weapons and standard weapons.  Maybe advanced weapons should just be made weaker?

349
Requests For Features / Re: Things break too easily
« on: April 13, 2009, 20:16 »
In nightmare I don't usually shoot doors.  This is because closing doors behind me is useful for both containing respawned enemies and tracking their movements.  Or something like that.  Plus enemies cannot leave corpses on opened doors, but they can leave corpses on destroyed doors (which turn into floor tiles).  But it can be tricky to decide where to stand when opening a door.

350
Discussion / Re: Next development target
« on: April 07, 2009, 15:33 »
I'm the first vote for Berserk?  That's a shame.  Its a lot of fun.

351
Requests For Features / Re: Green? GREEN?!
« on: March 31, 2009, 15:16 »
I think the current color is okay because it stands out, and the other colors the remaining colors that aren't already used for some kind of weapon or armor or still pretty wacky.

If it had to change, I would vote for yellow.  Yellow is kinda overloaded as it stands, but that also means it immediately jumps out at me when I'm playing... yellow things are all really good, and I'm going to look at all of them anyway.

To facilitate further discussion, here are the only colors used in DoomRL currently.
I'm not sure if there are any more that could be added.

Colors that are already used for armor/boots/weapons:
light gray (silver) used for pistol, steel boots
gray (dark gray) used for shotgun
blue (light blue) used for combat shotgun
white used for double shotgun
red (dark red, maroon) used for chaingun, red armor
brown (olive) used for rocket launcher
teal used for plasma rifle
purple used for bfg
yellow used for advanced weapons, upgraded weapons, "artifacts"
green (dark green) used for green armor, protective boots
navy (dark blue) used for blue armor, plasteel boots
light green (lime) currently used for unique stuff

Unused colors:
cyan (aqua) (same color as magazine mod)
magenta (fuchsia) (same color as accuracy mod)
light red (same color as small med-pack)
black (used for...background)

The colors appear a little different on the board than in game, so I included other items of the same color so you know what the color looks like in game.

352
Pre-0.9.9 / Re: [M|AoB|96%|YAVP] yeees, YEEES.
« on: March 29, 2009, 15:21 »
Nice job!

Good luck on AoMs.

And if you want, you can skip ultra-violence altogether and go straight to nightmare!

353
Nightmare! / Re: [N!|AoDD|55%|YAVP]
« on: March 28, 2009, 14:51 »
Huh, so how many times did [Tim!] almost get killed?

Hehe :)

I actually never ran out of medpacks, but almost died (< 10% health) to arachnotrons twice anyway, just because they can do so much damage when you're unarmored.

Nice job!  Good game man.

Thanks.  I'm still working on replicating your AoI win :)

354
Nightmare! / [N!|AoDD|55%|YAVP]
« on: March 27, 2009, 17:40 »
--------------------------------------------------------------
 DoomRL (v.0.9.8.10) roguelike post-mortem character dump
--------------------------------------------------------------

 Tim!, level 9 Hell Knight General, defeated the Cyberdemon
 on level 25 of the Phobos base.
 He survived 44811 turns and scored 344924 points.
 He opposed the Nightmare!

 He killed 534 out of 959 hellspawn. (55%)
 He was an Angel of D&D!


-- Graveyard -------------------------------------------------

  ###########################################################
  #..........................................................
  #...........X..............................................
  #.....................................###..................
  #.....................................###..................
  #.....................................###..................
  #...............................................###........
  #....###........|...............................###........
  #....###.......................###..............###....###.
  #....###.......................###.....................#>#.
  #..............................###.....................###.
  #..........................................................
  #..........................................................
  #..........................##.....###......................
  #...........................#.....###......................
  #.................................###..............###.....
  #..................................................###.....
  #..................................................###.....
  #..........................................................
  ###########################################################

-- Statistics ------------------------------------------------

  Health 49/90   Experience 39968/9
  ToHit +4  ToDmg Ranged +3  ToDmg Melee +3

-- Traits ----------------------------------------------------

    Son of a bitch (Level 3)

  SoB->SoB->SoB->

-- Equipment -------------------------------------------------

    [a] [ Armor      ]   nothing
    [b] [ Weapon     ]   modified BFG 9000 (11d8) [20/100] (D1)
    [c] [ Boots      ]   modified steel boots [2/2] (76%) (P)
    [d] [ Prepared   ]   modified chaingun (1d6)x5 [50/50] (A1)

-- Inventory -------------------------------------------------

    [a] rocket launcher (6d6) [1/1]
    [b] Grammaton Cleric Beretta (1d7)x6 [18/18]
    [c] 10mm ammo (x65)
    [d] 10mm ammo (x100)
    [e] rocket (x10)
    [f] power cell (x14)
    [g] power cell (x50)
    [h] large med-pack
    [i] large med-pack
    [j] phase device
    [k] phase device
    [l] envirosuit pack

-- Kills -----------------------------------------------------

    81 former humans
    53 former sergeants
    17 former captains
    117 imps
    33 demons
    48 lost souls
    7 cacodemons
    13 barons of hell
    1 Cyberdemon
    15 hell knights
    32 arachnotrons
    4 former commandos
    7 pain elementals
    1 arch-vile
    2 mancubi
    5 revenants

-- History ---------------------------------------------------

  He started his journey on the surface of Phobos.
  On level 2 he entered Hell's Arena.
  He cowardly fled the Arena.
  On level 8 he found the Grammaton Cleric Beretta!
  On level 13 he ventured into the Halls of Carnage.
  On level 19 he entered the Vaults.
  He came, he saw, but he left.
  Then at last he found Phobos Arena!
  On level 25 he finally defeated the Cyberdemon.

-- Messages --------------------------------------------------

 The Cyberdemon fires! You are hit!
 You prepare the chaingun!
 You swap your weapon.
 You are hit! Your red armor is completely destroyed!
 You are hit!
 You use a large med-pack. You feel fully healed.
 You are hit!
 You start running!
 Fire -- Choose target... The missile hits the Cyberdemon. The Cyberdemon
 reloads his rocket launcher.
 Fire -- Choose target... The missile hits the Cyberdemon. The Cyberdemon
 fires! You are hit!
 You reload the BFG 9000 with power cell.
 Fire -- Choose target... The missile hits the Cyberdemon.
 Fire -- Choose target... The missile hits the Cyberdemon. The Cyberdemon

-- General ---------------------------------------------------

 Before him 316 brave souls have ventured into Phobos:
 277 of those were killed.
 8 of those were killed by something unknown.
 2 didn't read the thermonuclear bomb manual.
 And 11 couldn't handle the stress and committed a stupid suicide.

 Some rumours though, say that the Cyberdemon was killed already!
 Is he immortal? 18 souls claim to have killed him...
 2 sacrificed itself for the good of mankind.
 12 killed the bastard and survived.
 4 showed that it can outsmart hell itself.

--------------------------------------------------------------

I decided to play a game of Angel of D&D because we don't have very many D&D mortems here.  The bonuses to hp and accuracy in D&D are similar to the traits I pick anyway (Eagle Eye and Ironman), so the game played similarly.  I found less armor than usual, which was extra bad because I didn't have any levels in Tough As Nails.  This made those 32 arachnotrons extra deadly.

Of course, this being nightmare, I had some pretty good luck sneaking through the last couple of levels with very little opposition, although I only found 1 homing phase device.

All the arachnotrons left me with plenty of cells to take down the cyberdemon with my bfg.

355
Discussion / Re: Screenshots: ASCII and Graphics
« on: March 26, 2009, 18:02 »

dies. You advance to level 10! <Enter> Boom! The revenant fires! You           
 are hit! The revenant fires! You are hit!                                     
                                                    ################           
                                                  .......+.#.0.......           
                                                .........#.#.........           
                                                .......==#.#..===..             
                                                ......====.##====#+###         
                                                 ....=.====.===........         
                             ==####+#######+####+##==+###====+=###+===#         
                            ======#....+.......#..=...0..+.....=.==#==         
                           .===|====..=#.......#.........#......=#==.=######   
                           .==.||==.==.#.......+.........#......====.#=>...#   
                          #...===.#..==#.......#.........#########=#==.=...#   
                          #..=R=R..%.../=......#.........+.......=.=====...#   
                          ###====../..=====+####+####+#######+###======+####   
                         ....==.}...@.=====.+       +....+....+.......+....#   
                         ............======.#########....#....#########....#   
                          .......^...==#.=..+.......+....#....+.......+....#   
                          ####+#######.#....#.......#....#....#..0...0#...0#   
                                     ..+0...#..0....#....+....#.......#....#   
                                     #######################################   
                                                                               
 Tim!                       Armor : none                                       
 Health: 5%   Exp: 10/3%    Weapon: modified plasma rifle (1d8)x6 [19/40] (S1) 
 cautious                                                    Phobos Hell  Lev6 


Trait that I just picked?  Ironman.

356
Discussion / Re: Maps on the wiki
« on: March 25, 2009, 14:42 »
Okay, I'm going to start adding some maps.

My plan is to show the ultraviolence enemies on the map, and then give a brief description in writing as to how the enemies change with difficulty level.

I've added the source for the python script to my wiki user page (http://doom.chaosforge.org/wiki/index.php?title=User:Tehtmi), and I'll add the text files I'm inputting into the script onto the special level talk pages so that it will be easier for other people to follow up on my work or edit to it if they are so inclined.

I also made the script more clever at minimizing the number of css tags it uses for coloration, but it didn't seem to help reducing the size very much (or any).

357
Discussion / Re: Maps on the wiki
« on: March 23, 2009, 17:57 »
It'd be cool if the font was a bit larger though.

Done.

- What if there are elements on the map that randomly vary?

Most of the special levels aren't that random.  As far as I know Hell's Arena is pretty random, so it wouldn't get a map, or maybe it could just get an example of one possible map that could get generated.  One other map has random enemy spawns.  Aside from that, I think most of the special levels are as random as or less random than the Lava Pits.

I was more worried about whether it would be good to represent how the map changes for each difficulty level (and how to do it elegantly).

Thank you all for the positive responses!  I think I'll wait for a few more people to get a chance to comment on this, then start adding maps to the main wiki pages maybe tomorrow or Wednesday.

358
Discussion / Maps on the wiki
« on: March 22, 2009, 13:34 »
I'm thinking of adding ascii maps to the special level pages on the wiki.  I posted a sample map of the Lava Pits to the Lava Pits discussion on the wiki (http://doom.chaosforge.org/wiki/index.php?title=Talk:The_Lava_Pits).  There are a few issues I'd like to iron out before I start actually trying to do this for all the special levels.  All of this is described pretty thoroughly on the talk page I linked to.  I would appreciate any ideas anyone has.

359
Discussion / Re: AoB Armour Choices
« on: March 20, 2009, 17:18 »
When I was investigating boots, I found their durability loss formula to be 1% * [(base damage) - (boots armor rating)] (with a minimum of 1% per hit).  I would guess armor works the same way, but I haven't tested it.

What does this mean for necroarmor?  If an archvile hits you for 12 damage (average according to the wiki), the armor blocks 6 of it, and takes 1% * (12 - 6) = 6% damage.  The armor would subsequently take 6 health to recharge (the wiki says its 2 health per 1% but I suspect the editor confused health with %health).  For larger hits, the necroarmor can even give you a net loss of health compared to NO armor...although the damage is spread over time.  For smaller hits, the necroarmor fares better, but still isn't that impressive especially because of the aforementioned 1 damage minimum.

Of course, this is making the assumption that I understand how the mechanics work.

EDIT: I don't mean to say the necroarmor is never useful... rekenne's suggestions are good.

EDIT 2: Oh, and the necroarmor will stop regenerating itself when you are at 1 health.

360
Discussion / Re: Trait Build Orders (General)
« on: March 19, 2009, 16:38 »
Well, back when I was trying to get my first win, the game was a lot different, so looking at my old mortems didn't turn out to be useful, but I would suggest maybe looking at builds of wins in the mortem subforum.  In general, I would say starting out with EE -> SoB -> SoB -> SoB is a good start. When I play on harder modes, I go for ironman and TaN after that to help keep me alive, but on ITYTD, I would suggest going for Intuition.  Also, on ITYTD, you could might not need as much SoB early on.  For example, I would say the third level of SoB isn't really needed until you encounter Barons.  Early intuition can help you level up more... monster spawning levels are a good way to get extra experience -- before you get too deep.  At a certain point they become extremely dangerous.

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