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Messages - Papachabre

Pages: [1] 2
1
Requests For Features / Re: DeHackEd
« on: May 10, 2008, 21:25 »
Heck yah I remember DeHackeD.  I remember trying to make crazy weapons with it.  They were usually over-powered and no fun to use but I had a few that actually added strategy (barrel creator?) and some that were just silly (giblet creator =).  That program also made it possible for people to make complete Doom mods like Aliens and such.

That said I think the computer terminal bit is interesting and should take a considerable bit of effort to achieve, but it is possible.

2
Discussion / Re: Funny events?
« on: May 04, 2008, 16:52 »
Oh yeah!  It's been so long since I played Doom and I completely forgot that enemies would shoot back at whoever hit them.  They would start shooting at you, but if there were hit by a stray bullet they would turn around and fire at the shooter.  I used to use a level maker to make enemies fight each other for my own amusement.  Spider Mastermind vs. Cyberdemon was probably my fav, though I don't remember who won...

3
Requests For Features / Re: Survivors
« on: April 27, 2008, 08:39 »
I have mixed feelings about this.  On the one hand I need all the help I can get because I suck at this game, and on the other hand I agree with Potman that you should be alone against hell.  It would take away from the badassitude of your character if you weren't the only survivor.  Plus I hated having a pet in Nethack, so I'm sure I'd hate having a survivor follow me around in DoomRL.

4
Bug Reports / Re: Getting experience from all kills
« on: April 27, 2008, 08:24 »
You may not have pulled the trigger but as long as the imp died from your choice of action then I think it's fair that you receive credit.  I use this tactic all the time.  How should the game determine whether or not you purposefully positioned yourself so that the former captain was in line with the imp?  There are so many kills that occur in this game that aren't a direct result of player action that if you didn't get experience from them you would never level up...or there would have to be a system in place where the game would constantly ask the player "Did you mean to do that?" to which only an answer of 'yes' credits the player with experience.

5
Century Lounge / Re: [E|Ao100|4%|1], I survived 2 moves
« on: April 22, 2008, 06:02 »
Heheh.  The intro to the game may as well have been "Welcome to the Doom Roguelike... Thanks for playing the Doom Roguelike"

6
Well I agree and also disagree.  I don't have a problem with the barrels because there really aren't too many in my games, and they are usually avoidable.  However I hate it when I enter a level that possibly contains a unique, I tiptoe around trying really hard not to blow any barrels up for fear that it will destroy the unique, and I open a door with a barrel and a shotgun-wielding zombie on the other side.  Boom.  Usually it sets off a chain reaction and I never know for sure whether or not there was ever even a unique in the level because I can't find one after it's been cleared.

I think that maybe it should be harder for items (or at least uniques) to be destroyed and also that barrels should explode once instead of multiple times.  Otherwise I'd say leave them alone.  After all, all that spilled acid on the floor had to have come from somewhere, right?

7
Bug Reports / Instructions need updated.
« on: April 01, 2008, 20:02 »
Sorry if it's already been said but the in-game instructions still mention the aggressive/coward tactic system.  That might confuse new players (like me if I would have read it before I started playing =).

8
Pre-0.9.9 / Re: [E|99%|YAVP] First victory ever. =D
« on: March 30, 2008, 14:31 »
One was running away without setting my tactic to "coward"

That would be hard to do seeing as how there is no "coward" tactic any more =P.  J/k, I'm sure you meant "running".  Pretty good though for your third attempt.  I've played 92 times so far and won once by sacrifice, but then I suck...

9
Pre-0.9.9 / [M|AoB|64%|YAND] Useless uniques!
« on: March 30, 2008, 14:24 »
I rarely find uniques/advanced weapons that I can use.  If I'm playing AoM I'll find a butcher's cleaver =/.  Here I played an AoB game and I found an advanced chaingun and an Assault Shotgun, plus the weapon I died next to was unique too.  Not complaining though - I made it past lvl 15 which was my goal.

--------------------------------------------------------------
 DoomRL (v.0.9.8.9) roguelike post-mortem character dump
--------------------------------------------------------------

 Olaf, level 5 Demon Lieutenant, killed by a arch-vile
 on level 16 of the Phobos base.
 He survived 43485 turns and scored 28030 points.
 He didn't like it too rough.

 He killed 198 out of 308 hellspawn. (64%)
 He was an Angel of Berserk!

 He stormed the Chained Court.
-- Graveyard -------------------------------------------------

  ###########################################################
  .......=====......>........................................
  ....0...=.=...==......===...O..............................
  .......===....===.####=#=+#####^..........hh.h.....==......
  ........=.....=..==....=......#...........########===###...
  ..................#..0.=......#........hh.#.......=....#...
  .............\....#...........#.......c...#............#...
  ..................#...........#..#####.B..#............#...
  ......;...........#=..........#..#...#....#........^...#...
  #######....i......===.........#..#...#......0..........#...
  ......#....0......==..s.......#..#...#h................#...
  ......#...........#...0.......#..#...#..../...0........#.c.
  ......#.#####.....#...c...s...#..#...#....#............#...
  ......#.#...#.....#...........#.0#.../....#............#...
  ###+###.#...#.....#############..#...#....#............#>..
  ........###+#....................#####....#............#...
  ...............................0.....V....##############...
  .......................}............|......\...............
  .0......^....................}X............................
  ###########################################################

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

  Health -13/50   Experience 10446/5
  ToHit +0  ToDmg Ranged +0  ToDmg Melee +6

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

    Hellrunner     (Level 1)
    Brute          (Level 2)
    Berserker      (Level 2)

  Bru->HR->Bru->Ber->Ber->

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

    [a] [ Armor      ]   red armor [2/4] (28%)
    [b] [ Weapon     ]   chainsaw (4d6)
    [c] [ Boots      ]   steel boots [2/2] (100%)
    [d] [ Prepared   ]   nothing

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

    [a] advanced chaingun (1d6)x5 [50/50]
    [b] Assault Shotgun (6d4) [6/6]
    [c] green armor [1/1] (100%)
    [d] green armor [1/1] (84%)
    [e] green armor [0/1] (36%)
    [f] green armor [1/1] (100%)
    [g] green armor [0/1] (46%)
    [h] green armor [1/1] (86%)
    [i] green armor [1/1] (100%)
    [j] blue armor [1/2] (38%)
    [k] combat knife (2d5)
    [l] weapon reload mod
    [m] boots durability mod
    [n] steel boots [2/2] (100%)

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

    67 former humans
    34 former sergeants
    15 former captains
    17 imps
    18 demons
    10 lost souls
    15 cacodemons
    1 baron of hell
    1 hell knight
    3 former commandos
    2 pain elementals

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

  He started his journey on the surface of Phobos.
  On level 6 he found the Assault Shotgun!
  On level 6 he stormed the Chained Court.
  On level 16 he finally was killed by a arch-vile.

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

 flames!
 The arch-vile raises his arms! You are engulfed in flames!
 You use a large med-pack. You feel fully healed. The arch-vile raises his
 arms! You are engulfed in flames! The former human fires! You are hit!
 The former human fires! You are hit! The arch-vile raises his arms! The
 demon suddenly rises from the dead!
 You hit the arch-vile. The arch-vile hits you. The former human fires! The
 missile hits the former human.
 You hit the arch-vile. The arch-vile hits you. The arch-vile hits you. The
 former human fires! Boom! The former human fires! You are hit! The
 baron of hell hits you.
 You use a phase device. You feel yanked in an non-existing direction!
 The arch-vile raises his arms! You are engulfed in flames! Your red armor
 is damaged!
 The arch-vile raises his arms! You are engulfed in flames! You die!...

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

 Before him 91 brave souls have ventured into Phobos:
 80 of those were killed.
 5 of those were killed by something unknown.
 1 didn't read the thermonuclear bomb manual.
 And 4 couldn't handle the stress and committed a stupid suicide.

 Some rumours though, say that the Cyberdemon was killed already!
 Is he immortal? 1 souls claim to have killed him...
 1 sacrificed itself for the good of mankind.

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

10
Requests For Features / Rewarding persistent players.
« on: March 30, 2008, 08:09 »
I really like the badges/medals idea.  It would certainly give people a reason to keep playing.  But what about rewarding persistent players with something they can use like an increased chance to find uniques or (even better) a wider available selection of uniques when they achieve higher ranks and/or certain badges?  In other words maybe certain uniques could be "unlocked" by playing the game more and more.

Also, this could be a bit more of a long shot, but how about adding a type of currency that you could use to purchase items or additional traits at the start of the game and you accumulate it by playing the game over and over?  The currency you earn in each game could be based on your score or your achievements in the game.  For example, maybe clearing out certain special levels result in extra earned currency.  I think this would increase replayability for those who like the game but are bad at it (me) because the more you play the better your chance of winning.  Of course, in order not to tip the balance too favorably toward the player, care would need to be taken so that the benefits are not compounded or perpetual, but rather they could be utilized every now and again.

Just tossing it up there to see if it sticks.  Any comments?

11
The last level of the game is supposed to have (without risking revealing any spoilers) a boss, correct?  I just reached the final level for the first time and I didn't see him.  I walked around the room a couple of times, and I could hear him but I didn't see him.  So I blew up every green-walled box in the level and still didn't see him.  Then I shot the red-walled box a few times with a BFG and I heard what I thought was a pain noise.  I ended up winning the game by (again, without spoiling) sacrificing myself.  Is it possible that he was spawned within these indestructible walls?  This may be a glitch that should probably be fixed in a future release.

12
Discussion / Re: I've been gone for months - and no GRAPHICS?
« on: March 19, 2008, 21:38 »
Dang Derek!  I didn't think I would ever enjoy a graphical roguelike but I think that your graphics would be a welcome addition.  The only thing that could be better is if each sprite had a two-frame idle animation and firing/dying animations like in the Doom FPS.

13
I like this idea.  Maybe add another special level in which the reward is always randomly generated but in the same spot.

14
Discussion / Re: DoomRL trainer
« on: March 19, 2008, 21:24 »
jake - I'm glad you don't care whether or not I understand your need to cheat; you shouldn't care about what some jerk on the internet thinks of you.  I was just trying to prove a point.  You said that you want to cheat because you want to play the game but not have a challenge, and I am saying that you can still do that with no unique items, so what does it matter to you whether or not you get them?  I think that removing them from games in which the player is cheating would give said player an incentive to play the game the way Kornel meant for it to be played.  He probably feels the same way about cheating in his game as Da Vinci would have felt if someone had gazed upon his Mona Lisa wearing 3-D glasses.

I do have to say though that I feel your pain.  I'm horrible at DoomRL and I can't beat the game for the life of me.  But I guess where we differ is that I don't need to complete the game to enjoy my time playing it...which is why I will now digress.  You're right; I don't understand why anyone would want to cheat at the game but I do still think that cheating should incur certain consequences.

15
Discussion / Re: DoomRL trainer
« on: March 19, 2008, 11:30 »
Uh, please, if there is any disadvantage to using cheat (removing unique items, for example), thats pointless, I'll just go and get a trainer then. That ruins the point.

Of course I wouldn't want my score to be registered then. But no disadvantage of that kind, thats ruining the point...

So...the point is to effortlessly discover every hidden detail of the game?  I mean, if you're invulnerable why does it matter if you use a unique weapon?  And if that's all you're interested in, why don't you just dig up some sort of spoiler or a list of weapons?  You could satisfy yourself by reading walkthroughs rather than playing games.  Perhaps reading a book would better suit you...or would an antagonist/protagonist conflict be too much for you?

Ooh, I have a great idea.  How about cheaters get a special weapon that kills all monsters in a level with one push of a button.  That'd remove all the hassle of actually playing the game.

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