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Messages - Horyon

Pages: [1] 2
Off Topic / Re: Doomablo
« on: September 10, 2008, 05:48 »
This is a very early version of the game. It's not finished, but it's really worth trying it.

It's going to be a very good game if the author has enough time to work on it.

What's the point of posting games in which you cheated ?

Requests For Features / Re: DeHackEd
« on: May 11, 2008, 12:40 »
I find the idea of adding additional lever effects interesting, though I don't think it's necessary to add computer terminals.

Some players complain about the fact that levers have a do high chance of negative effect and a so low chance of positive effect that they don't activate them at all (unless they have Intuition). So the game could gain in interest if levers had a greater probability of helping the player.

Here are some ideas of new lever effects :
- Spawn item(s) (like spawn monsters).
- The exit is hidden at start and a lever makes it appear.
- Remove acid or lava from the level.
- Spawn a group of ennemies somewhere else in the level.
- Provide a free upgrade on a piece of equipment (not very "doomish" I admit).
- Spawn stairs leading to a special level (maybe a level that never spawn unless the right lever is activated).
- Open some or all doors in the level (kind of neutral effect).
- Teleport the player randomly in the level (phase device effect).
- Teleport the player right on the exit (homing phase device effect).
- Reveal the map of the level (computer map effect).
- Make some or all wall become undestructible (a bit weird).

The point of it is to add some tactical elements to the game. It may be used to fight melee monsters without risk, it may prevent you or monster to take cover, it may prevent you from getting close to arachnotrons or other dangerous "ranged" monsters, it may force you to find a way to reach this power-up on the other side...

We can even imagine a special level where you are blocked in a cage surrounded by monsters.

What do you think ?

Discussion / Re: Cheat Mode in DoomRL
« on: May 09, 2008, 02:02 »
The answer is : there is no longer any cheat code in doomrl, and even when there was one, it was intented to kill the player.

Requests For Features / Re: DeHackEd
« on: May 08, 2008, 15:52 »
I like Doom, I've played it for years and I've played many user made levels, but I don't remember anything about DeHackEd except maybe the name. So, unless I'm an exception, I think that it is an unessential feature of the game.

Moreover, this was not available in the game itself, so I think that it breaks the ambiance.

About computer terminals, we already have levers that fil the same purpose.

In fact, I was initially thinking of iron bars, but I couldn't remember how to translate it in english.

To begin with, I apologize for my bad english, this is not my native language.

After reading a few posts, I've noticed a few things about doom rl players.

Some people seem to like rewards. They like the idea that completing a challenge or winning the game on a particular difficulty level unlocks things. But :
1) In the actual game, some experience ranks require to play hours and hours to be achieved and give minor rewards.
2) Some people dislike the fact that they have to complete challenges to unlock difficulty levels. AoB seems to be the most disliked.

So, what could be proposed to make the game (even) more enjoyable ?

Usually, completing a game allows to unlock the following things :
* New characters to play
* New items
* New difficulty levels and challenges
* New levels or new missions
* Cheat codes
* Ranks or medals

Let's look at them.

It's hard to imagine that completing a challenge could unlock an item. Or maybe a very specific one ? A challenge could unlock a new unique item in the sense that it allows this item to spawn. But this idea is dubious as the change wouldn't be easily perceptible and it could be frustrating.

If new characters are unlockable, they must be different from the base character. A fun idea that I've found in a post is to allow the player to play a monster (an imp for example). I honestly can't see any other way of exploiting this idea.

The idea of unlocking new difficulty levels and challenges is IMO a good one. Maybe difficulties and challenges should be separated, because people who like to play challenges are not always those who like to play at higher difficulty levels. So maybe, challenges should only unlock other challenges.

Unlockable cheat codes have already been discussed and many people are against. However, I support the idea of allowing players to cheat once they have completed nightmare for example, but it's not essential.

Ranks and experience levels should probably be preserved as they create an incentive to keep on playing. However, I don't think they should be THAT hard. To begin with, there are many players that do not like to play melee. Therefore, it's a pain to be forced to punch cacodemons just to reach an higher rank. In general, objectives are often set a bit high.

New levels could be an interesting idea. Let me explain.
After completing the main game, the player could be allowed to visit another part of phobos/deimos or whatever, which could be different in terms of :
- Enemies that the player will meet (some enemies may spawn more or less or be absent)
- Special levels and unique items (the main games is a bit "crowded" with unique levels and unique items)
- Lava/acid density
- Rate of spawn of items and weapons
- Goals : why not have the player complete in a limited time, or ask him to find a key object in each level ?
- This would be the perfect place for experiencing new things ! Some specific levels/items/monsters/traits/levers/features that could not fit in the original game could have a place in a campaign.

So, what do you think ?

I agree. When someone arrives on doom rl main page, he gets little information on the game itself.

Why not add a "features" section, describing the game quickly with a link to the manual ?

Requests For Features / Re: DeHackEd
« on: May 07, 2008, 11:53 »
+1 for Vestin.

I just can't see the point of this feature as it :
- is really weird and quite useless,
- is unrelated to doom universe and "destroys the ambiance" (what would you say if, in half-life, you could find a terminal to run worldcraft and modify the level you're playing in ?).

Requests For Features / Impassable but can be shot through
« on: May 05, 2008, 03:20 »
What do you think about implementing a new kind of wall that is impassable but that doesn't stop bullets nor vision ?

Something like a pit for example.

Moreover, it could make the "exploding walls" lever more interesting if it transform walls into pits.

Lol, why are you looking for sooooo complicated challenges ?

To be funny, the main idea of a challenge must be simple.
No existing challenge requires more than a few words to be fully understood.

The main idea of this new challenge would be to have the cyberdemon spawn earlier than in level 25.

There are three simple ways of making it :
- Make him able to spawn in ordinary levels like an ordinary monster (there could be a chance that he spawns multiple times in the same level !), eventually with a message to warn the player.
- Make him spawn when you clear the level.
- Make a new special level (not a challenge) where you meet a weaker version of him.

I have to admit that I don't see the point of making him invincible (isn't he strong enough ?) except if you want to respect the fact that he is theoretically unique.

Requests For Features / Re: Survivors
« on: May 05, 2008, 02:55 »
I agree with Chamber. Even in commercial games, allies seldom have an AI good enough to make it feel like "teamplay".

Sure, it looks entertaining on the paper, but once implemented, you'll probably have several problems : trying not to shoot him when he stands between you and the enemies, stopping him from firing randomly at a group of barons of hell, making him avoid acid/lava when you want while still being allowed to make him cross an acid pool, preventing him from wasting ammo/medkits/phase devices (do not fire your plasma rifle at this former human), not having him get lost around each corner and so on...

Moreover, it will probably slow down the game a lot, because you'll have to manage him, to give him orders under the threat that if you don't do it well, he will fire a rocket where he should not have.

It's definitiely not worth the coding effort.

(sorry if my english isn't perfect)

Discussion / Re: Wiki: Reactivation
« on: April 27, 2008, 04:41 »
I think there is still a small error, ingame description field is named "weapon_looks" IO "weapon_description". I've just entered description of rocket launcher.

I think it could make unique levels a bit more interesting.

When I run through Chained Court or Hanger for the xth time, I get a bit borred.

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