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Messages - RepoRipper

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31
Discussion / Re: Funny events?
« on: June 29, 2008, 07:05 »
hah! i love that level too, and i found out the hard way that when u get behind one from ur platform, get behind Spidey. if u get behind cybie, they will still duke it out, but spideys chaingun makes holes all over the wall behind cybie, and even if you have cybie RIGHT between you and spider, that chaingun will proceed to rapidly make mincemeat out of you.... with its MISSES!!! note, you can make sure cybie loses by pumping a few rockets into him as ur running behind spider. it doesnt take much. then when cybies dead.... 1 rocket should bring down spider... lol its funny.... BUT
ever seen Doom 2 episode "Nirvana"? it has a big acid pool in a corner, and at the end is a platform with a required key on it. the acids pointless, it doesnt hurt u much as u run over. but, as soon as you pick up the key, a shitload of enemies spawn back where you where!.... ok, what i do when i need to let off some steam, i load up that level on Ultra-Violence, input god mode code IDDQD, input weapons/ammo code idkfa, grab that key, and go BFG BALLISTIC!!! oh, i almost forgot, i have the Doom 2 for Windows 95 CD, it uses a launcher, i can set it to respawn monsters!!!! so we have 40 respawning enemies, including THE ENTIRE monster list, except cybie, spidey, and pain elementals. ie mancubi, revenants, Arch-Viles, Barons, Knights, Chaingun Dudes (the endgame monster list names him the Heavy Weapon Dude, but the manual calls him the chaingun guy. weird), even Spectres!!! and, they KEEP shooting me, hitting each other, and getting into GIANT brawls!!! meanwhile im pumping out BFG shots like a maniac, refilling my ammo with cheatcode constantly....

also, IMPS SHOULDNT FIGHT IMPS!!! in all Doom games, the rule was, SAME MONSTER : NO DAMAGE AND NO FIGHT! ie, if an imp fireball hits another imp, 1 no fight, and 2 the one who got hit actually doesnt take damage. but, if a baron flings an acid ball and it hits an arch-vile, youve got one HOT baron... and one DEAD Arch-Vile!!! its especially funny watching a chaingun dude strafe over a group of lost souls!! they dive bomb him! but seriously, fix the fighting thing. by the way, ive always liked the idea of the Former Human Commando, even though he wasnt in the doom games. also, Kornel, if ur reading this, whats up with Angel of Berserk? Large Health Globes and Medkits are supposed to berserk you!

32
on the subject of walls, btw, the current wall system is weird. when u kill enemies near walls, the walls get progressively more bloody, going from white "Stone Wall", to dark red "Bloodied Wall", to bright red "Blood Stone", to bright green "Green Wall"...................... BUT, bloodstone can be preplaced (hell / special levels), and when it is, its usually DARK red, but even then some special levels have "Bloodstone" thats bright red, with dark red bloodstone right next to it! and..... preplaced bloodstone, when bloodied, turns green and is called a "bloodied wall".... waitaminute................

also, destructibility seems to be highly variable.... ive seen normal dark red "Bloodied Walls" next to bright red "Bloodstone", next to green wall, rocket hits, green ALWAYS gone... bloodied wall NEVER destroyed. ive fired BFG shots at "Bloodied Walls" and no effect, while the bloodstones get obliterated! but preplaced bloodstone is as destructible as normal walls! and when preplaced bloodstone turns green, it acts like "Bloodied Wall"... indestructible! of course NONE of it withstands a nuke, but thats a no-brainer. id REALLY like the wall system fixed, so the destructibility and color of a wall are unique to its name. preplaced or not.

also, im desinging a VERY special level at the moment, i had the thought of having Indestructible Levers. also of having levers that unlock doors and such. ( i mean unopenable doors, not closed ones)

hmmm... heres an enhanced parameter list for all terrain...

See[through]; Pass[through]; Shoot[through]; Damage[dealt]; [damage]Increment; [wall]Strength; [blood]Type; Blood[level]; Muffle[strength]; [blast]Absorb; Detonate[barrel]; Move[type]; [special]Effect; Symbol; Color; Name

lemme break these down;
     See[through] : 0 = block, 1-10 = see through (higher = more restricted length and width of view), 11-20 = colorless sight (see above for range)
     Pass[through] : 0 = block, 1+ = pass (higher = slower passage)
     Shoot[through] : 0 = block, 1 = allow, 2 = aim blocking (projectiles pass, but blocks any line-of-fire... enemies won't shoot through it, and while aiming, the aiming cursor won't pass it, and it wont let you fire if the aiming line overlaps any terrain with this value)
     Damage[dealt] : 0 = no damage, 1+ = deals damage, -1+ = heal damage
     [damage]Increment : 0= no increment (deals same damage with each turn on the terrain), 1+ = cumulative increment (deals additional damage for every consecutive turn on terrain), -1+ = cumulative decrement (same as positive except deals that much *less* damage)
     [wall]Strength :
0 = Static (stairs and border walls. unaffected by nuke, explosion, flood, or anything else.)
1 = Ground (nuke/explosion proof, only type replaced during floods, this is floor and fluids...)
2 = Indestructible (explosion immune, only damaged by nukes)
3 = Blast-Proof (rocket/explosive immune. only destroyed by Overcharged BFG shot.)
4 = Hard Immune (highly resistant but not immune to explosives and rockets, unaffected by AV Fire, resistant to normal BFG and Railgun.)
5 = Strong Immune (same as Hard, but only modestly resistant to rockets and explosives)
6 = Normal Immune (same resistances to BFG, Rail, and AV Fire, but no other resistances.)
7 = Weak Immune (same BFG, Rail, and AV Fire resistances, but is more susceptible to rockets and explosives than normal.)
8 = Hard Resist (same as Hard Immune, but is only resistant to AV Fire, not immune.)
9 = Strong Resist (See Strong Immune and Hard Resist)
10 = Normal Resist (see Normal Immune and Hard Resist)
11 = Weak Resist (see Weak Immune and Hard Resist)
12 = Hard Stone (same as Hard Immune, but no BFG, Rail, or AV Fire resistances.)
13 = Stone Wall (same as Strong Immune, see Hard Stone for difference)
14 = Strong Wall (same as Normal Immune, see Hard Stone for difference)
15 = Wall (Weak Immune, see Hard Stone)
16 = Strong Door (100% susceptible to any explosive blast. locked door or transporter)
17 = Door (same as Strong door, has slight bullet resistance, one of only 2 strengths that are less than 100% immune to bullets.)
18 = Destroy (100% susceptible to all damages. barrels)
     [blood]Type :0 = cannot be bloodied, 1 = Floor (blood, Corpse, pool...), 2 = Stone (levels 1-15, white stone walls at start), 3 = Hell (upper levels, red bloodstone walls at start), 4 = Special (bloodied walls of special levels.), 5 = Evil (green walls of Phobos Arena and other select levels.)
     Blood[level] : 0 = no blood, 1 = Drip (blood dot on floor), 2 = Bloodied (first level of blood for walls.), 3 = Pool (blood pool on floor), 4 = Soaked (Bloodstone Wall. the blood is soaked into the rock.), 5 = Massacre (green wall, WAY too much blood, currently highest wall. all wall colors only apply to Blood Type 2, Stone), 6-7 = currently unused (i think), 8 = Static (pre-placed, blood level cannot rise beyond 7 through bloodletting, so this is for when you dont want the wall to change color.), 9 = Corpse (also unreachable through bloodletting, this is so that corpses dont get turned into anything), 10 = Fluid (for water, acid, and lava. cannot become a corpse, and overrides corpses in floods)
     Muffle[strength] : 0 = does not affect monster noise volumes, 1+ = reduces monster noise volume from other side (to an increasing degree), -1+ = enhances monster noise volume (opposite of positive effect)
     [blast]Absorb : 0 = does not affect explosive blasts, 1+ = reduces explosive effect to anything on the opposite side of this terrain from an explosion (higher = better reduction, 10+ is basically explosion nuetralizer, could be used to protect powerups from stray shots), -1+ = Enhances explosive effects (opposite of positive effect, can be used to make a missle blast spray all the way across a map, or can make an imp fireball punch a lengthwise hole in a level...)
     Detonate[barrel] : 0 = clear for terrain movement (barrels move over, if terrain is a wall, this is invalid), 1 = Block terrain movement (water, doors, walls, and stairs, blocks movement but dosent destroy), 2 = Destroy moving terrain (lava and acid, destroys and detonates barrels moved into them, valid for walls, because the moving terrain doesnt actually move onto destroy terrain, it just tries and explodes. so a wall that you cant pass, and if you accidentally push a barrel into it, it will explode... im thinking of like an acid-soaked column.)
     Move[type] : 0 = Stationary (terrain can't be moved), 1 = Displace (switches with the terrain it moves onto, displacing it.), 3+ = Overwrite (not yet used, would replace the terrain it moves out of with predetermined basic terrain, like empty floor, water, acid, lava, etc.)
     [special]Effect : 0 = no special effects, 1 = Explosive1 (creates a radius 1 explosion when destroyed), 2 = Explosive2 (see Explosive1, radius 2), 3 = Explosive3 (see Explosive1, radius 3), 4 = Explosive4 (see Explosive1, radius 4), 5 = Explosive5 (see Explosive1, radius 5), 6 = Transport (DUHHHHH), 7 = DoorOpen (you can figure this out once you see the next one), 8 = DoorClosed (told ya), 9 = Stairs (duh), 10 = Special (special level stairs), 11 = Room (marks walls for rooms for room-sized destroy wall levers.)

     Symbol/Color/Name : FIGURE IT OUT!!!

whatcha think? its complicated, but it boils terrain parameters to 2 strings (name and symbol) and a moderate sized handful of number values that will allow terrain specs to be precise and easily debugged if you know that there is a problem. and it will allow alot more variance in the special levels. and once its coded in, it never needs to be changed. unless i forgot a parameter, in which case please mention it. also, don't start with levers, because levers are objects : they can be on top of lava (floods), so there destructibility and all that are not part of terrain. Barrels are Terrain because of their terrain-displacing movement. and, this fixes all the bloodiness confusion!

    By the Way, sorry for the length! better to say it all at once, after all!

33
Discussion / Re: New Pistol
« on: June 28, 2008, 02:04 »
1. ill try that next time
2. sorry, im just tossing out the variations so ppl dont have to clutter up the thread with obvious stuff
3. whoops... i was in this thread and had this thought.... oops.
4. the name is half of the point.
5. the science stuff is sci-fi, actually from my stories, but its pretty simple, and its there to give background of WHY the gun does what it does.
6. no prob

34
Discussion / New Pistol
« on: June 27, 2008, 15:59 »
Name: Omega Pistol
Clip size: 20 (10mm)
Damage: 32x1 (20 round shots)
Comments: this is a MotherF#!%er! the real balancer here is, like the BFG, it uses HELLA ammo. unlike any other weapon, it does a gaurenteed amount of damage. the ammo use makes it bad for most builds, only a chaingun/pistol build could use it properly, and its 1 shot function makes it unusable for dual pistollers. best as the secondary for a chaingun... also, maybe add a size 1 blast effect... btw this thing is sopposed to fire Omega-Charged bullets, Omega particles have enough energy inside them to power a star through 9 billon lifetimes and STILL barely drain it. too much power, in fact. they "leak" RAW power. not matter or energy, just power. don't f@$# with raw power, cuz any matter or energy that gets too close to an Omega Particle.... is obliterated. but some materials can be CAREFULLY "Charged" with omega energies, allowing for the same effect... temporarily. the only way to contain an omega particle is with force, ie magnetism, gravity, etc.... a LOT of force. the pistol uses an "Omega Reactor" to power itself. though, a true omega pistol never needs reloading, and fires pure bolts of omega energy... oh well, thats a bit TOO powerful for DoomRL... lol

35
Discussion / Angel of Purity overboard
« on: June 27, 2008, 15:41 »
umm
 i just want to say that the Computer Map should be usable in Angel Of Purity, as should the Backpack. a Map is NOT a "powerup" in any game ive ever played, and the backpack is hard to get anyway, allow its effects to be used... its hard enough to catch a break in AoP anyway, even if its a leg break.

36
AliensRL / On some ideas etc.
« on: June 26, 2008, 00:23 »
just beat the game, suggestions:

1. more than 2 Heavy Weapon armors, i hadn't even heard of power armor (though i cleared ALL of the military tower looking), but having a RARE armor thats awesome, and a worthless armor, be the ONLY ones to allow u to carry heavy weapons is STUPID. we need an intermediary heavy armor. my idea makes Power Armor color Red (i've never seen, so i don't know current, but red is good for important stuff), and add in Combat Armor, color Blue, heavy armor, armor value of 2, same rarity as Plasteel, think of a powered non-military armor (like futuristic riot gear)...

2. .44 ammo and weapon need to be colored, too hard to tell whether its .44 or plain 9mm junk

3. Technical Master ability needs to be, not "almost" instant reload, but actually instant reload.

4. RPG's are supposed to HURT!! not just you, but even a near miss should hurt those aliens, no matter HOW tough they are.... and HOW does even an ELITE take a DIRECT hit from an RPG... and walk away, UNTOUCHED????? if thats supposed to represent dodging, THE ROCKET SHOULD GO PAST HIM!! also, how many heavy weapons are there, i only KNOW of two, the RPG, and whatever uses M250 ammo. (i think thats the minigun...)

5. Scouts should have a Technical specialty, not Fitness. when your a scout, you learn how to handle your weapons at a moments notice. so u should be able to reload quickly. plus, its the ONLY way anyones ever going to WANT the Sawed-Off Shotgun... master sidearm and master technical, for instant reloading of every shot, and more damage than the 12. gauge (primary) shotgun can ever do.

6. needs another primary weapon for more variety... and i have one for you. its an old weapon called a Shredder. its basically just a wide barrel, firing multiple bullets... basically a shotgun for bullets. it can use the .44 ammo, has a tight spray pattern... and has the colt's armor peircing capabilities... BUT, its even MORE innacurate than the shotguns, because its slim fire arc is hard to point... its like a cheap slingshot in that respect. basically, without primary weapons training, this gun will only hit at point blank. also, because the bullets peirce, there is no knockback... ie shoot a lot and hope it dies before it gets to you, because this thing WON't push it back.

37
AliensRL / Re: Alien pov
« on: June 25, 2008, 23:41 »
note, Mrazerty, i actually had the suggestion for the "go through game as a bad guy" for DoomRL... from the text for Hell's Arena... "You Would've made a great Champion..." .... thing is i have this large story in my head, 10 years now, still stuck at 2/3rds finished... i take chars from movies, books, games, stories... everything... anyway, after having my idea rejected, i put the char into my story as a bad guy... just listen. this is the chars story:
what his superiors didn't tell the legendary Doom Marine when he was sent to Phobos was, he wasn't the first. he was the 2nd. the FIRST Doom, he went in, fought demons, and got so deep, he was no better than they were... so Hell made him a deal; join us, become Hell's Champion, and be unstoppable! (+ get all the hot demonesses that all hid from our true hero, lol)... long story short, he agreed. ever wonder how the forces of hell got past the ENTIRE military might of Earth while our hero shut down Phobos? The answer was, all the might of earth was like so much dust to a steel wall against Doom, Hell's Champion... think of our hero, picture him... now add Hell Knight horns, make his 3 clothing sizes bigger, literally burning eyes (think of rolling flames where the eye color should be), and make his armor 100% corrupted.... and, last but NOT least, strapped behind is a demonicly twisted BFG... in my story its called the BCx2 (BCBC), or Beam Corruption Bio-Cannon.... think of a *black* fluctuating, dripping laser beam on steroids. Crap.

btw, Kornel, i know this isnt a DoomRL thread, i was just commenting on the character from my story to Mrazerty, as his comment related.

39
Requests For Features / Re: More Advanced weapons!
« on: September 10, 2007, 13:45 »
four words....

BASH............triggerclick...nothing happens

BLEEP! NO MORE BFG!!!

40
Requests For Features / Re: More Advanced weapons!
« on: September 10, 2007, 12:01 »
tisiphone, this gun came from my game, i used it to kill the cyber (i think)

Advanced Chaingun - (1d8)+2{SoaBx2} x 5+4{Triggerhappyx2} - [142/142] D2R2S1M3

9.87 unfortunately so the SoaB doesnt work

Kornel....BARREL ROLL!!! ROFL!

what about giving the rarely-seen Hell's Armoury a good advanced weapon. like chaingun or doubleshotty, perhaps at the end of the path, with a BoH gaurding it, (ouch boom, there goes all those mods on the other side of the wall next to me.... or how about a level just before halls of carnage with 20 Pain Elementals and tons of advanced weapons, and a rocket launcer next to you, along with a ton of rockets, ie u gotta blow em up, but if u do ull destroy adv. weapons! make it so they all come at you atonce, and you have to rocket most of them, destroy whatever adv.s are in that direction, so u can only save a few...

41
Discussion / Re: accidentally beat the mortuary in AoB.....WTHF?
« on: September 10, 2007, 11:49 »
wow conker... thats insane.

sorry kornel, its just.... OH

now i remember why i said that, because ive entered a level and gotten (smell of a massacre) which means spawn lever, then i go through everything, dont get ANYTHING hit by explosions, then end up finding 3 or 4 levers, i press em, does whatever, 1 does "you pull the lever..... there is a lever here" which means it activated, or else it says nothing happens, but NOT a SINGLE enemy spawns anywhere! is it that the spawning is linked to still living monsters????

42
awww... still. it rocks. anyone else made the ultimate modded weapon? remember BFG dont count as u only have it for 3 levels

43
Discussion / accidentally beat the mortuary in AoB.....WTHF?
« on: August 21, 2007, 14:33 »
IN ONE TRY! i savescum, but i had just completed it and i needed the 40 cacos melee'd to fulfill Cacodemon rank requirement. so i loaded at Hell level 3, having just murdered the Angel of Death, and not even meaning to i went through entire game without 1 save.... then at the mortuary, i won.....WHAT! IN AoB!!!! WOW.....
oh btw Kornel could u please fix the Enemy Spawn Levers so they can spawn infintely. TY. Exp is a pain.

on side note...i seem to rock at AoMc! hint, pickup and use health paks u find, so that BoH's and HK's cant use em. also use shotgun, as u will never miss even in coward mode. and obviously get Badass 3 asap.

one more thing. i found an ADVANCED DOUBLE SHOTGUN!....in AoB......HFSTBS!

44
WTH?
?????????????

45
--------------------------------------------------------------
 DoomRL (v.0.9.8.7) roguelike post-mortem character dump
--------------------------------------------------------------

 Angelbright, level 9 Imp Captain, defeated the Cyberdemon
 on level 25 of the Phobos base.
 He survived 174946 turns and scored 87062 points.
 He didn't like it too rough.

 He killed 417 out of 444 hellspawn. (94%)
 He held his right to remain violent.
 He was an Angel of Purity!

 He found the Phobos Arena.
 He stormed the Chained Court.
 He found the Hell's Armory.
 He fought on Hell's Arena.
 He became a champion of Hell's Arena!
 He faced The Wall.
 And he cleared it completely!.
 He was caught in the Mortuary!
 And he managed to clear it!
-- Graveyard -------------------------------------------------

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

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

  Health 27/50   Experience 38754/9
  ToHit +0  ToDmg Ranged +2  ToDmg Melee +2

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

    Finesse        (Level 2)
    Son of a bitch (Level 2)
    Reloader       (Level 2)
    Whizkid        (Level 1)
    Triggerhappy   (Level 2)

  SoB->SoB->Rel->TH->TH->Fin->Rel->Fin->WK->

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

    [a] [ Armor      ]   Angelic Armor [6/6] (71%)
    [b] [ Weapon     ]   advanced BFG 9000 (8d8) [90/130] (M1)
    [c] [ Boots      ]   plasteel boots [8/8] (60%)
    [d] [ Prepared   ]   advanced chaingun (1d8)x5 [142/142] (D2R2S1M3)

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

    [a] red armor [4/4] (100%)
    [b] red armor [4/4] (92%)
    [c] advanced rocket launcher (4d8) [1/1] (D3R1)
    [d] plasma rifle (1d8)x8 [40/40]
    [e] advanced combat shotgun (6d3) [5/5]
    [f] 10mm ammo (x100)
    [g] 10mm ammo (x6)
    [h] shotgun shell (x50)
    [i] rocket (x4)
    [j] power cell (x28)
    [k] thermonuclear bomb

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

    35 former humans
    34 former sergeants
    35 former captains
    51 imps
    49 demons
    37 lost souls
    32 cacodemons
    11 barons of hell
    1 Cyberdemon
    20 hell knights
    30 arachnotrons
    9 former commandos
    8 pain elementals
    7 arch-viles
    4 mancubi

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

  He started his journey on the surface of Phobos.
  On level 3 he entered Hell's Arena.
  He left the Arena as a champion!
  On level 4 he stormed the Chained Court.
  On level 7 he found Hell's Armory.
  On level 11 he witnessed the Wall.
  He nuked level 16!
  He nuked level 20!
  On level 22 he was foolish enough to enter the Mortuary!
  He managed to clear the Mortuary from evil!
  Then at last he found Phobos Arena!
  On level 25 he finally defeated the Cyberdemon.

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

 Fire -- Choose target...
 Fire -- Choose target... The missile hits the Cyberdemon.
 The Cyberdemon reloads his rocket launcher.
 The Cyberdemon fires! You are hit!
 Fire -- Choose target... The missile hits the Cyberdemon. The Cyberdemon
 reloads his rocket launcher.
 Fire -- Choose target...
 You use a small med-pack. You feel healed
 The Cyberdemon fires! You hear an explosion!
 Fire -- Choose target...
 You reload the BFG 9000 with power cell. The Cyberdemon reloads his rocket
 launcher.
 The Cyberdemon fires!
 Fire -- Choose target... The missile hits the Cyberdemon. The Cyberdemon
 dies. Congratulations! You defeated the Cyberdemon! Press <Enter>

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

 Before him 40 brave souls have ventured into Phobos:
 38 of those were killed.
 And 1 couldn't handle the stress and commited a stupid suicide.

 Some rumours though, say that the Cyberdemon was killed already!
 Is he immortal? 1 souls claim to have killed him...
 1 killed the bastard and survived.

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

eek. i savescum... but only the most recent save. if i screw up a level horribly, but survive, then save, then i have to deal with any problems i.e. retrying the save over and over and over. that or start from scratch! anyway that chaingun ROCKS! and i cant believe i found 3 thermies total! mighta been more on those levels i nuked... i had a very bad spot in this game.... WAAA BACKPACK IS A POWERUP!!! GRRRR...... on a sidenote, because of that chaingun i started a topic in discussion about best modded weapons ever made. go check it out! note modded BFG does not count as its the most powerful weapon in the game... mods on a bfg are pointless unless they are mag mods... hehehe

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