Chaosforge Forum
DoomRL => Requests For Features => Topic started by: Gargulec on May 04, 2011, 14:41
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.9.9.3 brought us a number of new, shiny level events that spice the game up. But still, those events are few. Thus, I call you to arms, citizens of the Forge, come here and invent new interesting additions to level generation that will make DoomRL grow in variability, power and shiny.
Yesss... shiny.
And allow me to start:
"You see the back of your head for a moment" - every X turns, every being on this level randomly teleports.
"You can hardly see a thing here" - no level memory on this floor, as per old Angel of Darkness.
"This place seems sturdy" - walls on this level cannot be damaged.
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I think #1 and #2 both belong in the Horrible Ideas thread. (#1 is just a little too silly, and #2 triggers all my 1980s-CRPG-aficionado instinctive disgust towards the notion of suppressing the automap; the phrase "throwing away 25 years of progress in game design" springs to mind.)
#3 makes for interesting tactical variations compared to normal, however :)
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You get the feeling this place is haunted...
Perhaps more fitting for a Hell level, it's a hellish graveyard full of zombies. Some rooms may have gravestones that serve as cover a la crates. Existing corpses may be on the floor, and corpses that have not already been killed may, via a Nightmare-like mechanic, spontaneously raise if you stray too near. Additional bit: maybe implement a scary player ghost that might carry something nice (and use it against you). A level like this would be a great way to restock an unlucky shotgunner/pistolier/someone inexplicably attached to a gun that sprays bullets without ammochain.
A supply cache!
Most of the level has absolutely no items on the floor. The Doomguy must (usually) fight to reach the supply cache, which is like a non-bloody vault guaranteed to have at least a level's worth of supplies, maybe even an out-of-depth weapon, an exotic or unique. And also some scary monsters.
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Oh, this level looks dead simple.
Increases the danger level of the map (meaning a higher quality/quantity of enemies can be placed in the map)
Monster depth modifier becomes higher (allowing more powerful enemies to spawn earlier than they might usually)
ITYTD: -6 to -4
HNTR: -6 to -2
HMP: -3 to 0
UV: Special
N!: Special
There could also possibly be an increased amount of powerups and items, if Kornel was feeling particularly generous.
Getting this level event in UV or N! will give the game a chance to spawn nightmare monsters instead of increasing monster depth.
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I'm sure this one was suggested, but
This level used to be a warehouse
A whole level is a single room full of crates.
You feel being watched
You can see every monster's position as if you had Int2. Same to monsters.
You sense a struggle here long ago
A level consists of single room in the middle, where you start. There also are 4 guns and 2 stacks of ammo for each. Room has 4 doors. Level has a big amount of mosters.
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You feel dizzy, as if the whole world is spinning around you.
The level has many open spaces and MANY teleporters.
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Smell like sewerage in here
Extreemly lot of random acid patches, and specialy rivers are generated along the level.
It looks like an inferno already
Lots of lava rivers and patches are generated, hell levels only.
Oooh, goodies!
Crates in this level contain items within them.
Comrades!
All formers, knights and barons in the level wear random armor.
Ao100;
You sense a real evil present..
AoD in the level.
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You sense a real evil present..
AoD in the level.
Lol if guns aren't restricted for the level, possible run-ending frustration if they are.
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The pipes must've been hit! (Base)/Something's spilling from above! (Phobos Hell)
Multiple liquid spawn points are in this level, of all three standard types. Liquid continues to spread from this points randomly. Will not spread across walls, unlike the lava/acid flood events.
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"You can hardly see a thing here" - no level memory on this floor, as per old Angel of Darkness.
I'd say, that this message wolud be better with just reducing FOV radius. Preferably, only for a player.
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I'd say, that this message wolud be better with just reducing FOV radius. Preferably, only for a player.
I agree, maprot is almost never a good mechanic in a roguelike and encourages spergy habits like drawing your own map as you go. Reducing FoV for player and not monsters may be overly cruel though. One way to offset this would be to include a few guaranteed night-vision goggles (as seen in classic Doom) as powerups scattered throughout the level.
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I miss Angel of Darkness. :<
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You hear a maniacal laughter away in the distance... - one of power-ups is "rigged" to produce random negative lever effects. Possibly also applies for doors (summon monster effect).
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You hear an explosion!
All Former Humans in the level have rocket launchers and 10 rockets instead of their normal weapons. All Arch-Viles replaced with Mancubi. Floor 20+ only.
The walls are crumbling...
Random wall sections have only 2 armor and halved health. Random holes are also generated in walls.
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both of those really own
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You hear an explosion!
All Former Humans in the level have rocket launchers and 10 rockets instead of their normal weapons. All Arch-Viles replaced with Mancubi. Floor 20+ only.
The walls are crumbling...
Random wall sections have only 2 armor and halved health. Random holes are also generated in walls.
You hear the whine of a high-powered energy weapon charging up...
There's a guaranteed BFG (normal or nuke) on the level! Held by a former. Have fun.
This place looks like a bomb shelter. / This place looks built to last!
Walls are indestructible, or have very high armor if that's not technically feasible.
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This place looks like a bomb shelter. / This place looks built to last!
Walls are indestructible, or have very high armor if that's not technically feasible.
It's at least possible enough - think about that one pillar on Floor 25.
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This place looks like a bomb shelter. / This place looks built to last!
Walls are indestructible, or have very high armor if that's not technically feasible.
This makes that reachability test thing I suggested in another thread even more useful for testing.
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You feel as if you should get out of here... Fast...
Monsters teleport into the level.
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This level is filled with a dreadful silence...
Just like a "khe khe" level, only instead of barrels are Cysts.
Cyst = dark red barrel. Upon damaging it explodes like a fuel barrel. Releasing a random level-appropriate enemy, or a group of weaker ones.
To add to the horror feeling, each cyst has also % (10%?) chance to trigger when player moves/acts just next to it.
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Upon leaving the stairs, you trip on some kind of a wire. Alarms sound in the distance.
All enemies on the level get "tagged" by a player, just like if he'd damage them. Efficiently making everyong hunt the player.
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The space around you seems to be strangely warped.
Level boundaries (outtermost walls) act as "wrappers". Possibly might have a "shimmering" property, changing colors. If you try to enter such tile, it translocates you to the opposite side of the level. Cannot be generated on cave levels.
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You see a red-headed demon fiddle with some machinery. Sunddenly an alarm sound echoes through corridors...
A nuke is set on the level, just like in Ao Red Alert - basicly AoRA mode for 1 level.
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Walls on this level are made of cardboard...
All walls, except the outter boundaries of the level, got 1 point of structure strength - you can destroy them even with a basic pistol, or by walking up against them if you're in a running mode.
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Walls on this level are made entirely of glass sheets...
Translucent walls. Easily destroyed by enemies trying to shoot through or break through (moving towards wall tile has chance to destroy it).
When wall is destroyed, it causes slight damage to all surrounding tiles (yes, can cause chain-destruction of walls this way).
For all practical reasons, this is like an "empty" level regarding visibility, with some additional tactical options.
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Edit: combined several posts into a single one, as per request of thelaptop.
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alver: Can you please put all your ideas in one post instead of spreading it out like this? Multiple posting is not very good netiquette.
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Umm... sure can. Sorry, it's a habit from using issue tracking services, where each issue is a separate ticket.
Editing it rq.
Edit: and done.
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Hahahaha I can understand.
Thanks for your cooperation, and may you contribute more to the forums of Chaosforge. =D
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You see a red-headed demon fiddle with some machinery. Sunddenly an alarm sound echoes through corridors...
A nuke is set on the level, just like in Ao Red Alert - basicly AoRA mode for 1 level.
I think we actually have this one already.
Upon leaving the stairs, you trip on some kind of a wire. Alarms sound in the distance.
All enemies on the level get "tagged" by a player, just like if he'd damage them. Efficiently making everyong hunt the player.
And this one sounds fun to me.
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Not sure whether I should put this on the Horrible ideas thread or not, but...
You feel really clumsy!
Your traits. They don't work on this level.
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Not sure whether I should put this on the Horrible ideas thread or not, but...
You feel really clumsy!
Your traits. They don't work on this level.
Yes, this one goes into the Horrible Ideas thread.
Like, seriously. Walking around floor number X (X > 7) without any working traits? Urgh...
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How about making it double action times instead?
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High risk, high reward, tetris-style!
"Shit, this place's gonna collapse anytime!"
Every two seconds, a piece of junk falls off the ceiling, which implies a random generation of a wall tile.
If it generates on a creature, it is instantly killed (<creaturename> gets crushed by falling junk!). There's a rock in the place of a body, so it can't be resurrected.
If on the marine - he takes 2d4 damage (You are hit by falling boulders!).
Yes, it would be actually possible to get cut off the exit.
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High risk, high reward, tetris-style!
"Shit, this place's gonna collapse anytime!"
Every two seconds, a piece of junk falls off the ceiling, which implies a random generation of a wall tile.
If it generates on a creature, it is instantly killed (<creaturename> gets crushed by falling junk!). There's a rock in the place of a body, so it can't be resurrected.
If on the marine - he takes 2d4 damage (You are hit by falling boulders!).
Yes, it would be actually possible to get cut off the exit.
Hm. If it is going to fall off the ceiling, then I think it should be one of those destructible rocks to make it a little more fair.
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I see the high risk there but where's the high reward?
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Well, the hellspawn die crushed with falling junk. That saves you a lot of work.
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In practice, depending on the level layout, I suspect a large number of those levels wouldnt kill anything worth mentioning and would quickly make it impossible to escape. Sounds infuriating
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We have pseudo-AoRA level event. So...
"You feel disturbance in the powers!"
Rules of AoMC are applied at this level! Maybe, not 98% of accuracy but just 90% - but still more fun.
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That seems rather vague. Perhaps something more like...
"You feel probability distort." Or if you want funny...
"You flip a coin... and it squashes a bug. Lady Luck is pissed!" Or...
"BLOOD FOR THE RANDOM NUMBER GOD!"
Also, it should be 98% accuracy.
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Nah. One challenge-like level event is enough imo. And AoMC sucks so much... :|
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I think this idea sounds a bit bad but I'll still suggest it.
"You feel as if there is something really dangerous here!" (Angel of 100 only)
A former commando, hell knight or baron of hell on the level has a random unique or exotic weapon equipped and will use it instead of its natural attack (for example, if a commando spawns with a chainsaw, it will use the chainsaw instead of the plasma rifle it usually has). The creature should be coloured magneta or light green, depending on if it's an exotic or unique.
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I think this idea sounds a bit bad but I'll still suggest it.
"You feel as if there is something really dangerous here!" (Angel of 100 only)
A former commando, hell knight or baron of hell on the level has a random unique or exotic weapon equipped and will use it instead of its natural attack (for example, if a commando spawns with a chainsaw, it will use the chainsaw instead of the plasma rifle it usually has). The creature should be coloured magneta or light green, depending on if it's an exotic or unique.
OMG HE HAS A BFG10K RUUUUUUUUUN
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OMG HE HAS A BFG10K RUUUUUUUUUN
Considering walls and the gun's firing pattern it's more than likely going to kill itself than you with the 10K...
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"There's jets of steam erupting everywhere. Hot-stepping....."
There are geysers all throughout this level (not displayed) and possibly a lava river. The jets are represented in-game by giving you a 4% chance with every action of a rocket-jump going off for your marine. Perhaps a little less damage than a standard rocket-jump, but completely random.
Not really game changing, but it could be quite inconvenient to accidently have a random rocket-jump occuring beside a pack of daemons/mancubi. Makes it all feel a little more volcanic at earlier levels than the hell-lava of the later game.
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Perfect ambush! The bastards will never see you coming.
The duration of the grace period at the start of the level is tripled.
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Perfect ambush! The bastards will never see you coming.
The duration of the grace period at the start of the level is tripled.
Sadly, the initial enemy idling is considered a bug. :P
Although I wish it would be a feature that is expanded on indeed.
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Hope it was not posted earlier, but let me get a shot.
After the player kills the last monster, a slightly modified message appears:
You feel relatively safe ... for now.
After clearing a level. 30-90 seconds game-time pass, when Arch-Vile(s) comes up the stairs (i.e. is generated close to them) and starts reviving corpses.
The arrival time and perhaps the number of Viles (1 on ITYTD and HNTR, 1-2 HMP, 2-3 UV and N! ?) should be subject to the difficulty level (the higher level, the sooner Vile(s) arrive). Also, this should not happen too early before Viles can normally appear (3 floors before, perhaps?), and never on special levels.
The arriving Viles don't provide XP (to prevent farming).
This will notify the player to get the hell out of the level, leaving scattered powerups behind.
And perhaps, to give a warning, another message pops up when the Viles arrive, perhaps along the lines:
You feel a great evil coming!
All in all, I think that this will really add to the horror feeling, and I beleive it would not be difficult to code either.
EDIT: Of course, the player should _not_ be aware of this level event before he clears the level, in any way.