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Messages - Creepy

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46
Go for broke!

47
0.9.9.6 / Re: [E|99%|YAVP] Tyson Sunrise
« on: April 19, 2012, 07:22 »
RIP AND TEAR YOUR GUTS!

HERE COMES THE NIGHT TRAIN! CHOO CHOO CHA! BOOGIE!

48
0.9.9.6 / Re: [E|99%|YAVP] Tyson Sunrise
« on: April 19, 2012, 07:18 »
I did wait a while standing on the stairs, waiting for them to drown, but they stubbornly refused. I figure they found doorways to hide in, the cowards.

49
0.9.9.6 / [E|99%|YAVP] Tyson Sunrise
« on: April 19, 2012, 07:04 »
--------------------------------------------------------------
 DoomRL (v.0.9.9.6G) roguelike post-mortem character dump
--------------------------------------------------------------

 Tyson, level 9 Demon Corporal Marine,
 defeated the Mastermind on level 8 of Hell.
 He survived 77691 turns and scored 40523 points.
 He played for 1 hour, 1 minute and 14 seconds.
 He was too young to die!

 He killed 312 out of 314 hellspawn. (99%)
 He was a real killing machine...

-- Special levels --------------------------------------------

  Levels generated : 7
  Levels visited   : 3
  Levels completed : 2

-- Awards ----------------------------------------------------

  Cyberdemon's Head
  Mastermind's Brain
  Malicious Knives Cross
  Sunrise Iron Fist
  Gatekeeper Silver Badge
  UAC Bronze Badge
  Strongman Bronze Badge
  Strongman Silver Badge
  Lava Bronze Badge

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

  ###########################################################
  #########................................##################
  ########...............####...............#################
  #######.......####.....####.....####.......################
  ######........####.....####.....####........##.############
  #####.........####.....####.....####..........#############
  ####..........####..............####..........#############
  ###............................................############
  ###....####............................####....############
  ###...&####............................####....############
  ###....####............................####&...############
  ###....####............................####....############
  ###..........................%X................############
  ####..........####..............####..........#############
  #####.........####.....####.....####.........##############
  ######........####.....####.....####........###############
  #######.......####.....####.....####.......################
  ########...............####...............#################
  #########................................##################
  ###########################################################

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

  Health 91/60   Experience 35949/9
  ToHit Ranged +0  ToHit Melee +6  ToDmg Ranged +0  ToDmg Melee +9

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

  Class : Marine

    Finesse          (Level 2)
    Brute            (Level 3)
    Berserker        (Level 1)
    Badass           (Level 2)
    Vampyre          (Level 1)

  Bru->Bru->Ber->Bad->Bru->MVm->Fin->Bad->Fin->

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

    [a] [ Armor      ]   red armor [6/6] (100%) (P)
    [b] [ Weapon     ]   nothing
    [c] [ Boots      ]   fireproof plasteel boots [2/2] (100%)
    [d] [ Prepared   ]   nothing

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

    [a] tactical armor [0/0] (100%)
    [b] nanofiber red armor [2]
    [c] small med-pack
    [d] large med-pack
    [e] large med-pack
    [f] large med-pack
    [g] large med-pack
    [h] large med-pack
    [i] phase device
    [j] envirosuit pack
    [k] envirosuit pack
    [l] power mod pack
    [m] agility mod pack
    [n] bulk mod pack
    [o] bulk mod pack
    [p] blood skull
    [q] tactical boots [0/0] (100%)
    [r] acid-proof boots [0/0] (100%)

-- Resistances -----------------------------------------------

    Bullet     - internal 60%   torso 60%   feet 60% 
    Melee      - internal 60%   torso 60%   feet 60% 
    Shrapnel   - internal 60%   torso 60%   feet 60% 
    Acid       - internal 85%   torso 85%   feet 95% 
    Fire       - internal 85%   torso 95%   feet 95% 
    Plasma     - internal 60%   torso 60%   feet 60% 

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

    57 former humans
    42 former sergeants
    13 former captains
    36 imps
    24 demons
    80 lost souls
    10 cacodemons
    17 hell knights
    8 barons of hell
    3 arachnotrons
    4 former commandos
    4 pain elementals
    1 revenant
    3 mancubi
    5 arch-viles
    2 bruiser brothers
    1 lava elemental
    1 Cyberdemon
    1 Spider Mastermind

-- 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 4 he stormed the Chained Court.
  On level 8 he encountered the Phobos Anomaly.
  On level 11 he assembled a tactical boots!
  On level 11 he assembled a nanofiber armor!
  On level 12 he assembled a tactical armor!
  On level 14 he assembled a fireproof boots!
  On level 16 he found the Tower of Babel!
  On level 21 he stumbled into complex full of hell knights!
  He flooded the entire level 21 with lava!
  On level 22 he entered the Lava Pits.
  He managed to clear the Lava Pits completely!
  Then at last he found Dis!
  On level 24 he finally defeated the Mastermind.

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

 You hit the Spider Mastermind. The Spider Mastermind hits you. You need to
 taste blood!
 You hit the Spider Mastermind. The Spider Mastermind hits you. You need to
 taste blood!
 You hit the Spider Mastermind. You need to taste blood!
 You hit the Spider Mastermind. You're going berserk! The Spider Mastermind
 hits you. You need to taste blood!
 You hit the Spider Mastermind. The Spider Mastermind hits you. You need to
 taste blood!
 You hit the Spider Mastermind. You need to taste blood!
 You hit the Spider Mastermind. The Spider Mastermind hits you. You need to
 taste blood!
 You hit the Spider Mastermind. The Spider Mastermind dies. Congratulations!
 You defeated the Spider Mastermind! Press <Enter>...
 You feel relatively safe now. You're going berserk!
 The arch-vile hits you.

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

 14 brave souls have ventured into Phobos:
 12 of those were killed.

 2 souls destroyed the Mastermind...
 2 killed the bitch and survived.

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

I made a few half-hearted attempts at AoB Technician, aiming for a malicious blades build and earning my Berserker badges back, but I was never lasting long enough to get the build running. I was getting angry with it, so I put the game on easy and decided to run Sunrise for the hell of it. I actually rather dislike easy difficulty; there is a HUGE drop in difficulty, to the point where I'm not sure I'm actually learning anything to use on LEGITIMATE, non-easymodo runs.

While the game gave me more large medkits than I could use in three games over (Seriously, I was never short on medikits until the last few levels, and only then because I was taking mancubi and Archvile fire), I was actually kind of dry on armor most of the time. That's the reason I built the nanofiber red; the total lack of armor in the midgame might have been an issue. Actually, all those damn medkits I was leaving behind because I didn't have room for more would probably have made it fine to run naked, dong flapping wildly while I punched things in the throat, but it's the principle of the thing. I don't like rolling around without armor.

I just BARELY lost my 100% kill rate when a lever in Hell filled a Baron-only level with lava, and I couldn't locate the last two before I lost my nerve. In retrospect, I could have spared an envirosuit to hunt them down; I wasn't aware of how little damage I was taking because I was too busy panicking and searching out the stairs. Hindsight! When I realized how well off I really was, it convinced me to do the Lava Cave, so at least there's that.

A chance invulnerability globe right next to the stairs let me kill the Cyberdemon barehanded with no damage taken, which is both sad and hilarious. The lava element let me do the same to the Mastermind. Too bad the game never spawned a nuke, punching JC to death would have been funny and I certainly had the health for it.

In all, I got a giant pile of medals, badges, and gained a rank, so I guess playing on easy wasn't entirely a waste. But I still don't think much of what I learned here is going to carry over; doubled powerups and low floor damage turned things that I expected to be troublesome into kind of a joke, and steamrolling bosses with invulnerability isn't really an educational experience.

50
Requests For Features / Re: Dead Bodies Everywhere
« on: April 18, 2012, 16:11 »
Caco caves should have crucified barons, if only because I want to see how many people get the reference to the novels. =B

51
Requests For Features / Re: Dead Bodies Everywhere
« on: April 17, 2012, 15:13 »
I like this. Adds a few more room types beyond "Hallway, empty room, warehouse room, vault room, room with 80 goddamn barrels in it oh my god". Sure, a room with aesthetic obstacles is basically a fancy-fied empty room, but it'd still be more interesting. =B

52
Discussion / Re: Shotguns
« on: April 15, 2012, 01:13 »
Please do!

53
Discussion / Re: Wean Me From My Shotgun
« on: April 15, 2012, 01:12 »
Yeah, dualgunner going straight-up DPS can get you an insane amount of firepower. They step into view, you can either blast them apart before they move or run for cover.

Though I prefer Sharpshooter builds for battlefield control, but that takes a long time to get rolling and has issues against the Cyberdemon. Dualgunner is a lot easier to rely on.

54
Discussion / Re: Shotguns
« on: April 15, 2012, 01:01 »
Yeah, this issue is less a problem with the shotgun and more a problem with the chaingun.

Though I don't think the chaingun is supposed to be a better weapon overall, though. It's supposed to be on the same level; the first weapon the dedicated master catagory of their type (ShotRocket and ChainPlasma trait catagories). You do get the shotgun before the chaingun, but there's not so much of a gap that one should just toss the shotgun aside unless you're actually building for the rapid-fire traits. Most offense builds should be able to start rolling as planned as soon as they have the chance to get their key weapon and their advanced trait (Berserker/Dualgunner/Shottyman/Triggerhappy), but the chaingun's kinda weak so even with Triggerhappy you'll probably be using that crutch shotgun from the first floor after you get it.

If you're not running rapidfire, then there shouldn't be a strong reason to always toss the shotgun for a chaingun beyond personal preference (or if your build has traits that make one more effective). But rapidfire builds should really always have good cause to do so, and the chaingun needs to be beefed up a little for that to happen.

55
Requests For Features / Re: New unique items
« on: April 13, 2012, 22:58 »
Buckshot should be named "Slugthrower" instead. Buckshot is shot, it has spread and stuff. Slugs are the non-shot shotgun shell.

And poo on replacing the elephant gun with anything.

56
Requests For Features / Re: More description for the carnage
« on: April 11, 2012, 20:24 »
Absolutely. One of Fallout's inherited traits from Wasteland was it's delightful descriptions of the terrible things you were doing to the enemy.

It'd be cool if random anatomy damage actually effected how the enemy fought (Randomly shot in the eye = less accuracy, too much damage and they try to retreat, etc), but that probably is way too much work to do on DoomRL (Maybe for Doom2RL?). But at least we can have descriptions of how badly the demons are being torn apart by Doomguy's badassitude!

57
Requests For Features / Re: More description for the carnage
« on: April 11, 2012, 19:47 »
Yeah, condensing the multi-shot bursts into one line would be good. Instead of like 4 iterations of "The missile hits the former commando" in a row, it could be worked down to "The burst hits" or "Most of the burst hits" or "The entire burst goes wild" or something. That way people firing a billion shots aren't so worried about it; do you really need to know EXACTLY how many bullets hit, or just that some of it hit and the monster is/isn't dead yet? And condensing lines for shotguns and rockets into things like "The former human, former human, and former sergeant are hit" would knock that down a little bit.

It would all take a bit more effort juggling and tracking what's going on during the player's attacks to deliver most of it in a sentence instead of individual lines, but it would cut down on multiline issues for people that are bothered by the (more) prompt.

Also, it would provide room for more descriptions, which I really want. =B

58
Requests For Features / More description for the carnage
« on: April 11, 2012, 19:00 »
The description of the combat is very bland, when you think about it.

"You are hit! You die..."
"The missile hits the Spider Mastermind. The Spider Mastermind dies."
"You hit the former sergeant. The former sergeant dies."


Why not have a few more messages than "X dies" or "X is hit". Describe what's being done to them, and what the actual projectile is instead of just generic "hit" and "missile". Have a giant pile of lines for each various attack to spit out on demand, picked at random as appropriate. Different lines for shots that just damage versus shots that kill might be worth looking at too.

"The rocket hits the Imp. The Imp is blasted to chunks!"
"The bullet crowns the former sergeant. The former sergeant's head caves in."
"The bullet hits the demon in the eye. It looks very angry."
"The buckshot slams the former sergeant's torso. The former sergeant dies gurgling."
"The plasma burns the former human. The former human dies screaming."
"The chainsaw hits the demon. Gore covers you! The demon is torn in half."
"The Archvile is hit by the BFG. The Archvile is torn into vapor."
"Your knife wrenches through Mancubus' stomach. It doesn't seem to notice."
"Your knife tears through the imp's arm. The imp whimpers!"
"The rocket blasts the Arachnotron. It roars in pain."
"You punch the Cyberdemon in the torso. It regards you with contempt."
"You need to taste blood! Your fist slams the Cyberdemon's jaw, snapping it's head back. The Cyberdemon screams in surprise!"
"You need to taste blood! You tackle the cacodemon. You tear the Cacodemon in half with your bare hands!
"The former captain's fire misses! The former captain shoots you in the stomach! The former captain blasts you in the stomach! You are torn in half by the bullets..."
"The imp's fireball hits you in the face! You die screaming..."


It's entirely cosmetic, but would make it a bit more fun to read combat reports.


59
Requests For Features / Re: The Horrible Ideas Thread
« on: April 11, 2012, 16:08 »
Rocket Fist
\
6d6 Fire damage, 4 radius
Single-fire clip, uses rockets for ammunition
Melee weapon with fire-based knockback.
Player is immune to the damage from the point-blank explosion but not the knockback

This will be cool for smashing through walls, knocking around demons and lost souls, and punching entire crowds. It's terrible at fighting anything else. Melee with knockback is a terrible idea. And it requires ammo and reloading, for maximized awkwardness.

On the other hand, you punch people with rockets. Fuck yeah!

60
Discussion / Re: Quick questions thread!
« on: April 10, 2012, 23:51 »
Yeah, Cyberdemon used to be on level 25 as the endboss. This isn't true anymore, so blowing up the Big Cow with a nuke isn't going to win it. Gotta go deeper.

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