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1
Discussion / Re: Assemblies and game balance
« on: April 02, 2011, 16:45 »I don't see the point in removing awfully overpowered assemblies (considering getting ridiculously lucky in a roguelike is also a large part of enjoyment of the game), when shifting the requirements could simply fare better. Maybe nanomanufacture ammo could require a bulk mod instead of three and also require a technical and firestorm pack. Biggest Fucking Gun could do without requiring a nanopack if sniper is also required, or simply give it nanomanufacture ammo's old requirements.I felt a great disturbance in the game balance, as if millions of completionists cried out in terror and were suddenly frustrated.
2
Requests For Features / Re: Ammochain tweak
« on: April 02, 2011, 16:39 »
Non-plasma weapons wouldn't BE weaker if you had traits to boost accuracy / damage instead of ammochain, and your then limited use of plasma would be MORE powerful when you needed to use it. Also, you being unable to win UV without ammochain doesn't mean that equally strong strategies for other builds don't exist - my first UV win was the pistols!
(BTW, accuracy vs mobs is important because even if you still manage to hit the second enemy in line, that's one more turn with none of the enemies actually dead and all ready to return fire. Compare: a high accuracy build where you can quickly pick off their numbers or a shotgun / rocket build where you can take multiple enemies at once.)
(BTW, accuracy vs mobs is important because even if you still manage to hit the second enemy in line, that's one more turn with none of the enemies actually dead and all ready to return fire. Compare: a high accuracy build where you can quickly pick off their numbers or a shotgun / rocket build where you can take multiple enemies at once.)
3
Requests For Features / Re: Ammochain tweak
« on: April 02, 2011, 06:29 »
Not that I've actually won N!, but I'll take an educated guess and say that ammmochain is much less useful there because a) you can abuse respawn to load up on ammo anyway and b) the faster / stronger enemies become much more difficult without damage or accuracy boosting traits. Even on UV, I would strongly argue that it's not overpowered and submit dozens of my own failed mortems as evidence to the point. There are some powerful tricks infinite ammo allows you, but no more than what you can get from properly utilising eg. Intuition 2 and DoomRL is still a difficult game with either of them.
Regarding nerfing it ... Taking out the 'infinite ammo' part would be render the trait basically useless. Reload time is barely an issue using rapidfire weapons, and there would be much easier ways to get around it. Trying to nerf it by forcing the player to reload from their portable hole wouldn't make much difference for the same reason. Changing the prereqs from Whizkid to Reloader would be effective, but ugly (useless traits). Blocking Iro instead of HR would be mildly effective and not ugly, but would make little difference for low-difficulty runs.
The idea of applying infinite ammo only to chainfire sounds pretty awesome; I would be all for this.
Regarding nerfing it ... Taking out the 'infinite ammo' part would be render the trait basically useless. Reload time is barely an issue using rapidfire weapons, and there would be much easier ways to get around it. Trying to nerf it by forcing the player to reload from their portable hole wouldn't make much difference for the same reason. Changing the prereqs from Whizkid to Reloader would be effective, but ugly (useless traits). Blocking Iro instead of HR would be mildly effective and not ugly, but would make little difference for low-difficulty runs.
The idea of applying infinite ammo only to chainfire sounds pretty awesome; I would be all for this.
4
0.9.9.2 / Re: [H|AoSh|86%|YAVP] 1%
« on: March 31, 2011, 02:49 »
Been there, done that, abused the hyperlink function. :P
5
Discussion / Re: killed by something..
« on: March 30, 2011, 00:35 »
I think it just means you were shot by an enemy that was outside of your line of sight.
6
Century Lounge / [H|Ao100|72%|YAVP] Arch-viles, always with the arch-viles.
« on: March 29, 2011, 18:04 »
I am like Kirby. I have defeated the arch-vile, and now I gain its rank. Only 64 cyberdemons to go until wait wait wait ... what. ._.
--------------------------------------------------------------
DoomRL (v.0.9.9.2) roguelike post-mortem character dump
--------------------------------------------------------------
Timo Viitanen, level 19 Hell Baron Lt. Colonel, completed 100 levels of torture
on level 100 of the Phobos base.
~~ Memo to all future space marines:
~~ You have COLONISED SPACE.
~~ I'm pretty sure you can handle an elevator next time.
He survived 211813 turns and scored 853916 points.
He played for 3 hours, 18 minutes and 38 seconds.
He wasn't afraid to be hurt plenty.
He killed 1592 out of 2206 hellspawn. (72%)
~~ That's about one kill every seven and half seconds.
He was an Angel of 100!
He saved himself once.
-- Special levels --------------------------------------------
Levels generated : 0
Levels visited : 0
Levels completed : 0
~~ >_>
~~ <_<
~~ >_>
-- Awards ----------------------------------------------------
UAC Star (bronze cluster)
~~ ... add it to the pile, I guess.
-- Graveyard -------------------------------------------------
###########################################################
................./.......+.........+.......#.#.0...../....#
.............0...#/#######.........#.......#.#.......#....#
...............|.#.......#.........#.......#.#.M.....#..+.=
########/#########.......#.........#/#######/#######/#....=
..............0..+...+...#....X....|...............0./....=
###/####/####+#######/####+####/###=#===####+####/#######+=
......|#.........+|...#.......#|...=====#...V...#....+.....
.......+0........#....#.......#....=====#.......#....#.....
########.........#..../......./....#===./.B.%.../....#.....
......./.........#....#....%..#=.||#|...#.+.....#....#.....
.......#........0+..[.#.......===.......#.......#..../.....
###/####.####/#######+####/###===######+####/####+#######/#
.==.....|#|/.....+......0......==..+.0..#.....|.#.0..+.#...
=#######/#.#.....===...%......|....#....#.......#.^..#.#...
.=....././.#.....#=................#.0../......./....#.#...
..=.=..#.#}######=########|#########....#########....#.####
}..=.0.#.#.......=...............|............."+....+.....
###==######################################################
###########################################################
-- Statistics ------------------------------------------------
Health 111/80 Experience 342931/19
ToHit Ranged +0 ToHit Melee +0 ToDmg Ranged +3 ToDmg Melee +3
-- Traits ----------------------------------------------------
Ironman (Level 3)
Finesse (Level 2)
Hellrunner (Level 2)
Son of a bitch (Level 3)
Reloader (Level 2)
Juggler (Level 1)
Dodgemaster (Level 1)
Whizkid (Level 2)
Triggerhappy (Level 2)
Ammochain (Level 1)
Fin->Fin->SoB->SoB->TH->WK->MAc->WK->Iro->Iro->Iro->SoB->TH->HR->HR->DM->Jug->Rel->Rel->
~~ It turned out to be a REALLY good thing that I bought Iro when I did.
~~ Survived a mancubus blast on 1 HP kind of a good thing.
~~ I was all like, 'Oh God.' O_O
-- Equipment -------------------------------------------------
[a] [ Armor ] modified red armor [6/6] (140%) (ABP)
[b] [ Weapon ] modified plasma rifle (1d7)x6 [40/40] (A3T2)
~~ If a build ain't broken. :)
[c] [ Boots ] tactical boots [1/1] (100%)
[d] [ Prepared ] modified missile launcher (6d9) [4/4] (P3T2)
~~ Using this weapon just to break down walls was like ...
~~ Eating a tub of yoghurt with a shovel.
~~ Or kicking down a kid's sandcastle with a tank.
-- Inventory -------------------------------------------------
[a] modified red armor [3/6] (31%) (ABP)
[b] modified red armor [6/6] (200%) (ABP)
~~ Yeah, I went through a few of these things.
[c] modified onyx armor [4] (APT)
[d] Necroarmor [6/6] (100%)
~~ Kept these just in case. I also found gothic armour. Twice.
[e] rocket (x10)
[f] rocket (x10)
[g] rocket (x10)
[h] large med-pack
[i] large med-pack
[j] large med-pack
[k] large med-pack
[l] large med-pack
[m] large med-pack
[n] large med-pack
[o] large med-pack
[p] large med-pack
[q] large med-pack
~~ NO SUCH THING AS TOO MANY MED-PACKS om nom nom.
[r] phase device
[s] phase device
[t] bulk mod pack
[u] phaseshift boots [4/4] (100%)
~~ Picked these up on level 90 or so.
~~ Only used by a little old doomguy to walk down to the shops each week.
~~ Honest.
-- Kills -----------------------------------------------------
93 former humans
145 former sergeants
147 former captains
100 imps
47 demons
55 lost souls
26 cacodemons
210 barons of hell
1 Cyberdemon
~~ Sadly only two spawned, but on the same level (OF COURSE).
~~ The first I killed once it was alone, the second phased away.
~~ Cyberdemon? More like, C-ya-bye ... berdemon. b(^_^)d
67 hell knights
231 arachnotrons
7 former commandos
4 pain elementals
~~ Where all my pinatas at? :(
132 arch-viles
~~ So many revives. Grr.
103 mancubi
108 revenants
22 nightmare imps
25 nightmare cacodemons
32 nightmare demons
24 bruiser brothers
7 shamblers
6 lava elemental
~~ These 'bosses' were all pushovers by the time they appeared.
~~ Although a shambler once phased in and ninja'd me in melee between turns.
~~ I was invulnerable at the time, but it was the thought that counted.
-- History ---------------------------------------------------
On level 32 he found the Hell Staff!
~~ Didn't care!
On level 33 he found the Medical Powerarmor!
~~ Weaksauce!
On level 53 he assembled a tactical boots!
~~ It took me this long to find spare agility mods!
On level 58 he found the Necroarmor!
~~ Never used!
On level 60 he stumbled into a nightmare cacodemon cave!
~~ Arachnotron wannabes!
On level 68 he found the Jackhammer!
~~ Do I look like a construction worker!
On level 77 he found the Grammaton Cleric Beretta!
~~ More syllables than damage!
On level 100 he finally completed 100 levels of torture.
~~ The Department of Redundancy Department says hi!
-- Messages --------------------------------------------------
You see : open door
You hear the scream of a freed soul!
Fire -- Choose target...
You see : a baron of hell (unhurt) [m]ore | pool of blood
The missile hits the baron of hell. The missile hits the baron of hell. The
missile hits the baron of hell. The missile hits the baron of hell.
The missile hits the baron of hell. The missile hits the baron of hell.
Fire -- Choose target...
You see : a baron of hell (severely wounded) [m]ore | pool of blood
The missile hits the baron of hell. The missile hits the baron of hell. The
missile hits the baron of hell. The missile hits the baron of hell.
The baron of hell dies.
There is rocket (x3) lying here.
There are stairs leading downward here.
You did it! You completed 100 levels of DoomRL! You're the champion! Press
<Enter>...
~~ A WINNER IS ME.
-- General ---------------------------------------------------
Before him 314 brave souls have ventured into Phobos:
245 of those were killed.
1 of those was killed by something unknown.
27 didn't read the thermonuclear bomb manual.
And 5 couldn't handle the stress and committed a stupid suicide.
Some rumours though, say that the Cyberdemon was killed already!
Is he immortal? 36 souls claim to have killed him...
5 sacrificed itself for the good of mankind.
25 killed the bastard and survived.
6 showed that it can outsmart hell itself.
--------------------------------------------------------------
7
Requests For Features / Mortem suggestions
« on: March 29, 2011, 17:55 »
If the player exits a level within five seconds of entering it, add a line to their history: "He hurried through level X." Mostly to poke fun at the players who homing phase through scary caves or the last few levels. :)
If the player has advanced in rank during a given run, that character's mortem file should reflect the advance. It's kind of lame to pull off a bunch of kills or get enough new medals and then not be able to show the rank off until you've started a new character. Heck, I'd even go as far as to say that rank advancement should be specifically noted in that mortem as a landmark ... something like "He advanced in rank from X to Y!" just above the 'he played for blah blah time' line.
Custom mortem files. By which I mean, a few config options that allow you select which parts of the mortem you do or don't wish to see. I don't feel this is actually necessary at the moment, but the upshot would be that you could then add options to display more arbitrary statistics for curious players. (Like ... a table showing how many of each enemy were killed in each level, or the total number of keypresses made in the process of the game.)
If the player has advanced in rank during a given run, that character's mortem file should reflect the advance. It's kind of lame to pull off a bunch of kills or get enough new medals and then not be able to show the rank off until you've started a new character. Heck, I'd even go as far as to say that rank advancement should be specifically noted in that mortem as a landmark ... something like "He advanced in rank from X to Y!" just above the 'he played for blah blah time' line.
Custom mortem files. By which I mean, a few config options that allow you select which parts of the mortem you do or don't wish to see. I don't feel this is actually necessary at the moment, but the upshot would be that you could then add options to display more arbitrary statistics for curious players. (Like ... a table showing how many of each enemy were killed in each level, or the total number of keypresses made in the process of the game.)
8
0.9.9.2 / Re: [H|AoSh|86%|YAVP] 1%
« on: March 29, 2011, 01:53 »
Now do it again but finish him off with your last shotgun shell. :P
9
Requests For Features / Re: "New" challenge mode: Ao100+AoMC
« on: March 28, 2011, 03:36 »
Bull Ant's Cross - Complete Angel of Max Carnage Masochistic Impatient Berserk Humanity 100 on Nightmare!
10
0.9.9.2 / Re: [UV|AoP|80%|19|YASD] I blame my girlfriend.
« on: March 28, 2011, 03:29 »
SPOILER ALERT.
Your girlfriend is a plant. Get her out of the room by gift dropping a spare pare of boots (preferably modded but NOT with bulk), then use a phase device and hope for the best.
Your girlfriend is a plant. Get her out of the room by gift dropping a spare pare of boots (preferably modded but NOT with bulk), then use a phase device and hope for the best.
11
Discussion / Theory: AoMC vs luck
« on: March 28, 2011, 00:44 »
People have often said that the Angel of Max Carnage requires more skill and game mastery than other challenge modes. The in-game description itself opens with "You hate chance,". However, in my experience an AoMC run involves a greater element of luck than standard play.
Why? Because AoMC eliminates only a single - and perhaps the least important - element of chance from DoomRL. In a standard run, thousands of shots can be fired. These will range from misses to max damage, but due to the very large number of rolls it is incredibly unlikely that on any given run you will give or take notably more or less damage than usual. In small situations a single roll can be important (eg. under fire from a mancubus), but these situations are uncommon enough that a player can reasonably predict and either avoid or recover from them.
By comparison, the mere existence of an invulnerability globe on a given level will make a much larger difference to the weapon damage given or taken. As these are rolled for only when a level is generated, there is also a much higher chance of abnormally many or few globes during a given run. In the extreme case, whether or not Hell's Armory appears can make a significant difference to a player's firepower - and this roll is made exactly once per run.
Fixing weapon damage in itself might shift the luck/skill balance slightly towards skill. However, by fixing the damage at maximum several other luck elements become much more important than normal. Let's look at the mancubus example again. In a standard game, the player can run behind a corner and kill it without risking much more than a large med pack. In AoMC, the same player with the same tactics risks instant death; the random chance being whether the mancubus moves or fires on the turn the player spots it. That one random roll now becomes much more important than the entire succession of rolls in a standard game!
Playing with high skill will reduce this. So would playing with high skill in a standard game, ergo the same player will be most influence by luck on AoMC regardless. The reasoning is fairly simple: Setting the damage high inevitably raises the consequences of other rolls, and sufficiently bad rolls can not average out over the game because, of course, the game ends when the consequences hit 'death'.
Conclusion: Sudden death is awesome, but there's a reason pro gaming tournaments don't start with it. :)
Why? Because AoMC eliminates only a single - and perhaps the least important - element of chance from DoomRL. In a standard run, thousands of shots can be fired. These will range from misses to max damage, but due to the very large number of rolls it is incredibly unlikely that on any given run you will give or take notably more or less damage than usual. In small situations a single roll can be important (eg. under fire from a mancubus), but these situations are uncommon enough that a player can reasonably predict and either avoid or recover from them.
By comparison, the mere existence of an invulnerability globe on a given level will make a much larger difference to the weapon damage given or taken. As these are rolled for only when a level is generated, there is also a much higher chance of abnormally many or few globes during a given run. In the extreme case, whether or not Hell's Armory appears can make a significant difference to a player's firepower - and this roll is made exactly once per run.
Fixing weapon damage in itself might shift the luck/skill balance slightly towards skill. However, by fixing the damage at maximum several other luck elements become much more important than normal. Let's look at the mancubus example again. In a standard game, the player can run behind a corner and kill it without risking much more than a large med pack. In AoMC, the same player with the same tactics risks instant death; the random chance being whether the mancubus moves or fires on the turn the player spots it. That one random roll now becomes much more important than the entire succession of rolls in a standard game!
Playing with high skill will reduce this. So would playing with high skill in a standard game, ergo the same player will be most influence by luck on AoMC regardless. The reasoning is fairly simple: Setting the damage high inevitably raises the consequences of other rolls, and sufficiently bad rolls can not average out over the game because, of course, the game ends when the consequences hit 'death'.
Conclusion: Sudden death is awesome, but there's a reason pro gaming tournaments don't start with it. :)
12
Discussion / Re: Assemblies and game balance
« on: March 27, 2011, 23:31 »
Removing the WK requirement for creating assemblies would (depending on how/if assemblies are balance) risk WK becoming redundant in a large number of runs. Imagine spending traits to create a super weapon, then clearing Hell's Armory and realising that you could have just invested in Eagle Eye and made a Assault Cannon anyway. Not so great.
Also. High power weapons are awesome, if you use them correctly. Such as:
* Picking off enemies before they can retaliate, especially with Int(2).
* AoMC, where you need less ammo overall but killing an endgame enemy one turn later could wipe you out.
* Putting some serious hurt on a mob, then using Juggler to swap back a shotgun or whatever else to finish them off.
Also. High power weapons are awesome, if you use them correctly. Such as:
* Picking off enemies before they can retaliate, especially with Int(2).
* AoMC, where you need less ammo overall but killing an endgame enemy one turn later could wipe you out.
* Putting some serious hurt on a mob, then using Juggler to swap back a shotgun or whatever else to finish them off.
13
Discussion / DoomRL Merch Brainstorming
« on: March 27, 2011, 05:47 »
I don't care that game isn't even complete yet, or that these ideas will almost certainly never be commercially viable, they're still fun to imagine and we can all dream, right?
Show the world how powerful you are with your Badass Shirt!
FRONT: 200%
BACK: I'm a 12.0, baby.
Cheesy? Overpowered? You think they mean awesome, and you're not afraid to say it with your Ammochain Hoodie!
FRONT: SoB->SoB->TH->Fin->Fin->WK->MAc->
BACK: * * * * * * * *
Impress the ladies with your Bulk Mod Pants!
CROTCH: (B3)
Give yourself a well-timed workplace boost with the Megasphere Coffee Mug!
SIDE: ^
Is your fridge a mess? Warn people off with a set of 24 stylish Barrel Magnets!
FRONT: 0, 0 or 0
It's a conversation starter! It's a best friend! It's a deadly weapon of mass destruction! It's your very own Thermonuclear Bomb Plushy!
(... think three lengths of squishy, fluffy material attached in the shape of a '%', with "Warning! Explosion in 10 seconds!" stitched down the middle.)
Show the world how powerful you are with your Badass Shirt!
FRONT: 200%
BACK: I'm a 12.0, baby.
Cheesy? Overpowered? You think they mean awesome, and you're not afraid to say it with your Ammochain Hoodie!
FRONT: SoB->SoB->TH->Fin->Fin->WK->MAc->
BACK: * * * * * * * *
Impress the ladies with your Bulk Mod Pants!
CROTCH: (B3)
Give yourself a well-timed workplace boost with the Megasphere Coffee Mug!
SIDE: ^
Is your fridge a mess? Warn people off with a set of 24 stylish Barrel Magnets!
FRONT: 0, 0 or 0
It's a conversation starter! It's a best friend! It's a deadly weapon of mass destruction! It's your very own Thermonuclear Bomb Plushy!
(... think three lengths of squishy, fluffy material attached in the shape of a '%', with "Warning! Explosion in 10 seconds!" stitched down the middle.)
14
0.9.9.2 / [M|15m9s|55%|YAVP] Melee > shotguns
« on: March 27, 2011, 05:09 »
Are shotguns stronger? Yes. Do shotguns let you kill enemies before they can even see you? Sure. Is it easier to win the game with shotguns? Pretty much.
But you don't have to think to grab a chainsaw and charge wildly at the nearest cacodemon, which makes successful speedruns that much more likely!
There's no way I'm going to pull this off on UV, though. :/
But you don't have to think to grab a chainsaw and charge wildly at the nearest cacodemon, which makes successful speedruns that much more likely!
There's no way I'm going to pull this off on UV, though. :/
--------------------------------------------------------------
DoomRL (v.0.9.9.2) roguelike post-mortem character dump
--------------------------------------------------------------
Timo Viitanen, level 7 Hell Baron Lt. Colonel, defeated the Cyberdemon
on level 25 of the Phobos base.
He survived 28232 turns and scored 61853 points.
He played for 15 minutes and 9 seconds.
He didn't like it too rough.
He killed 266 out of 478 hellspawn. (55%)
-- Special levels --------------------------------------------
Levels generated : 9
Levels visited : 3
Levels completed : 0
-- Awards ----------------------------------------------------
Minor Icarus Cross
Compet-n Gold Cross
Speedrunner Silver Badge
-- Graveyard -------------------------------------------------
###########################################################
#..........................................................
#..........................................................
#........................................................##
#.................###....................................##
#................}###..............###......###..........##
#.....###........|###...###........###......###............
#.....###..###...X|.....###........###......###............
#.....###..#>#..........###................................
#..........###................###..........................
#.............................###.....###...###............
#.............................###.....###...###............
#.....................................###...###............
#..........................................................
#..........................................................
#...............................###........................
#...............................###........................
#...............................###........................
#..........................................................
###########################################################
-- Statistics ------------------------------------------------
Health 28/50 Experience 21022/7
ToHit Ranged +0 ToHit Melee +6 ToDmg Ranged +0 ToDmg Melee +9
-- Traits ----------------------------------------------------
Tough as nails (Level 2)
Brute (Level 3)
Berserker (Level 1)
Badass (Level 1)
Bru->Bru->Ber->Bru->TaN->TaN->Bad->
~~ I didn't beeline for Vampyre because I didn't think I'd actually
~~ reach clvl 7. But after clearing out Hellgate then finding a few
~~ well-placed invulnerability globes, I apparently did.
-- Equipment -------------------------------------------------
[a] [ Armor ] modified red armor [4/4] (106%) (B)
[b] [ Weapon ] modified chainsaw (4d6) (T)
~~ I forgot to slow down and scout for the special stairs on L16.
~~ VRRRM
[c] [ Boots ] tactical boots [1/1] (100%)
[d] [ Prepared ] combat shotgun (7d3) [5/5]
~~ Okay, so I actually used shotguns until the Chained Court. But I
~~ didn't swap the chainsaw out after that.
-- Inventory -------------------------------------------------
[a] green armor [1/1] (55%)
[b] blue armor [1/2] (21%)
[c] blue armor [2/2] (64%)
[d] blue armor [2/2] (100%)
[e] blue armor [1/2] (39%)
[f] blue armor [2/2] (51%)
[g] blue armor [2/2] (100%)
[h] medical armor [1/2] (3%)
~~ Most useless exotic ever.
~~ Dropping stuff is for people who have time pick up more stuff.
[i] shotgun shell (x50)
[j] shotgun shell (x28)
[k] large med-pack
[l] large med-pack
[m] large med-pack
[n] phase device
[o] phase device
[p] technical mod pack
[q] shockwave pack
-- Kills -----------------------------------------------------
51 former humans
24 former sergeants
~~ I swear most of these spawned AFTER Hellgate. So annoying.
10 former captains
65 imps
33 demons
44 lost souls
11 cacodemons
7 barons of hell
1 Cyberdemon
4 hell knights
3 arachnotrons
~~ Two cavern levels with these, but I was lucky with stairs.
1 former commando
3 pain elementals
2 arch-viles
5 revenants
~~ Got 'em with invulnerability. Ran / phased away otherwise.
~~ (You'll note the absense of mancubi here.)
2 bruiser brothers
-- History ---------------------------------------------------
He started his journey on the surface of Phobos.
On level 6 he stormed the Chained Court.
Entering level 6 he was almost dead...
On level 12 he ventured into the Halls of Carnage.
On level 14 he assembled a tactical boots!
On level 15 he encountered the Phobos Hellgate.
On level 23 he entered the Lava Pits.
He decided it was too hot there.
Then at last he found Phobos Arena!
On level 25 he finally defeated the Cyberdemon.
-- Messages --------------------------------------------------
footsteps...
You hit the Cyberdemon. The Cyberdemon hits you.
You hit the Cyberdemon. The Cyberdemon hits you.
You hit the Cyberdemon. The Cyberdemon hits you.
You hit the Cyberdemon. The Cyberdemon hits you.
You hit the Cyberdemon. The Cyberdemon hits you.
~~ SO EXCITING.
You hit the Cyberdemon.
You hit the Cyberdemon. The Cyberdemon hits you. You feel vulnerable again.
You hit the Cyberdemon. The Cyberdemon hits you.
You hit the Cyberdemon. The Cyberdemon hits you.
You hit the Cyberdemon. The Cyberdemon hits you.
You hit the Cyberdemon. The Cyberdemon hits you.
~~ WOOOOOO.
You use a large med-pack. You feel fully healed. The Cyberdemon hits you.
You hit the Cyberdemon. The Cyberdemon hits you.
You hit the Cyberdemon. The Cyberdemon dies. You feel relatively safe
now. Congratulations! You defeated the Cyberdemon! Press <Enter>...
-- General ---------------------------------------------------
Before him 290 brave souls have ventured into Phobos:
229 of those were killed.
1 of those was killed by something unknown.
21 didn't read the thermonuclear bomb manual.
And 5 couldn't handle the stress and committed a stupid suicide.
Some rumours though, say that the Cyberdemon was killed already!
Is he immortal? 34 souls claim to have killed him...
5 sacrificed itself for the good of mankind.
23 killed the bastard and survived.
6 showed that it can outsmart hell itself.
--------------------------------------------------------------
15
Discussion / Re: Too Hot Down Here (Song)
« on: March 27, 2011, 05:04 »
It's kinda eerie, which made me think of the mortuary more than the lava pits. The foreboding feeling strikes me as appropriate given how close to L25 the pits spawn. The tension is good. I'd say it was fine.