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1
Discussion / Re: The Best DoomRL Advice Ever!
« on: December 07, 2012, 09:46 »i tried your advice, that does work better!, just make sure to stand still so you don't have to waste time waiting for the cybie to aim
Make sure not to wear your P-modded red armor or have the Berserker trait. You want to keep the armor shiny, and melee is for chumps.
2
Announcements / Re: ChaosForge Donation Drive!
« on: November 20, 2012, 09:01 »
Finally donated after a long, long time to a game that deserves all of the dollars.
3
Requests For Features / Re: Sokoban level - tribute to Nethack
« on: August 06, 2012, 19:23 »
Nethack had something of a time limit in the form of the nutrition system, as well as a few monsters to occasionally spice things up and ruin the level on rare occasions. There were only a few layouts, so once you figured them out (or spoiled them) then you just had to remember and it was sort of easy, unless you got an inconvenient monster. (This is somewhat comparable to figuring out a 'trick' for DoomRL's existing special levels, I guess.)
Melon, your argument hasn't changed. Your reasoning - a berserker won't accidentally shoot a barrel - is still essentially giving a berserker an advantage 'just because', in addition to saying 'haha, screw you' if bad luck strikes a normal marine, and god forbid you use a shotgun. Either way, making the stones into lava barrels screws everyone equally when one explodes while you're pushing it.
It would be fine (in fact, probably pretty aggravating) if you just plain had hard-to-destroy blocks to move while the occasional enemy spawned in over time, ensuring you aren't skipping through without using resources.
Melon, your argument hasn't changed. Your reasoning - a berserker won't accidentally shoot a barrel - is still essentially giving a berserker an advantage 'just because', in addition to saying 'haha, screw you' if bad luck strikes a normal marine, and god forbid you use a shotgun. Either way, making the stones into lava barrels screws everyone equally when one explodes while you're pushing it.
It would be fine (in fact, probably pretty aggravating) if you just plain had hard-to-destroy blocks to move while the occasional enemy spawned in over time, ensuring you aren't skipping through without using resources.
4
Requests For Features / Re: Polished product
« on: August 06, 2012, 08:44 »Heres why the music has less mojo. The midis are in a sense flawless. They convey the appropriate feeling and play it mechanically and exactly. The tones are mathematically generated. All this adds to the evil atmosphere.
The versions with real instruments in comparison sound like a garage band trying to play metallica songs. I honestly believe midi or similar is the best artistic choice for the game's mood. Fixing any midi looping issues is probably a great idea because it would remove the only tiny source of imperfection in the midi soundtrack.
You don't honestly believe that Doom's music wasn't inspired by (and, at certain points in certain songs, all but take bits and pieces of arrangements directly from) the likes of Metallica, and Slayer, and Alice in Chains, and other popular metal/rock/metal- and/or rock-ish artists of the time. The music has its charm because that genre has its charm; Doom's original music is a guy with a synthesizer pretending he's a garage band trying to play Metallica songs.
By comparison, DoomRL's music is almost, but not quite, the same thing. If I had to guess, I'd say that much of DoomRL's music is composed in MIDI, then played back with 'nicer' instruments and recorded in higher quality.
If you like the MIDIs, it's personal preference. If you don't like the .oggs, there's a 'low-quality' version of the game that's raw MIDI.
5
Requests For Features / Re: Sokoban level - tribute to Nethack
« on: August 06, 2012, 08:18 »I would see it this way:
- This level should be easier for berserks. We only have one true berserker level.
'Berserkers', that is, marines presumably choosing at least a few melee traits, already have an entire string of special levels that benefit them specifically - Chained Court, Unholy Cathedral, and the Mortuary. 'Because they don't have enough' isn't a good enough reason on its own to give them something else.
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- No diagonal movement!
Why? What would the problem be? Nethack handles it well enough, and levels can be/are simply designed so that you can only move the rocks in the cardinal directions, anyway.
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- Lava barrels. If you shot, lava spurs out, sometimes blocking the puzzles. Tough luck! You still can exit the level normal way.
Sokoban, at its heart, is not about combat. While DoomRL is, I honestly don't mind the idea of a special level that doesn't involve combat at all, like 100% of the rest of the game. Branching from that, my point: without combat, you wouldn't shoot any of the barrels. On the other hand, if there was fighting involved on this level, as can be the case in Nethack, this kind of random 'screw you' doesn't look good on a level's resume, similar to how you were once able to destroy the lever in Hell's Armory.
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- As for the enemy I would imagine some great daemon that throws barrels at you or pieces of wall or corpses, whatever it has at his hands. If you get hit, you get pushed back, making it harder for you to reach it. This daemon is very slow, but can kill you in two hits. Yup! But if you are a fast berserker/dodger you can use the hit and run tactics. As for ranged weapons, it is heavily armored and it's hard to do any damage from range unless you hit its weak spot (bonus from Eagle Eye perhaps?)
'Moar damage' and 'moar armor' aren't particularly cerebral answers to the question 'how do we make this boss interesting and challenging?'. It seems to me that, after solving a brain teaser, an encounter with a 'boss' should be creative and inventive, not 'hur dur kill you in two hits while not taking damage'. (It could be argued that, after all of that thinking, Doomguy wants some action, but we already have several big, heavily-armored, highly-damaging enemies to fight... they're the reason you went to Hell in the first place.)
I plain don't like the idea of making it 'for berserkers', either. Since it's Nethack's Sokoban that spawned this idea, maybe one of its artifacts are given? A bag of holding, granting a few extra inventory slots, or an amulet of reflection... its original function would be absurdly overpowered in DoomRL, so change it to a percentage chance, and/or perhaps upon being hit by a projectile.
6
Releases / Re: The Inferno Module
« on: July 08, 2012, 10:32 »Yeah, the Staff of Souls really helps.
I like when things like this happen.
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Now, how the heck do I defeat the Lava Witch? Here are my stats:
Dupe nano pack, place nano packs on plasma rifle (or alternatively, one on rifle and one on an armor you like), shoot Lava Witch until she dies.
8
Discussion / Re: City of Skulls: All the Nails my Coffin Will Ever Need
« on: May 23, 2012, 08:00 »Use the shell box in the beginning to clear the area around you of skulls,
Or you could use a phase device and save the entire box for the AE.
9
Requests For Features / Re: Where's the rest of the music?
« on: May 21, 2012, 05:24 »
The rest of the music is in your heart.
10
Requests For Features / Re: New Ideas for Special Levels
« on: May 19, 2012, 18:51 »Spider's Lair - Not sure
*snrk*
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And maybe a revenant one as well
Have you ever been to the Vaults? That's all about Revenants exploiting funky level layout. Unless you're boring and just shoot into the dark and hide behind corners.
11
Discussion / Re: City of Skulls: All the Nails my Coffin Will Ever Need
« on: May 19, 2012, 18:44 »
A missile launcher is not going to be whooping any asses at all in the City of Skulls.
Take a shrapnel or plasma weapon for clearing lost souls.
Take a shrapnel or plasma weapon for clearing lost souls.
12
0.9.9.6 / Re: [E|68%|YAVP] Medal Hunting: Surprised Iron Fist
« on: May 18, 2012, 10:46 »
Yup. Think of it as a counter of how many times you've done it.
The Mortuary is easy, especially if you're breezing through HNTR. Ammochain doesn't have much trouble with it, and it can also be rather easy with a few special level rewards - skulls and missile launcher come right to mind, though you have to save up your rockets for Mortuary - I can easily go through 60+ on a bad spawn where I have to crawl towards the side of the level I didn't clear first and bounce crowds that pop into LOS.
Compet-n Platinum Cross isn't hard if you're good at HNTR, either, it just might take a few tries. A lot of ~3 minute runs, as far as I know, are berserker marines that are lucky with stairs and kill little more than bruisers and Cybie before the final level.
The Mortuary is easy, especially if you're breezing through HNTR. Ammochain doesn't have much trouble with it, and it can also be rather easy with a few special level rewards - skulls and missile launcher come right to mind, though you have to save up your rockets for Mortuary - I can easily go through 60+ on a bad spawn where I have to crawl towards the side of the level I didn't clear first and bounce crowds that pop into LOS.
Compet-n Platinum Cross isn't hard if you're good at HNTR, either, it just might take a few tries. A lot of ~3 minute runs, as far as I know, are berserker marines that are lucky with stairs and kill little more than bruisers and Cybie before the final level.
13
Requests For Features / Re: The Third Slot
« on: May 12, 2012, 06:41 »Scouts get a free level of Hellrunner,
Not quite. But they also get a free level of finesse. And half of a reloader.
I don't really see the point or balance in adding a third 'quick use' equipment slot.
14
Releases / Re: The Inferno Module
« on: May 09, 2012, 01:24 »I just don't want to make knowing the secrets too swingy.
If anything, they're not swingy enough.
I have an idea or two on how to make knowing the secrets more of a reward, which sort of goes hand-in-hand with a few thoughts I've had about the mod in general. Namely, that it's stingy compared to DoomRL. Hardly any guaranteed mod packs, very little guaranteed health, the only half decent guaranteed weapon is late in the game, and the Hellfire Pack is great for the two levels you get to use it.
Most basements are exclusions from this 'stingy' factor, but they rely on luck more than anything else - the game has to give you handy items that don't exactly drop like rain, e.g. tons of health and armor, and/or neat exotic weapons, and/or special consumables like ammo boxes or invulnerability globes. This is before your build and gear determines whether or not you have a shot at it at all - a primary factor for some seems to be having great move/attack speeds/dps, for example... and also before the game decides whether or not to spawn the right basements. It's kind of cool to have these 'bonus levels', but random spawn-or-not chances were removed outright from DoomRL Vanilla, so...
15
0.9.9.6 / [H|32%|YAVP] Run! Jump! Go!
« on: May 08, 2012, 20:54 »--------------------------------------------------------------
DoomRL (v.0.9.9.6) roguelike post-mortem character dump
--------------------------------------------------------------
Faith, level 6 Hell Baron Major Scout,
defeated the Mastermind on level 8 of Hell.
He survived 14904 turns and scored 73760 points.
He played for 10 minutes and 32 seconds.
He wasn't afraid to be hurt plenty.
He killed 157 out of 483 hellspawn. (32%)
-- Special levels --------------------------------------------
Levels generated : 11
Levels visited : 4
Levels completed : 0
-- Awards ----------------------------------------------------
Cyberdemon's Head
Major Icarus Cross
Compet-n Gold Cross
Untouchable Badge
Speedrunner Bronze Badge
Speedrunner Silver Badge
Speedrunner Gold Badge
-- Graveyard -------------------------------------------------
###########################################################
####................................#####################>#
###...............####...............######################
##.......####.....####.....####.......#####################
#........####.....####.....####........####################
.........####.....####.....####.........###################
.........####..............####..........##################
..........................................#################
..####............................####....#################
.&####............................####....#################
..####............................####&...#################
..####............................####....#################
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.........####..............####..........##################
.........####.....####.....####.........###################
#........####.....####.....####........####################
##.......####.....####.....####X......#####################
###...............####........%......######################
####................................#####################>#
###########################################################
-- Statistics ------------------------------------------------
Health 30/50 Experience 11847/6
ToHit Ranged +0 ToHit Melee +6 ToDmg Ranged +0 ToDmg Melee +9
-- Traits ----------------------------------------------------
Class : Scout
Brute (Level 3)
Berserker (Level 1)
Intuition (Level 2)
Bru->Bru->Ber->Int->Bru->Int->
-- Equipment -------------------------------------------------
[a] [ Armor ] red armor [4/4] (80%)
[b] [ Weapon ] chainsaw (5d6) (B)
[c] [ Boots ] protective boots [2/2] (100%) (A)
[d] [ Prepared ] shotgun (8d3) [0/1]
-- Inventory -------------------------------------------------
[a] rocket launcher (6d6) [1/1]
[b] chaingun (1d6)x4 [40/40]
[c] plasma rifle (1d7)x6 [40/40]
[d] green armor [1/1] (24%)
[e] red armor [4/4] (64%)
[f] red armor [2/4] (30%)
[g] 10mm ammo (x31)
[h] 10mm ammo (x100)
[i] 10mm ammo (x100)
[j] 10mm ammo (x100)
[k] shotgun shell (x50)
[l] shotgun shell (x50)
[m] shotgun shell (x50)
[n] shotgun shell (x50)
[o] shotgun shell (x29)
[p] rocket (x10)
[q] large med-pack
[r] envirosuit pack
[s] envirosuit pack
[t] agility mod pack
[u] fire skull
-- Resistances -----------------------------------------------
Bullet - internal 60% torso 60% feet 60%
Melee - internal 60% torso 60% feet 60%
Shrapnel - internal 60% torso 60% feet 60%
Acid - internal 60% torso 60% feet 85%
Fire - internal 60% torso 85% feet 60%
Plasma - internal 60% torso 60% feet 60%
-- Kills -----------------------------------------------------
20 former humans
27 former sergeants
6 former captains
33 imps
13 demons
39 lost souls
4 cacodemons
2 hell knights
1 baron of hell
5 former commandos
1 pain elemental
1 revenant
1 mancubus
2 bruiser brothers
1 Cyberdemon
1 Spider Mastermind
-- History ---------------------------------------------------
He started his journey on the surface of Phobos.
On level 5 he stormed the Chained Court.
On level 7 he witnessed the Wall.
Not knowing what to do, he left.
On level 8 he encountered the Phobos Anomaly.
He left level 12 as soon as possible.
He left level 15 as soon as possible.
On level 16 he found the Tower of Babel!
On level 18 he entered the Vaults.
He came, he saw, but he left.
On level 21 he ran for his life from acid!
He left level 22 as soon as possible.
On level 22 he entered the Lava Pits.
He decided it was too hot there.
He left level 23 as soon as possible.
Then at last he found Dis!
On level 24 he finally defeated the Mastermind.
-- Messages --------------------------------------------------
You' going berserk! You need to taste blood!
You hit the Spider Mastermind. The Spider Mastermind hits you. That hurt!
You' going berserk! You need to taste blood!
You hit the Spider Mastermind. The Spider Mastermind hits you. That hurt!
You' going berserk! You need to taste blood!
You hit the Spider Mastermind. You're going berserk! The Spider Mastermind
hits you. That hurt! You' going berserk! You need to taste blood!
You miss the Spider Mastermind. The Spider Mastermind misses 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. That hurt!
You' going berserk! 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 hit the imp. The imp dies. You need to taste blood!
-- General ---------------------------------------------------
45 brave souls have ventured into Phobos:
30 of those were killed.
1 didn't read the thermonuclear bomb manual.
14 souls destroyed the Mastermind...
1 sacrificed itself for the good of mankind.
8 killed the bitch and survived.
5 showed that it can outsmart hell itself.
--------------------------------------------------------------
Took around fifteen tries, only half of which were deaths/quits on Phobos Entry.
One of the tries involved a Phobos 2 that generated 7 small meds (two right next to each other!) and a Phobos 3 which generated a vault with two large meds. And then a Phobos 4 with an ambush party of two shotgunners and two formers, literally all of them firing at once the move I stepped around the corner into LOS and killing me from >50%.
Oh, invulnerability. Oh, skipping special levels. Oh, losing out on my second Platinum Cross because I paused once or twice to take a bite of dinner...
Twelve points to anyone who can figure out my marine's name.