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1
0.9.9 / [M|AoRA|100%|YAAM] Nuking the corpses
« on: November 10, 2009, 11:56 »--------------------------------------------------------------
DoomRL (v.0.9.9) roguelike post-mortem character dump
--------------------------------------------------------------
Myuzinn, level 9 Hell Baron 1st Lieutenant, defeated the Cyberdemon
on level 25 of the Phobos base.
He survived 60099 turns and scored 116424 points.
He played for 1 hour, 53 minutes and 36 seconds.
He didn't like it too rough.
He killed 442 out of 442 hellspawn. (100%)
This ass-kicking marine killed all of them!
He was an Angel of Red Alert!
-- Awards ----------------------------------------------------
Medal of Prejudice
UAC Star (bronze cluster)
Quartermaster Bronze Badge
Quartermaster Silver Badge
Quartermaster Platinum Badge
-- Graveyard -------------------------------------------------
###########################################################
#0.........................................................
#..........................................................
#..........................................................
#..............||.............###..........................
#........X......|..............##..........................
#..............}#...............#............###...........
#........##...##.............................###...........
#........###..###......................###...###...........
#........###.............###...........###.................
#........................###...........###............###..
#.................###....###..........................###..
#.......###.......###.................................###..
#.......###.......###............###.......................
#.......###................###...###.......................
#..........................#>#...###.......................
#..........................###.............................
#..........................................................
#..........................................................
###########################################################
-- Statistics ------------------------------------------------
Health 50/50 Experience 38114/9
ToHit Ranged +4 ToHit Melee +4 ToDmg Ranged +2 ToDmg Melee +2
-- Traits ----------------------------------------------------
Hellrunner (Level 1)
Son of a bitch (Level 2)
Eagle Eye (Level 2)
Intuition (Level 2)
Triggerhappy (Level 1)
Cateye (Level 1)
EE->EE->Int->Int->SoB->SoB->TH->MCe->HR->
-- Equipment -------------------------------------------------
[a] [ Armor ] modified blue armor [4/4] (58%) (P)
[b] [ Weapon ] plasma rifle (1d7)x6 [0/40]
[c] [ Boots ] modified protective boots [2/2] (64%) (A)
[d] [ Prepared ] rocket launcher (6d6) [0/1]
-- Inventory -------------------------------------------------
[a] Assault Shotgun (8d3) [6/6]
[b] Minigun (1d5)x8 [42/100]
[c] modified green armor [3/3] (80%) (P)
[d] blue armor [2/2] (100%)
[e] blue armor [2/2] (100%)
[f] blue armor [2/2] (100%)
[g] blue armor [2/2] (100%)
[h] blue armor [2/2] (100%)
[i] shotgun shell (x31)
[j] rocket (x10)
[k] rocket (x7)
[l] power cell (x46)
[m] power cell (x50)
[n] large med-pack
[o] large med-pack
[p] large med-pack
[q] large med-pack
[r] large med-pack
[s] homing phase device
-- Kills -----------------------------------------------------
98 former humans
48 former sergeants
13 former captains
52 imps
42 demons
108 lost souls
15 cacodemons
8 barons of hell
1 Cyberdemon
10 hell knights
21 arachnotrons
2 former commandos
9 pain elementals
3 arch-viles
9 mancubi
3 revenants
-- History ---------------------------------------------------
He started his journey on the surface of Phobos.
On level 6 he stormed the Chained Court.
On level 9 he found Hell's Armory.
On level 9 he found the Anti-Freak Jackal!
On level 22 he found the Assault Shotgun!
On level 24 he found the Minigun!
Then at last he found Phobos Arena!
On level 25 he finally defeated the Cyberdemon.
-- Messages --------------------------------------------------
hits the Cyberdemon.
Fire -- Choose target...
The missile hits the Cyberdemon. The missile hits the Cyberdemon. The
missile hits the Cyberdemon. The missile hits the Cyberdemon. The
missile hits the Cyberdemon. The missile hits the Cyberdemon. The
Cyberdemon fires! You are hit!
Fire -- Choose target...
The missile hits the Cyberdemon. The missile hits the Cyberdemon. The
missile hits the Cyberdemon. The missile hits the Cyberdemon. The
missile hits the Cyberdemon. The missile hits the Cyberdemon. The missile
hits the Cyberdemon. The Cyberdemon reloads his rocket launcher.
You use a large med-pack. You feel fully healed.
Fire -- Choose target...
The missile hits the Cyberdemon. The Cyberdemon dies. You feel
relatively safe now. Congratulations! You defeated the Cyberdemon!
-- General ---------------------------------------------------
Before him 232 brave souls have ventured into Phobos:
213 of those were killed.
3 of those were killed by something unknown.
2 didn't read the thermonuclear bomb manual.
And 10 couldn't handle the stress and committed a stupid suicide.
Some rumours though, say that the Cyberdemon was killed already!
Is he immortal? 4 souls claim to have killed him...
1 sacrificed itself for the good of mankind.
2 killed the bastard and survived.
1 showed that it can outsmart hell itself.
--------------------------------------------------------------
Managed on my first try, not sure how much of that was due to luck. I normally play on UV or N!, but the joint conditions of RA and 100% made it difficult in its own unique way. Forces a different playstyle than my usual plodding approach.The idea was to beeline to Intuition 2, so as to not waste time on finding enemies wandering halfway across the map into already explored rooms. Mained shotguns initially, transitioning to chaingun by the end of Chained Courts. If MAD wasn't blocked by Eagle Eye, I would've considered sticking with shotguns.
Resisted the urge to start using Anti-Freak Jackal, since I knew it'd just blow up all the ammo I'd need for it :P
Health packs and armour were never a problem for some reason, but ammo definitely was through all of Hell. During one level I only had rockets left! I was thankful for perhaps the first time ever at finding a couple arachno caves, as they supplied me with enough plasma to actually kill cybie at the end - I suspect I'd have been screwed otherwise.
All in all, an intense, but very doable challenge!
2
Bug Reports / Crash upon death in Hell's Arena
« on: October 25, 2009, 07:06 »
Version Number: 0.9.9
Version Type: win_nosound
Platform: Windows 7
Was playing AoSh on UV, second round of Hell's Arena, fired combat shotgun at a cacodemon, then it fires at me killing me and crashing the game.
I've died a couple other times in AoSh UV in Hell's Arena, so I don't think it's specific to that.
I've attached a screenshot showing the dump.
Version Type: win_nosound
Platform: Windows 7
Was playing AoSh on UV, second round of Hell's Arena, fired combat shotgun at a cacodemon, then it fires at me killing me and crashing the game.
I've died a couple other times in AoSh UV in Hell's Arena, so I don't think it's specific to that.
I've attached a screenshot showing the dump.
3
Requests For Features / Advanced weapon presence notification
« on: January 21, 2009, 04:17 »
I was thinking, that given the rarity of advanced weapons and the trait investment in a whizkid build, perhaps their presence in a level could be announced similar to how uniques are? Similarly, the item destruction message uniques are due to receive.
4
Discussion / SoB vs Armor question
« on: January 21, 2009, 04:11 »
Was doing some damage calcs, and was wondering, does the damage bonus from SoB, SoG, Brute, etc apply before or after the target's armor damage reduction?
5
Pre-0.9.9 / [H|AoRa|91%|StdWin] Video included!
« on: January 19, 2009, 11:40 »
Haven't played for a couple weeks, thought AoRa would be an interesting challenge.
Video:
http://forum.chaosforge.org/index.php?topic=1222.msg14706#msg14706
The dosrecorder video is unfortunately only partial. Around hell 2 or 3, I spawned next to something silly, so I thought I'd take a break for a bit. Forgot to hit the resume button on dosrecorder when I came back though :/ Resumes around lava pits. Damn shame, since those levels were probably the most intense out of the lot, with arch vile groups becoming common.
AoRa was a real mind bender for me, since I'm used to taking things very slowly, cautiously, killing every moving exp chunk and saving powerups for later where appropriate. AoRa forces you to rush, leaving parts of the level undiscovered, and use powerups when you find them, except if they're next to the exit stairs. It's a real ball breaker to see a damage mod just a little too far away to both retrieve it and make it down the stairs in time. In this particular run, I managed to clear Hell's Arena, but didn't have enough time to pick up the rocket launcher, which was basically the point in doing it in the first place. Managed to pick up a random rocket launcher later though for The Wall.
This particular run was fairly lucky. By the end I had 3x Durability modded red armors, and a gothic armor. Spotted 2 advanced chainguns. 2 closely spaced invul globes on level 24. No particularly good uniques though: never used gothic armor; phase boots are ok but got them very late-game.
I chose H instead of UV because I am lazy. UV has an accuracy improvement to enemy projectiles, meaning my lazy "fire from the edge of their field of view" method of projectile avoidance stops working at UV. My general laziness also results in many mistakes, so don't take the video too seriously.
Hm that's about it I guess? Probably won't be doing any more games until the new version is out.
Video:
http://forum.chaosforge.org/index.php?topic=1222.msg14706#msg14706
The dosrecorder video is unfortunately only partial. Around hell 2 or 3, I spawned next to something silly, so I thought I'd take a break for a bit. Forgot to hit the resume button on dosrecorder when I came back though :/ Resumes around lava pits. Damn shame, since those levels were probably the most intense out of the lot, with arch vile groups becoming common.
--------------------------------------------------------------
DoomRL (v.0.9.8.10) roguelike post-mortem character dump
--------------------------------------------------------------
Myuzinn, level 11 Cacodemon General, defeated the Cyberdemon
on level 25 of the Phobos base.
He survived 67390 turns and scored 215774 points.
He wasn't afraid to be hurt plenty.
He killed 576 out of 627 hellspawn. (91%)
He held his right to remain violent.
He was an Angel of Red Alert!
-- Graveyard -------------------------------------------------
###########################################################
#0.........................................................
#..........................................................
#..........................................................
#......###.................................................
#......###...............###...............................
#......###...............###...............................
#........................##................................
#..................#........................###............
#...........................................###............
#...........................................###.........###
#.......................................................###
#.......................................................###
#....................}..............###.......###..........
#.........X.....................##..#>#..###..###..........
#.......##.....................###..###..###..###..........
#.......##......................##.......###...............
#.......###................................................
#..........................................................
###########################################################
-- Statistics ------------------------------------------------
Health 86/50 Experience 56155/11
ToHit +4 ToDmg Ranged +3 ToDmg Melee +3
-- Traits ----------------------------------------------------
Hellrunner (Level 3)
Tough as nails (Level 1)
Son of a bitch (Level 3)
Eagle Eye (Level 2)
Cateye (Level 2)
EE->EE->Cat->Cat->SoB->SoB->SoB->HR->HR->HR->TaN->
-- Equipment -------------------------------------------------
[a] [ Armor ] modified red armor [4/4] (81%) (D)
[b] [ Weapon ] modified BFG 9000 (10d8) [90/130] (M1)
[c] [ Boots ] Phaseshift Boots [4/4] (100%)
[d] [ Prepared ] modified plasma rifle (1d8)x8 [52/52] (M1)
-- Inventory -------------------------------------------------
[a] advanced rocket launcher (6d6) [1/1] (R2S1)
[b] advanced chaingun (1d7)x5 [50/50] (D1S3)
[c] modified red armor [4/4] (139%) (D)
[d] modified red armor [4/4] (150%) (D)
[e] Gothic Armor [7/7] (200%)
[f] 10mm ammo (x140)
[g] 10mm ammo (x140)
[h] 10mm ammo (x140)
[i] 10mm ammo (x30)
[j] rocket (x4)
[k] power cell (x42)
[l] small med-pack
[m] large med-pack
[n] large med-pack
[o] large med-pack
[p] large med-pack
[q] large med-pack
[r] phase device
-- Kills -----------------------------------------------------
75 former humans
63 former sergeants
30 former captains
102 imps
64 demons
54 lost souls
42 cacodemons
33 barons of hell
1 Cyberdemon
18 hell knights
7 arachnotrons
3 former commandos
6 pain elementals
12 arch-viles
15 mancubi
12 revenants
-- 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 6 he stormed the Chained Court.
On level 9 he witnessed the Wall.
He massacred the evil behind the Wall!
On level 12 he found the Gothic Boots!
On level 12 he ventured into the Halls of Carnage.
On level 15 he found the Gothic Armor!
On level 23 he entered the Lava Pits.
On level 23 he found the Phaseshift Boots!
He managed to clear the Lava Pits completely!
Then at last he found Phobos Arena!
On level 25 he finally defeated the Cyberdemon.
-- Messages --------------------------------------------------
You enter a big arena. There's blood everywhere. You hear heavy mechanical
footsteps... You hear a gigantic explosion above! "Nuclear missile
deployed. 5 minutes till explosion."
You start running!
The Cyberdemon fires!
Fire -- Choose target... The missile hits the Cyberdemon. The Cyberdemon
reloads his rocket launcher.
Fire -- Choose target... The missile hits the Cyberdemon. The Cyberdemon
fires! You are hit!
You reload the BFG 9000 with power cell.
Fire -- Choose target... The missile hits the Cyberdemon.
Fire -- Choose target... The missile hits the Cyberdemon. The Cyberdemon
fires! You are hit!
You reload the BFG 9000 with power cell.
Fire -- Choose target... The missile hits the Cyberdemon. The Cyberdemon
-- General ---------------------------------------------------
Before him 151 brave souls have ventured into Phobos:
112 of those were killed.
1 of those was killed by something unknown.
21 didn't read the thermonuclear bomb manual.
And 7 couldn't handle the stress and committed a stupid suicide.
Some rumours though, say that the Cyberdemon was killed already!
Is he immortal? 10 souls claim to have killed him...
1 sacrificed itself for the good of mankind.
9 killed the bastard and survived.
--------------------------------------------------------------
AoRa was a real mind bender for me, since I'm used to taking things very slowly, cautiously, killing every moving exp chunk and saving powerups for later where appropriate. AoRa forces you to rush, leaving parts of the level undiscovered, and use powerups when you find them, except if they're next to the exit stairs. It's a real ball breaker to see a damage mod just a little too far away to both retrieve it and make it down the stairs in time. In this particular run, I managed to clear Hell's Arena, but didn't have enough time to pick up the rocket launcher, which was basically the point in doing it in the first place. Managed to pick up a random rocket launcher later though for The Wall.
This particular run was fairly lucky. By the end I had 3x Durability modded red armors, and a gothic armor. Spotted 2 advanced chainguns. 2 closely spaced invul globes on level 24. No particularly good uniques though: never used gothic armor; phase boots are ok but got them very late-game.
I chose H instead of UV because I am lazy. UV has an accuracy improvement to enemy projectiles, meaning my lazy "fire from the edge of their field of view" method of projectile avoidance stops working at UV. My general laziness also results in many mistakes, so don't take the video too seriously.
Hm that's about it I guess? Probably won't be doing any more games until the new version is out.
6
Discussion / Doom maps in DoomRL
« on: January 05, 2009, 12:16 »
I was wondering what Doom1/2 maps would look like in DoomRL. So I tried converting one.
Doom2 Map01:
#####
#########?+[#
##¨¨¨¨¨¨¨¨??+#
##¨¨¨¨¨¨¨¨¨¨??#
#¨¨¨¨¨¨¨¨¨¨¨¨##
#¨¨¨XX&¨XX¨¨¨#
#¨¨¨¨#¨¨#¨¨¨¨#
#¨¨¨XX¨&XX¨¨¨#
#¨h¨¨¨¨¨¨¨¨h¨#
#¨¨h¨¨ii¨¨h¨¨#
#¨¨¨¨¨¨¨¨¨¨¨¨#
##¨¨¨¨¨¨¨¨¨¨##
#¨¨¨¨¨¨¨¨¨¨#
##¨¨¨¨¨¨¨¨##
#¨¨¨¨¨¨¨¨#
####++##########
#####¨¨####¨¨¨#¨##
#¨¨¨¨h¨¨¨i¨¨^¨?¨¨#
#¨¨¨¨¨h¨h¨¨¨^¨?¨}#
#¨¨#####¨¨#¨¨¨#¨##
#¨¨# #¨¨#######
#¨¨# #¨¨#
##############¨¨#####¨¨#
#¨¨¨¨¨¨¨¨##|¨¨¨¨¨¨^##¨¨# ###
##¨,,,,,,,##¨¨¨¨h¨¨¨##¨i# ##>##
#¨¨,,,,,,,##¨¨¨h¨¨¨¨##¨¨# #|i+#
##¨,,,,,,,,#¨¨¨¨¨¨¨+¨¨#h¨# ##+##
#¨¨,,,,,,,,#¨¨#¨¨¨¨#¨¨#¨¨########¨##
##¨,,,,,,,‡‡##¨¨¨¨¨¨¨¨##¨¨¨¨¨¨¨¨¨¨¨¨#### ###
#¨¨,,,,,,‡‡/###¨¨¨¨¨¨##¨¨¨¨¨¨¨¨¨¨¨¨¨¨‡i# ##,#
#¨,,,,,,,‡¨¨####¨@¨¨##¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨### ##,,#
#¨,,,,,,,‡¨¨¨¨¨¨¨#####¨¨¨¨¨¨¨¨¨¨¨X¨¨¨# ##,,,#
#¨,,,,,,,‡¨¨¨¨¨¨##&i+ii¨¨X¨¨¨¨¨¨¨¨¨¨¨#####,,,,#
#¨¨,,,,,,‡‡¨¨¨¨#######i¨¨¨¨¨¨¨¨¨¨¨¨¨i++##,,,,,#
##¨,,,,,,,‡‡#### ##¨¨¨¨¨¨¨#¨¨¨#¨¨i###?,,,,,#
#¨¨,,,,,,,,# ##¨¨¨¨¨¨#XXX#¨¨###???,,,,#
##¨,,,,,,,,# ########¨¨¨#?###,,??,,,,#
#¨¨,,,,,,,# ##}|,,,,,,¨¨¨¨¨¨,,,???,,,#
##¨,,,,,,,# ##ii,,,,,,,,¨¨¨¨,,,,???,,,#
#¨¨¨¨¨¨¨¨# #,ii,,,,,,,,,,,,,,,,???,,,#
########## #,i,,,,,,,,,,,,,,,,,???,,,#
#,,,,,,,,,,,,,,,,,,????,,,#
#,,,,,,,,,,,,,,,,,,????,,,#
#,,,,,,,,,,,,,,,,,?????,,,#
#,,,,,,,,,,,,,,,,,?????,,,#
#,,,,,,,,,,,,,,,,??????,,,#
##,,,,,,,,,,,,,,???????,,,,#
#????,,,,,,,,??????????,,,,#
##?????????????????????,,,,##
#,,???????????????????,,,,##
##,,,,????????????????,,,,##
#,,,,,,,???????????,,,,,,##
#,,,,,,,,,,????,,,,,,,,,##
###,,,,,,,,,,,,,,,,,,,,##
###,,,,,,,,,,,,,,,,,##
###################
It's mostly to scale - it may look a bit stretched compared to the original due to the font. I'm not using the 80x25 terminal size obviously. Also, the bottom of it seems to have been cut off for some reason, probably went over some kind of limit.
The ‡ symbol means fence (can shoot/look through, can't pass); The purple ? symbol represents a (secret) door that gets opened via a lever/switch or running over a trigger of some sort. The X symbol means an unclimbable raised platform. I should put some more X's in a couple places, but I can't be bothered.
Some of the items and monster spawn points have been shifted/omitted to keep the level layout clearer.
Errors are likely.
Fiddled with the color values, noticed that DoomRL exports several color values wrongly. Ie: imps and doors get "brown" but end up looking red, whereas "olive" looks more like the in-game color.
Doom2 Map01:
#####
#########?+[#
##¨¨¨¨¨¨¨¨??+#
##¨¨¨¨¨¨¨¨¨¨??#
#¨¨¨¨¨¨¨¨¨¨¨¨##
#¨¨¨XX&¨XX¨¨¨#
#¨¨¨¨#¨¨#¨¨¨¨#
#¨¨¨XX¨&XX¨¨¨#
#¨h¨¨¨¨¨¨¨¨h¨#
#¨¨h¨¨ii¨¨h¨¨#
#¨¨¨¨¨¨¨¨¨¨¨¨#
##¨¨¨¨¨¨¨¨¨¨##
#¨¨¨¨¨¨¨¨¨¨#
##¨¨¨¨¨¨¨¨##
#¨¨¨¨¨¨¨¨#
####++##########
#####¨¨####¨¨¨#¨##
#¨¨¨¨h¨¨¨i¨¨^¨?¨¨#
#¨¨¨¨¨h¨h¨¨¨^¨?¨}#
#¨¨#####¨¨#¨¨¨#¨##
#¨¨# #¨¨#######
#¨¨# #¨¨#
##############¨¨#####¨¨#
#¨¨¨¨¨¨¨¨##|¨¨¨¨¨¨^##¨¨# ###
##¨,,,,,,,##¨¨¨¨h¨¨¨##¨i# ##>##
#¨¨,,,,,,,##¨¨¨h¨¨¨¨##¨¨# #|i+#
##¨,,,,,,,,#¨¨¨¨¨¨¨+¨¨#h¨# ##+##
#¨¨,,,,,,,,#¨¨#¨¨¨¨#¨¨#¨¨########¨##
##¨,,,,,,,‡‡##¨¨¨¨¨¨¨¨##¨¨¨¨¨¨¨¨¨¨¨¨#### ###
#¨¨,,,,,,‡‡/###¨¨¨¨¨¨##¨¨¨¨¨¨¨¨¨¨¨¨¨¨‡i# ##,#
#¨,,,,,,,‡¨¨####¨@¨¨##¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨### ##,,#
#¨,,,,,,,‡¨¨¨¨¨¨¨#####¨¨¨¨¨¨¨¨¨¨¨X¨¨¨# ##,,,#
#¨,,,,,,,‡¨¨¨¨¨¨##&i+ii¨¨X¨¨¨¨¨¨¨¨¨¨¨#####,,,,#
#¨¨,,,,,,‡‡¨¨¨¨#######i¨¨¨¨¨¨¨¨¨¨¨¨¨i++##,,,,,#
##¨,,,,,,,‡‡#### ##¨¨¨¨¨¨¨#¨¨¨#¨¨i###?,,,,,#
#¨¨,,,,,,,,# ##¨¨¨¨¨¨#XXX#¨¨###???,,,,#
##¨,,,,,,,,# ########¨¨¨#?###,,??,,,,#
#¨¨,,,,,,,# ##}|,,,,,,¨¨¨¨¨¨,,,???,,,#
##¨,,,,,,,# ##ii,,,,,,,,¨¨¨¨,,,,???,,,#
#¨¨¨¨¨¨¨¨# #,ii,,,,,,,,,,,,,,,,???,,,#
########## #,i,,,,,,,,,,,,,,,,,???,,,#
#,,,,,,,,,,,,,,,,,,????,,,#
#,,,,,,,,,,,,,,,,,,????,,,#
#,,,,,,,,,,,,,,,,,?????,,,#
#,,,,,,,,,,,,,,,,,?????,,,#
#,,,,,,,,,,,,,,,,??????,,,#
##,,,,,,,,,,,,,,???????,,,,#
#????,,,,,,,,??????????,,,,#
##?????????????????????,,,,##
#,,???????????????????,,,,##
##,,,,????????????????,,,,##
#,,,,,,,???????????,,,,,,##
#,,,,,,,,,,????,,,,,,,,,##
###,,,,,,,,,,,,,,,,,,,,##
###,,,,,,,,,,,,,,,,,##
###################
It's mostly to scale - it may look a bit stretched compared to the original due to the font. I'm not using the 80x25 terminal size obviously. Also, the bottom of it seems to have been cut off for some reason, probably went over some kind of limit.
The ‡ symbol means fence (can shoot/look through, can't pass); The purple ? symbol represents a (secret) door that gets opened via a lever/switch or running over a trigger of some sort. The X symbol means an unclimbable raised platform. I should put some more X's in a couple places, but I can't be bothered.
Some of the items and monster spawn points have been shifted/omitted to keep the level layout clearer.
Errors are likely.
Fiddled with the color values, noticed that DoomRL exports several color values wrongly. Ie: imps and doors get "brown" but end up looking red, whereas "olive" looks more like the in-game color.
7
Pre-0.9.9 / [H|AoMs|100%|StdWin] Victory
« on: January 01, 2009, 05:08 »
Colonel now, woohoo. I should probably do a video run sometime. I've been getting better at this game crazy fast, clearing about one rank pre-req every day or two. Anyway, enough bragging:
This game was all about perfecting sniping tactics. Some important points:
1) Corner firing. Pop around a corner, fire where the monsters used to be. The monsters only target what they can immediately see, because they have no memory, unlike you. You'll know you've hit when you see the blood splatter show up, since those update out-of-sight like barrels do. Especially important in maze levels, where using point 2) would use up too many rockets.
2) Reshaping the level with explosions (barrels or rocket launchers). The worst thing you can do in this challenge, is move in a manner that reveals many close range tiles at once, like hugging a wall then rounding a sharp corner, or squeezing onto a door tile that goes into a huge room. All sorts of beasties could be hiding there. You should be re-arranging barrels so as to blast a big entry-way, so as to give good unobstructed sight. Barrels are free, and you usually won't be blowing up anything important. The only time I don't do this is when there's a unique on the level, or if I'm being lazy/rash, and those are the times I lose the most health in my run. The last couple levels of hell, I use the rocket launcher primarily, blasting the level to rubble, since I typically have a tonne of rockets saved up by then.
Don't be afraid to destroy (non-unique) items. You might save yourself a blue armor, but you could also get yourself knocked from 100% to 20% or worse in a single turn from an unlucky arrangement of barrels and monsters.
3) Your rocket launcher is your best friend. It is the best normal weapon for long range sniping in the game (apart from the BFG), and rockets are rather plentiful later in the game. Being stinjy with rockets can kill you. I recommend chucking reload and speed mods on your advanced RL the moment you get them.
Also, there appears to be either a bug / undocumented feature in AoMs. There is one powerup source of healing: invulnerability globes heal you to 100% when they run out. It's either that or when you descend stairs while invul, I honestly wasn't paying much attention, other than "how did I go from 40% to 100% without a level up?".
Anyway, on the run itself:
I was trying to maximise exp where I felt it wouldn't kill me. So that meant doing most special levels, but skipping stuff like mortuary. I felt the advanced rocket launcher + backpack would be pretty damn handy, so I had to do the arena beforehand for the regular RL there. I found that playing on HMP was a tad easier early-game than HNTR, due to usually being able to find a chaingun off a captain on level 2, making hell's arena a little more survivable. Also, some levels replace cacodemons with hell knights, which are easier in my opinion, since the hell knight has a lesser radius ranged blast, can't cross acid/lava, and can be lured by items. This is probably balanced by a bit more difficulty in mid to late game, however.
I found that SoB could wait till later in this build. I found that a second level of EE is comparable to an SoB level in terms of damage against singular targets, and most early-game monsters go down with one volley, two rarely. I then favoured CE over SoB again, due to figuring that I'd be scoring more damage anyway due to extra closing distance, and I'd be minimising personal damage as well. This is all predicated on being able to set yourself up at a good distance - if you don't clear a path for visibility, CE won't do you much good.
You can save all 5 berserk effects for later if you do Chained Court properly. Your CE levels allow you to snipe the humanoid rabble, and you can corner-fire the ones in the top left and bottom right corners of the map. Fire your rocket launcher into the side of the section that houses the hell knights, high enough that they are still trapped by lava, but low enough to still allow a decent sniping view. Your CE allows you to see the hell knight on your view's edge, pop a round into it, then move back until follows to the lava border, where you can snipe it. Its buddy will then run over to collect the dropped goods and gets sniped too. Now you can pick up the chainsaw + 4 packs for an extra prolonged berserk effect that should last you sometime into the next level.
For The Wall, I use a method I learnt off the UV run I did yesterday, where I blast a hole in the top or bottom, then sit around such that only one enters view range, then fire a round to lure them one by one to the right of the map, firing rockets each time it enters counter attack range. While it's more important on UV with the arch viles there (keeps the corpses away from the viles), it still helps to draw them out far away so that the chances of getting ganged upon are less.
Why is it that I hardly ever get a staircase to Hell's Armory? It seems only a few of my games ever get access to it at all.
Tried using rocket launcher to clear a sniping view to the barons in the Halls of Carnage. I screwed up, leaving me at 22% health when I left the level. I really would've done better just corner firing at them.
City of Skulls is easy if you have a homing phase device, quite harder if you don't. I only had 3 normal phase devices, had to use all 3 before I got to a spot where I could snipe from.
Strangely, I never saw a single enviropack in this game, so I couldn't do the Lava Pits.
Like my previous screwed up run, I committed an error due to rashness on level 24, causing me to have to face cybie with health around 44%. By this point I had collected another 3 phase devices, and intended to actually *use* them this time. With protection-modded red armor and 2 BFGs equipped, I went somewhere with unobstructed view, and waited till cybie entered the far edge of my view. I fired off a bfg round, it hits, he moves one tile closer, I phase away, repeat. When I was out of phase devices, I got to see however, that cybie in fact does have CE(1), although not CE(2). Still, the phase devices I had were enough to barely get enough bfg rounds into him for a kill, only getting hit twice I think. One less phase device and I might not have made it. Then again, if I hadn't screwed up on L24, I wouldn't have needed them anyway :P
All up a difficult challenge for me, but doable once I got the method down right.
--------------------------------------------------------------
DoomRL (v.0.9.8.10) roguelike post-mortem character dump
--------------------------------------------------------------
Doomer, level 11 Cacodemon Major, defeated the Cyberdemon
on level 25 of the Phobos base.
He survived 224787 turns and scored 160928 points.
He wasn't afraid to be hurt plenty.
He killed 703 out of 703 hellspawn. (100%)
This ass-kicking marine killed all of them!
He was an Angel of Masochism!
-- Graveyard -------------------------------------------------
###########################################################
..........................................................#
..........................................................#
....................................###...................#
...............###..................###...................#
..#............#>#...........###....###...................#
..#............###...........##...........................#
..#.......................................................#
..........................................................#
..........................................................#
..........................................................#
....................###.........................}......X..#
....................###...................##..............#
....................###...........###.....#.....|.........#
..............###.................###.....#...............#
..............###...........##....###.....................#
..............###...........###...........................#
............................###...........................#
..........................................................#
###########################################################
-- Statistics ------------------------------------------------
Health 9/50 Experience 57283/11
ToHit +4 ToDmg Ranged +3 ToDmg Melee +3
-- Traits ----------------------------------------------------
Tough as nails (Level 3)
Son of a bitch (Level 3)
Eagle Eye (Level 2)
Cateye (Level 2)
Badass (Level 1)
EE->EE->Cat->Cat->SoB->SoB->SoB->TaN->TaN->Bad->TaN->
-- Equipment -------------------------------------------------
[a] [ Armor ] modified red armor [5/5] (82%) (P)
[b] [ Weapon ] BFG 9000 (10d8) [60/100]
[c] [ Boots ] modified plasteel boots [4/4] (150%) (D)
[d] [ Prepared ] modified BFG 9000 (10d8) [10/130] (M1)
-- Inventory -------------------------------------------------
[a] advanced rocket launcher (6d6) [1/1] (R1S3)
[b] modified chaingun (1d7)x5 [50/50] (D1)
[c] modified plasma rifle (1d9)x8 [40/40] (D1)
[d] modified red armor [4/4] (106%) (D)
[e] modified red armor [5/5] (100%) (P)
[f] modified red armor [4/4] (100%) (M)
[g] Phaseshift Armor [2/2] (100%)
[h] 10mm ammo (x140)
[i] 10mm ammo (x140)
[j] 10mm ammo (x140)
[k] rocket (x3)
[l] rocket (x14)
[m] rocket (x14)
[n] rocket (x14)
[o] power cell (x53)
[p] power cell (x70)
[q] power cell (x70)
-- Kills -----------------------------------------------------
94 former humans
72 former sergeants
27 former captains
88 imps
49 demons
140 lost souls
26 cacodemons
27 barons of hell
1 Cyberdemon
25 hell knights
46 arachnotrons
6 former commandos
14 pain elementals
4 arch-viles
4 mancubi
10 revenants
-- 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 witnessed the Wall.
He massacred the evil behind the Wall!
On level 11 he ventured into the Halls of Carnage.
On level 12 he found the Blaster!
On level 15 he he found the City of Skulls.
He wiped out the City of Skulls.
On level 20 he found the Phaseshift Armor!
Then at last he found Phobos Arena!
On level 25 he finally defeated the Cyberdemon.
-- Messages --------------------------------------------------
footsteps...
You start running!
You stop running.
Fire -- Choose target... The missile hits the Cyberdemon.
You use a phase device. You feel yanked in an non-existing direction!
You reload the BFG 9000 with power cell.
Fire -- Choose target... The missile hits the Cyberdemon.
Fire -- Choose target...
You use a phase device. You feel yanked in an non-existing direction!
Fire -- Choose target... The missile hits the Cyberdemon.
You use a phase device. You feel yanked in an non-existing direction!
Fire -- Choose target... The missile hits the Cyberdemon. The Cyberdemon
fires! You are hit! The Cyberdemon reloads his rocket launcher.
You swap your weapon.
Fire -- Choose target... The missile hits the Cyberdemon. The Cyberdemon
-- General ---------------------------------------------------
Before him 94 brave souls have ventured into Phobos:
81 of those were killed.
1 of those was killed by something unknown.
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? 7 souls claim to have killed him...
7 killed the bastard and survived.
--------------------------------------------------------------
This game was all about perfecting sniping tactics. Some important points:
1) Corner firing. Pop around a corner, fire where the monsters used to be. The monsters only target what they can immediately see, because they have no memory, unlike you. You'll know you've hit when you see the blood splatter show up, since those update out-of-sight like barrels do. Especially important in maze levels, where using point 2) would use up too many rockets.
2) Reshaping the level with explosions (barrels or rocket launchers). The worst thing you can do in this challenge, is move in a manner that reveals many close range tiles at once, like hugging a wall then rounding a sharp corner, or squeezing onto a door tile that goes into a huge room. All sorts of beasties could be hiding there. You should be re-arranging barrels so as to blast a big entry-way, so as to give good unobstructed sight. Barrels are free, and you usually won't be blowing up anything important. The only time I don't do this is when there's a unique on the level, or if I'm being lazy/rash, and those are the times I lose the most health in my run. The last couple levels of hell, I use the rocket launcher primarily, blasting the level to rubble, since I typically have a tonne of rockets saved up by then.
Don't be afraid to destroy (non-unique) items. You might save yourself a blue armor, but you could also get yourself knocked from 100% to 20% or worse in a single turn from an unlucky arrangement of barrels and monsters.
3) Your rocket launcher is your best friend. It is the best normal weapon for long range sniping in the game (apart from the BFG), and rockets are rather plentiful later in the game. Being stinjy with rockets can kill you. I recommend chucking reload and speed mods on your advanced RL the moment you get them.
Also, there appears to be either a bug / undocumented feature in AoMs. There is one powerup source of healing: invulnerability globes heal you to 100% when they run out. It's either that or when you descend stairs while invul, I honestly wasn't paying much attention, other than "how did I go from 40% to 100% without a level up?".
Anyway, on the run itself:
I was trying to maximise exp where I felt it wouldn't kill me. So that meant doing most special levels, but skipping stuff like mortuary. I felt the advanced rocket launcher + backpack would be pretty damn handy, so I had to do the arena beforehand for the regular RL there. I found that playing on HMP was a tad easier early-game than HNTR, due to usually being able to find a chaingun off a captain on level 2, making hell's arena a little more survivable. Also, some levels replace cacodemons with hell knights, which are easier in my opinion, since the hell knight has a lesser radius ranged blast, can't cross acid/lava, and can be lured by items. This is probably balanced by a bit more difficulty in mid to late game, however.
I found that SoB could wait till later in this build. I found that a second level of EE is comparable to an SoB level in terms of damage against singular targets, and most early-game monsters go down with one volley, two rarely. I then favoured CE over SoB again, due to figuring that I'd be scoring more damage anyway due to extra closing distance, and I'd be minimising personal damage as well. This is all predicated on being able to set yourself up at a good distance - if you don't clear a path for visibility, CE won't do you much good.
You can save all 5 berserk effects for later if you do Chained Court properly. Your CE levels allow you to snipe the humanoid rabble, and you can corner-fire the ones in the top left and bottom right corners of the map. Fire your rocket launcher into the side of the section that houses the hell knights, high enough that they are still trapped by lava, but low enough to still allow a decent sniping view. Your CE allows you to see the hell knight on your view's edge, pop a round into it, then move back until follows to the lava border, where you can snipe it. Its buddy will then run over to collect the dropped goods and gets sniped too. Now you can pick up the chainsaw + 4 packs for an extra prolonged berserk effect that should last you sometime into the next level.
For The Wall, I use a method I learnt off the UV run I did yesterday, where I blast a hole in the top or bottom, then sit around such that only one enters view range, then fire a round to lure them one by one to the right of the map, firing rockets each time it enters counter attack range. While it's more important on UV with the arch viles there (keeps the corpses away from the viles), it still helps to draw them out far away so that the chances of getting ganged upon are less.
Why is it that I hardly ever get a staircase to Hell's Armory? It seems only a few of my games ever get access to it at all.
Tried using rocket launcher to clear a sniping view to the barons in the Halls of Carnage. I screwed up, leaving me at 22% health when I left the level. I really would've done better just corner firing at them.
City of Skulls is easy if you have a homing phase device, quite harder if you don't. I only had 3 normal phase devices, had to use all 3 before I got to a spot where I could snipe from.
Strangely, I never saw a single enviropack in this game, so I couldn't do the Lava Pits.
Like my previous screwed up run, I committed an error due to rashness on level 24, causing me to have to face cybie with health around 44%. By this point I had collected another 3 phase devices, and intended to actually *use* them this time. With protection-modded red armor and 2 BFGs equipped, I went somewhere with unobstructed view, and waited till cybie entered the far edge of my view. I fired off a bfg round, it hits, he moves one tile closer, I phase away, repeat. When I was out of phase devices, I got to see however, that cybie in fact does have CE(1), although not CE(2). Still, the phase devices I had were enough to barely get enough bfg rounds into him for a kill, only getting hit twice I think. One less phase device and I might not have made it. Then again, if I hadn't screwed up on L24, I wouldn't have needed them anyway :P
All up a difficult challenge for me, but doable once I got the method down right.
8
Pre-0.9.9 / [M|AoMc|99%|25|YASD] Oops
« on: December 30, 2008, 12:16 »
By far my best attempt at Angel of Masochism. Was perhaps a BFG shot or two away.
Lvl 2 I find the blaster, decided to go single-pistol SoG route. Survival was very hard until I had both Cateye(2) and SoG(3), since only once I'd maxed both could I play the keep-away game well.
My method of attack was blaster + rocket launcher. Anything the blaster couldn't take out prior to closing in, got pushed back with RL until it could. In later hell stages, I'd resorted to just blasting the entire level with rockets, since there were waaaay too many arch viles and their cohorts around. I've never had such large, frequent groupings of arch viles in a HNTR game before.
Memorable occasions:
The Wall: I screw up with regards to keeping them away in managable numbers, end up with some too close for rockets. Eventually I'm at 4% health, running away with half of hell chasing me, firing acid at me that misses each and every time in a truly ridiculous display of luck. Eventually stand my ground and keep them away properly this time, albeit still at 4% health.
Hell 6: about 5 arch viles. 2 of which show themselves directly in my face when I open a door, requiring 2 overloaded plasma rifles per target to dispatch.
Hell 7: about 3 arch viles and a zillion revenants, all in the room next to my tiny start room. Too tiny to blast without it hitting myself as well.
Hell 9: Arachno cave. Had it under control, until my own rocket hits a wall right next to me, despite the trajectory line showing it was clear. Suddenly reduced to 32% health. I finish spiders - I am 3% exp away from getting to the next level and thus a supercharge. But with nobody other than cybie next, I'm stuck. Probably just one more spider and I would've been back at 200%.
L25: I get spawned with cybie already within my view circle. I put on the gothic armour and start firing bfgs. Two rockets my way later and I'm down. I was saving all those phase devices precisely for this battle, but didn't use them because, uh, I was stupid? The idea was to sit still waiting for cybie to hit the edge of my viewing circle, pop off a bfg round, then phase away and repeat. Cybie appears to have at least CE(1) though, perhaps CE(2), so maybe it wouldn't have worked.
Oopsies.
--------------------------------------------------------------
DoomRL (v.0.9.8.10) roguelike post-mortem character dump
--------------------------------------------------------------
Doomer, level 11 Cacodemon Major, killed by a Cyberdemon
on level 25 of the Phobos base.
He survived 187229 turns and scored 88172 points.
He didn't like it too rough.
He killed 585 out of 587 hellspawn. (99%)
He was a real killing machine...
He was an Angel of Masochism!
-- Graveyard -------------------------------------------------
###########################################################
#X.........................................................
#..........................................................
#.........###...................###..........###...........
#.........###...................###..........###...........
#.........###...................###....###...###.....###...
#......................................###...........###...
#......................................###...........###...
#..........................................................
#.......##.......###.......................................
#................#>#...............................###.....
#C.....###.......###.................###...........###.....
#....................................###...........###.....
#...............................###..###...................
#...............###....###......###........................
#...............###....###......###........................
#...............###....###.................................
#..........................................................
#..........................................................
###########################################################
-- Statistics ------------------------------------------------
Health -8/50 Experience 59700/11
ToHit +4 ToDmg Ranged +0 ToDmg Melee +0
-- Traits ----------------------------------------------------
Tough as nails (Level 3)
Son of a gun (Level 3)
Eagle Eye (Level 2)
Cateye (Level 2)
Badass (Level 1)
EE->EE->SoG->Cat->SoG->Cat->SoG->TaN->TaN->Bad->TaN->
-- Equipment -------------------------------------------------
[a] [ Armor ] Gothic Armor [7/7] (170%)
[b] [ Weapon ] modified BFG 9000 (10d8) [90/130] (M1)
[c] [ Boots ] protective boots [2/2] (100%)
[d] [ Prepared ] advanced rocket launcher (6d6) [1/1] (R2S2)
-- Inventory -------------------------------------------------
[a] modified plasma rifle (1d8)x8 [40/40] (A1)
[b] modified plasma rifle (1d9)x8 [40/40] (D1)
[c] modified plasma rifle (1d8)x8 [52/52] (M1)
[d] modified BFG 9000 (10d8) [10/130] (M1)
[e] Blaster (2d5) [20/20]
[f] modified red armor [4/4] (148%) (D)
[g] modified red armor [5/5] (100%) (P)
[h] modified red armor [4/4] (66%) (M)
[i] red armor [4/4] (100%)
[j] modified red armor [4/4] (65%) (M)
[k] rocket (x8)
[l] rocket (x14)
[m] rocket (x14)
[n] rocket (x14)
[o] phase device
[p] phase device
[q] phase device
[r] phase device
[s] homing phase device
[t] thermonuclear bomb
-- Kills -----------------------------------------------------
68 former humans
86 former sergeants
22 former captains
76 imps
33 demons
110 lost souls
61 cacodemons
12 barons of hell
26 hell knights
19 arachnotrons
6 former commandos
6 pain elementals
7 arch-viles
7 mancubi
12 revenants
-- History ---------------------------------------------------
He started his journey on the surface of Phobos.
On level 2 he found the Blaster!
On level 3 he entered Hell's Arena.
He left the Arena as a champion!
On level 6 he stormed the Chained Court.
On level 8 he witnessed the Wall.
He massacred the evil behind the Wall!
Entering level 9 he was almost dead...
On level 9 he found Hell's Armory.
On level 12 he ventured into the Halls of Carnage.
On level 15 he he found the City of Skulls.
He wiped out the City of Skulls.
On level 23 he entered the Lava Pits.
On level 23 he found the Gothic Armor!
He managed to clear the Lava Pits completely!
Then at last he found Phobos Arena!
On level 25 he finally was killed by a Cyberdemon.
-- Messages --------------------------------------------------
You wear/wield : a modified BFG 9000 (10d8) [130/130] (M1)
There are stairs leading downward here.
You wear/wield : a modified red armor [4/4] (65%) (M) There are stairs
leading downward here.
You enter a big arena. There's blood everywhere. You hear heavy mechanical
footsteps...
You wear/wield : a Gothic Armor [7/7] (200%)
Fire -- Choose target... The missile hits the Cyberdemon.
Fire -- Choose target... The missile hits the Cyberdemon.
Fire -- Choose target... The missile hits the Cyberdemon. The Cyberdemon
fires! You are hit!
You wear/wield : a modified BFG 9000 (10d8) [130/130] (M1) The Cyberdemon
reloads his rocket launcher.
Fire -- Choose target... The missile hits the Cyberdemon. The Cyberdemon
-- General ---------------------------------------------------
Before him 89 brave souls have ventured into Phobos:
77 of those were killed.
1 of those was killed by something unknown.
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? 6 souls claim to have killed him...
6 killed the bastard and survived.
--------------------------------------------------------------
Lvl 2 I find the blaster, decided to go single-pistol SoG route. Survival was very hard until I had both Cateye(2) and SoG(3), since only once I'd maxed both could I play the keep-away game well.
My method of attack was blaster + rocket launcher. Anything the blaster couldn't take out prior to closing in, got pushed back with RL until it could. In later hell stages, I'd resorted to just blasting the entire level with rockets, since there were waaaay too many arch viles and their cohorts around. I've never had such large, frequent groupings of arch viles in a HNTR game before.
Memorable occasions:
The Wall: I screw up with regards to keeping them away in managable numbers, end up with some too close for rockets. Eventually I'm at 4% health, running away with half of hell chasing me, firing acid at me that misses each and every time in a truly ridiculous display of luck. Eventually stand my ground and keep them away properly this time, albeit still at 4% health.
Hell 6: about 5 arch viles. 2 of which show themselves directly in my face when I open a door, requiring 2 overloaded plasma rifles per target to dispatch.
Hell 7: about 3 arch viles and a zillion revenants, all in the room next to my tiny start room. Too tiny to blast without it hitting myself as well.
Hell 9: Arachno cave. Had it under control, until my own rocket hits a wall right next to me, despite the trajectory line showing it was clear. Suddenly reduced to 32% health. I finish spiders - I am 3% exp away from getting to the next level and thus a supercharge. But with nobody other than cybie next, I'm stuck. Probably just one more spider and I would've been back at 200%.
L25: I get spawned with cybie already within my view circle. I put on the gothic armour and start firing bfgs. Two rockets my way later and I'm down. I was saving all those phase devices precisely for this battle, but didn't use them because, uh, I was stupid? The idea was to sit still waiting for cybie to hit the edge of my viewing circle, pop off a bfg round, then phase away and repeat. Cybie appears to have at least CE(1) though, perhaps CE(2), so maybe it wouldn't have worked.
Oopsies.
9
Requests For Features / AoB improvement discussion
« on: December 27, 2008, 00:01 »
In my recent AoB mortem, Kornel asked for suggestions on improving AoB, making it more interesting or evening out the difficulty curve. I figured opening a discussion here would attract attention better.
The main perceived problem with AoB is the difficulty curve. Much more frustrating/difficult early game than late game. Many players seem to complain about not being able to reach even the chained court with any regularity. On the other hand, once one gets past the initial Bru/Ber traits and starts accumulating defensive traits, and especially when one nabs the Longinus spear, the game gets substantially easier. Still possible to die if being foolish, but perhaps a bit too easy.
So the question is, how to make things easier early game, without making the late-game even easier than it already is? Most of the ideas I have seem to make the game easier at all points of play unfortunately.
Here are some ideas. Not all addressing the difficulty issue, some are just to make things more interesting/fun. Note that I don't mean them all to be implemented simultaneously - that may make things too easy.
Trait Changes
1) Merging brute and berserk. Berserk functionality is included with the first level of brute. By allowing a player the occasional early-game berserk, you're giving them some more temporary armor/speed, as well as making the game more exciting/fast by being able to rush more things instead of endless gift dropping. You would still berserk less initially, due to berserking chance supposedly being affected by damage output.
or
2) Adding melee-only to-hit bonus to Brute. Each level of brute also confers +1 to hit for melee strikes only. Allows the player to not miss so much in the very first levels, which is quite nice if you've ever gotten a huge chunk of life taken away by a consecutive string of unlucky rolls against a lowly imp.
New functionality
These would probably be implemented in traits I guess?
1) Some of the striking maneouvers from Kornel's Berserk! game. 3-square strikes, impalement, etc. Someone in another thread suggested the chainsaw be inherently capable of performing the 3-square strike using special reload. Since melee weapons don't need either reload or special reload, they could both be mapped to different kinds of strikes, depending on the weapon.
Another option would be like the great-cleave feature in d&d and that incursion roguelike, whereby any adjacent enemy you kill in one strike allows you to follow through into any other enemy adjacent to the player. This repeats until either the player misses a hit, or fails to kill an enemy in one strike, or runs out of adjacent enemies.
Edit: I had something here called Blast/Explosion jumping, but realised that it did nothing that hellrunner didn't already effectively do, and hellrunner does it all better as well. Poorly thought out idea.
I had more ideas, but I've forgotten them now. I might post some more later.
The main perceived problem with AoB is the difficulty curve. Much more frustrating/difficult early game than late game. Many players seem to complain about not being able to reach even the chained court with any regularity. On the other hand, once one gets past the initial Bru/Ber traits and starts accumulating defensive traits, and especially when one nabs the Longinus spear, the game gets substantially easier. Still possible to die if being foolish, but perhaps a bit too easy.
So the question is, how to make things easier early game, without making the late-game even easier than it already is? Most of the ideas I have seem to make the game easier at all points of play unfortunately.
Here are some ideas. Not all addressing the difficulty issue, some are just to make things more interesting/fun. Note that I don't mean them all to be implemented simultaneously - that may make things too easy.
Trait Changes
1) Merging brute and berserk. Berserk functionality is included with the first level of brute. By allowing a player the occasional early-game berserk, you're giving them some more temporary armor/speed, as well as making the game more exciting/fast by being able to rush more things instead of endless gift dropping. You would still berserk less initially, due to berserking chance supposedly being affected by damage output.
or
2) Adding melee-only to-hit bonus to Brute. Each level of brute also confers +1 to hit for melee strikes only. Allows the player to not miss so much in the very first levels, which is quite nice if you've ever gotten a huge chunk of life taken away by a consecutive string of unlucky rolls against a lowly imp.
New functionality
These would probably be implemented in traits I guess?
1) Some of the striking maneouvers from Kornel's Berserk! game. 3-square strikes, impalement, etc. Someone in another thread suggested the chainsaw be inherently capable of performing the 3-square strike using special reload. Since melee weapons don't need either reload or special reload, they could both be mapped to different kinds of strikes, depending on the weapon.
Another option would be like the great-cleave feature in d&d and that incursion roguelike, whereby any adjacent enemy you kill in one strike allows you to follow through into any other enemy adjacent to the player. This repeats until either the player misses a hit, or fails to kill an enemy in one strike, or runs out of adjacent enemies.
Edit: I had something here called Blast/Explosion jumping, but realised that it did nothing that hellrunner didn't already effectively do, and hellrunner does it all better as well. Poorly thought out idea.
I had more ideas, but I've forgotten them now. I might post some more later.
10
Requests For Features / The Wall suggestion
« on: December 26, 2008, 22:40 »
I have a suggestion for The Wall.
Some shiftable barrels on the far right (stairs) side.
More characters can attempt it now, since you'd no longer need a rocket launcher, which I usually don't find in time for The Wall. This also allows weapon-limiting challenges, like AoMr and AoB to try as well (although you'd need a good stash of healing kits for AoB).
The only issue here I can see is that the player is no longer in danger of blowing up the goodies on the far left side with poorly aimed rockets. On the other hand, if you're not taking on The Wall with a rocket launcher, it's probably going to be a lot harder for you to win/survive anyway.
Some shiftable barrels on the far right (stairs) side.
More characters can attempt it now, since you'd no longer need a rocket launcher, which I usually don't find in time for The Wall. This also allows weapon-limiting challenges, like AoMr and AoB to try as well (although you'd need a good stash of healing kits for AoB).
The only issue here I can see is that the player is no longer in danger of blowing up the goodies on the far left side with poorly aimed rockets. On the other hand, if you're not taking on The Wall with a rocket launcher, it's probably going to be a lot harder for you to win/survive anyway.
11
Pre-0.9.9 / [M|AoB|100%|StdWin] Rip and Tear!
« on: December 26, 2008, 07:53 »
Finally. After so, so many attempts. My scoreboard is littered with dead AoB challengers. But this one marine climbed that huge pile of corpses to radiant victory! I (barely) broke the 100,000 point mark even!
Details below.
The primary lesson I learnt from AoB was to not be stinjy. It took many failures to change my behaviour. Most of my deaths had piles of medkits in their inventories, and powerups that were left for later. I had to understand what level of health one should start using medkits and powerups, relative to the threat level.
Early game is frustrating. Doubt I could have advanced without the gift dropping tactic, of which I'm not sure is considered an exploit or not. Although it sort of brings to mind an image of Rambo, laying traps around the place. Sergeants are the issue here, since you can't dodge while advancing on them, you can't sneak on them due to lack of facing-direction in DoomRL, and they can deal a lot of damage (and push you back) when you're anywhere closer than the very edge of their field of view. Something like throwing knives would be nice - too rare to use on everything, but common enough to take out some of the sergeants. I suppose lots of partial cover from crates would help a lot too.
Barrel levels are nerve wracking, fear inducing. You can be exploded through a wall by multiple barrels, set off by a sergeant you only see the moment the world explodes around you.
But once one gets the hang of health management and gifting/etc tactics, it's not super hard anymore. Merely somewhat difficult. Repeated bad luck with enemy placement can ruin you - for example, a big open room that can't be bypassed, with big tight groups of ranged-attack-capable non-giftable enemies. For extra fun, your side of the room is littered with barrels, but not their side. These situations are usually survivable, but too many in quick succession will deplete all your healing items.
Due to lots of instances of non-avoidable damage (getting blasted the moment you peer into a room or around a corner), I chose TaN instead of HR. Difficulty doesn't ease off at this point, due to the apperance of hell knights/barons and cacodemons which are tougher and deal more damage. Even if you avoid their ranged attacks, they still do a lot of damage in melee.
First time at the cathedral in this version. I was rather stressed, since I figured the coming fight essentially determines whether you can complete the later parts of the game in AoB. Turned out to be rather easy actually, but I managed to berserk on the demons just prior to engaging the Angel of Death, so perhaps part of it was luck. I think I only ended up using 1 large medkit, just prior to engaging AoD, and went through two suits of blue armor during the fight, one of which was protection modded. Was surprising since I remember the one time I managed getting there in an older version, I was annihilated.
Prior to what some may think, the Longinus spear is not an "I Win" button. The very next level was a cave. I was feeling gutsy and took on about 3 or 4 arachnotrons. They nearly killed me, very quickly, even though I was beserking for half the battle.
Hardest late game fights I can remember were:
1) The Mortuary, due to the amount of corpses resurrected while I tried to close in, one of them even on the other side of the room raising an huge army.
2) Arena on level 24 - 2 arch viles and at least 4 mancubi, all in a tight clump. Smacking 2 arch viles while 4 mancubi blast you at range from all sides, results in extremely rapid accumulating damage. I have to wonder how horrific the Ultraviolent analogue to that encounter would be - double the arch viles and mancubi maybe?
Despite what I said in my last mortem about only going to lava pits with at least 2 enviro kits, I went there with 1 again :). Did a lot better this time, since I seemed to advance through faster as a beserker. Still took some lava damage, but nothing major.
Cybie packs a punch, but Longinus along with sufficient armor and health reserves saw me through.
Hooray! That said, I don't think I'll be doing a berserk game again for a while now :)
Details below.
--------------------------------------------------------------
DoomRL (v.0.9.8.10) roguelike post-mortem character dump
--------------------------------------------------------------
Doomer, level 11 Demon Lieutenant, defeated the Cyberdemon
on level 25 of the Phobos base.
He survived 187571 turns and scored 100083 points.
He didn't like it too rough.
He killed 617 out of 617 hellspawn. (100%)
This ass-kicking marine killed all of them!
He was an Angel of Berserk!
He saved himself 2 times.
-- Graveyard -------------------------------------------------
###########################################################
...........................................................
...........................................................
...........###...................###.......................
...........#>#..###..............###.......................
...........###..###.........###..###.......................
................###.........###....................###.....
............................###....................###.....
.......................................###....###..###.....
.......................................###....###..........
.......................................###....###..........
...###.....................................................
...###..........###........................................
...###..........###........###.....###..........###........
................###........#.#.....###..........###........
...................................###..........###........
..............................X.|..........................
..............................}|...........................
..............................|............................
###########################################################
-- Statistics ------------------------------------------------
Health 33/50 Experience 51046/11
ToHit +2 ToDmg Ranged +0 ToDmg Melee +9
-- Traits ----------------------------------------------------
Hellrunner (Level 3)
Tough as nails (Level 3)
Eagle Eye (Level 1)
Brute (Level 3)
Berserker (Level 1)
Bru->Bru->Ber->Bru->TaN->TaN->TaN->EE->HR->HR->HR->
-- Equipment -------------------------------------------------
[a] [ Armor ] red armor [2/4] (49%)
[b] [ Weapon ] Longinus Spear (8d8)
[c] [ Boots ] modified plasteel boots [4/4] (100%) (M)
[d] [ Prepared ] nothing
-- Inventory -------------------------------------------------
[a] modified blue armor [1/3] (45%) (P)
[b] red armor [4/4] (100%)
[c] Angelic Armor [3/6] (46%)
[d] small med-pack
[e] large med-pack
[f] large med-pack
[g] large med-pack
[h] large med-pack
[i] large med-pack
[j] large med-pack
[k] large med-pack
[l] phase device
[m] phase device
[n] phase device
[o] phase device
[p] phase device
[q] envirosuit pack
[r] modified plasteel boots [2/4] (34%) (M)
-- Kills -----------------------------------------------------
121 former humans
74 former sergeants
29 former captains
75 imps
56 demons
68 lost souls
30 cacodemons
11 barons of hell
1 Cyberdemon
24 hell knights
13 arachnotrons
2 former commandos
1 Angel of Death
3 pain elementals
10 arch-viles
6 mancubi
5 revenants
-- History ---------------------------------------------------
He started his journey on the surface of Phobos.
On level 5 he stormed the Chained Court.
On level 12 he ventured into the Halls of Carnage.
On level 16 he invaded the Unholy Cathedral!
On level 16 he found the Longinus Spear!
He then destroyed the Unholy Cathedral!
On level 22 he was foolish enough to enter the Mortuary!
On level 22 he found the Angelic Armor!
He managed to clear the Mortuary from evil!
On level 23 he entered the Lava Pits.
He managed to clear the Lava Pits completely!
Then at last he found Phobos Arena!
On level 25 he finally defeated the Cyberdemon.
-- Messages --------------------------------------------------
The Cyberdemon reloads his rocket launcher.
The Cyberdemon fires! You are hit!
The Cyberdemon reloads his rocket launcher.
You hit the Cyberdemon. The Cyberdemon hits you.
You stop running.
You hit the Cyberdemon. The Cyberdemon hits you.
You hit the Cyberdemon. The Cyberdemon hits you. Your Angelic Armor is
damaged!
You wear/wield : a red armor [4/4] (100%) The Cyberdemon hits you.
You hit the Cyberdemon. The Cyberdemon hits you.
You hit the Cyberdemon. You feel like a killing machine! You're going
berserk! The Cyberdemon hits you. You need to taste blood!
You miss the Cyberdemon. The Cyberdemon hits you. Your red armor is
damaged! You need to taste blood!
You hit the Cyberdemon. The Cyberdemon dies. Congratulations! You defeated
-- General ---------------------------------------------------
Before him 64 brave souls have ventured into Phobos:
60 of those were killed.
1 of those was killed by something unknown.
And 2 couldn't handle the stress and committed 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.
--------------------------------------------------------------
The primary lesson I learnt from AoB was to not be stinjy. It took many failures to change my behaviour. Most of my deaths had piles of medkits in their inventories, and powerups that were left for later. I had to understand what level of health one should start using medkits and powerups, relative to the threat level.
Early game is frustrating. Doubt I could have advanced without the gift dropping tactic, of which I'm not sure is considered an exploit or not. Although it sort of brings to mind an image of Rambo, laying traps around the place. Sergeants are the issue here, since you can't dodge while advancing on them, you can't sneak on them due to lack of facing-direction in DoomRL, and they can deal a lot of damage (and push you back) when you're anywhere closer than the very edge of their field of view. Something like throwing knives would be nice - too rare to use on everything, but common enough to take out some of the sergeants. I suppose lots of partial cover from crates would help a lot too.
Barrel levels are nerve wracking, fear inducing. You can be exploded through a wall by multiple barrels, set off by a sergeant you only see the moment the world explodes around you.
But once one gets the hang of health management and gifting/etc tactics, it's not super hard anymore. Merely somewhat difficult. Repeated bad luck with enemy placement can ruin you - for example, a big open room that can't be bypassed, with big tight groups of ranged-attack-capable non-giftable enemies. For extra fun, your side of the room is littered with barrels, but not their side. These situations are usually survivable, but too many in quick succession will deplete all your healing items.
Due to lots of instances of non-avoidable damage (getting blasted the moment you peer into a room or around a corner), I chose TaN instead of HR. Difficulty doesn't ease off at this point, due to the apperance of hell knights/barons and cacodemons which are tougher and deal more damage. Even if you avoid their ranged attacks, they still do a lot of damage in melee.
First time at the cathedral in this version. I was rather stressed, since I figured the coming fight essentially determines whether you can complete the later parts of the game in AoB. Turned out to be rather easy actually, but I managed to berserk on the demons just prior to engaging the Angel of Death, so perhaps part of it was luck. I think I only ended up using 1 large medkit, just prior to engaging AoD, and went through two suits of blue armor during the fight, one of which was protection modded. Was surprising since I remember the one time I managed getting there in an older version, I was annihilated.
Prior to what some may think, the Longinus spear is not an "I Win" button. The very next level was a cave. I was feeling gutsy and took on about 3 or 4 arachnotrons. They nearly killed me, very quickly, even though I was beserking for half the battle.
Hardest late game fights I can remember were:
1) The Mortuary, due to the amount of corpses resurrected while I tried to close in, one of them even on the other side of the room raising an huge army.
2) Arena on level 24 - 2 arch viles and at least 4 mancubi, all in a tight clump. Smacking 2 arch viles while 4 mancubi blast you at range from all sides, results in extremely rapid accumulating damage. I have to wonder how horrific the Ultraviolent analogue to that encounter would be - double the arch viles and mancubi maybe?
Despite what I said in my last mortem about only going to lava pits with at least 2 enviro kits, I went there with 1 again :). Did a lot better this time, since I seemed to advance through faster as a beserker. Still took some lava damage, but nothing major.
Cybie packs a punch, but Longinus along with sufficient armor and health reserves saw me through.
Hooray! That said, I don't think I'll be doing a berserk game again for a while now :)
12
Pre-0.9.9 / [M|AoI|97%|YAVP] Sniper
« on: December 24, 2008, 12:46 »
Haven't played since something like 2007? I'd only won once before, and this is my first win on this version. Notes are below.
With AoI, one can't grab medikits for later, so health management becomes trickier. The name of the game seems to be damage avoidance/minimization. This in my mind suggested two ways of playing, either:
(1) the Tank - takes less damage and holds more health. Picks like IronMan, HR, TaN, Badass, etc.
(2) the Sniper (or perhaps glass cannon) - fires at long range with enough damage and speed to kill prior to counter-attacks. Picks like EE, CE, Int, SoB, etc.
I'd already gotten a tank to L24, and died due to stupidity (didn't use that bfg sitting in my inventory when facing arch vile + multiple revenants). Decided to run a sniper this time.
Tried out intuition for the first time, so that I could fire at stuff out of range. Sorta worked. At even a single tile outside of visible range, the ability for chainguns and plasma rifles to hit targets decreases immensely, which I didn't realise until later. Hence getting cateye afterwards. Intuition was still very handy though - when starting a level, I'd plan out which route I'd take to get to the scattered health powerups, avoiding enemies if possible, even if only to ensure that I could easily return to it later when necessary. I found that levels usually had more than enough health powerups/medikits to kill all the enemies there and recharge to 100%. Some levels I actually never received any damage at all.
The only reason the game is 97% kills instead of 100%, is because I visited The Wall without a rocket launcher. Oops. I figure the level should have a RL and a few rockets plonked next to the entry staircase, just enough to plow through the wall.
Got the minigun on L14. Didn't really need it. Only advantage I can see is the ability to take out more weak enemies at once when they're lined up. The reload time is absolutely horrendous, at least 3s I think, but never found it to be an issue. If you can't fall back behind safe cover after 10 minigun bursts, you're either doing something wrong, or you're in an arena or the mortuary.
Sometime around L20 I'd run out of 10mm ammo, and switched mostly to the plasma rounds I'd been saving up. Arch-viles always eat rockets, since they are tough and fast, and keeping them away is paramount.
Necroarmor on L23. Phase boots at lava pits immediately after. Didn't need either, but were nice to have. Uh yeh, lava pits, heh. Haven't seen lava pits before, and I was feeling cocky, having an enviro pack. Decided to check it out. Unique detected - weeee I was racing forward. Lava is very nice against land-stuck creatures as a sniper, since they sit on the edge patiently waiting for plasma in the face. What wasn't landlocked, got killed prior to getting within counter attack range. Then about halfway to 2/3rds through, the enviro pack ran out. Oops. Made it to the closest island with some piddly amount of health. 18% I think? No way to make it back to the staircase alive, too much lava. Was thinking I'd basically lost. Killed a couple barons on nearby islands. Noticed, 2 islands away, a lone enviro pack. Remembered to hit the run key. Ended up on the island with 6% health. Then on the envirokit, which I didn't know was on lava, so now at 2% by the time I'd activated it. Found and used two more on neighbouring island, found Phase Boots, then rushed out still at 2% health. I probably only survived due to those protection modded plassteel boots [8/8] I was wearing.
Note to self: when at lava pits, take at least 2 envirokits, preferably 3.
L24 was fairly easy, mostly hell barons, and a room full of former captains. I find cacodemons much more irritating frankly. Managed to snag a supercharge near the exit staircase as I was leaving.
Cybie went down fairly easy. I was at the far left of the stage, he was at the far right. Careful to be just right enough from the wall to avoid splash damage of missed rockets thrown at me, I sent a stream of my own rockets at cybie from out of range. I wasn't expecting them to hit, since my previous experience with chainguns/plasma wasn't too great in that regard, but perhaps the higher accuracy of RL helped. Cybie was wounded by the time he came into view. Switched to a pile of surplus plasma rifles which I overloaded at him. And that was that.
Also, never managed to get a BFG. That was unusual.
Anyway, I'm enjoying the game a lot! Thanks to all involved in its development :)
--------------------------------------------------------------
DoomRL (v.0.9.8.10) roguelike post-mortem character dump
--------------------------------------------------------------
Doomer, level 10 Imp Sergeant, defeated the Cyberdemon
on level 25 of the Phobos base.
He survived 254587 turns and scored 88448 points.
He didn't like it too rough.
He killed 532 out of 544 hellspawn. (97%)
He held his right to remain violent.
He was an Angel of Impatience!
-- Graveyard -------------------------------------------------
###########################################################
#..........................................................
#..........................................................
#..........................................................
#..........................................................
#...........................###......###...................
#..............###.....#.#..###......###...................
#..............###......#....#.......###...................
#..............##..........................................
#............|.............................................
#....X.......||............................................
#.............}........................###...........###...
#...................................#..###...###.....###...
#..................................##..###...###.....###...
#.....###...###......#.......................###...........
#...........#>#.....###....................................
#...........###............................................
#..........................................................
#..........................................................
###########################################################
-- Statistics ------------------------------------------------
Health 43/50 Experience 41760/10
ToHit +4 ToDmg Ranged +3 ToDmg Melee +3
-- Traits ----------------------------------------------------
Son of a bitch (Level 3)
Eagle Eye (Level 2)
Cateye (Level 2)
Intuition (Level 3)
EE->EE->Int->Int->Int->Cat->Cat->SoB->SoB->SoB->
-- Equipment -------------------------------------------------
[a] [ Armor ] Necroarmor [6/6] (86%)
[b] [ Weapon ] modified plasma rifle (1d8)x8 [32/40] (A1)
[c] [ Boots ] Phaseshift Boots [4/4] (100%)
[d] [ Prepared ] modified rocket launcher (6d7) [0/1] (D1)
-- Inventory -------------------------------------------------
[a] modified plasma rifle (1d8)x8 [40/40] (A1)
[b] Minigun (1d5)x10 [100/100]
[c] modified red armor [4/4] (100%) (M)
[d] modified red armor [4/4] (100%) (M)
[e] chainsaw (4d6)
[f] 10mm ammo (x100)
[g] 10mm ammo (x100)
[h] 10mm ammo (x100)
[i] rocket (x6)
[j] rocket (x10)
[k] rocket (x10)
[l] rocket (x10)
[m] rocket (x10)
[n] power cell (x34)
[o] power cell (x50)
[p] power cell (x50)
[q] thermonuclear bomb
-- Kills -----------------------------------------------------
125 former humans
64 former sergeants
27 former captains
84 imps
29 demons
62 lost souls
30 cacodemons
19 barons of hell
1 Cyberdemon
16 hell knights
14 arachnotrons
4 former commandos
5 pain elementals
3 arch-viles
1 mancubus
4 revenants
-- History ---------------------------------------------------
He started his journey on the surface of Phobos.
On level 5 he stormed the Chained Court.
On level 9 he witnessed the Wall.
Not knowing what to do, he left.
On level 14 he found the Minigun!
On level 23 he found the Necroarmor!
On level 23 he entered the Lava Pits.
On level 23 he found the Phaseshift Boots!
He managed to clear the Lava Pits completely!
Entering level 24 he was almost dead...
Then at last he found Phobos Arena!
On level 25 he finally defeated the Cyberdemon.
-- Messages --------------------------------------------------
Cyberdemon. The missile hits the Cyberdemon. The missile hits the
Cyberdemon. The missile hits the Cyberdemon. The missile hits the
Cyberdemon. The weapon melts away! The Cyberdemon fires! You are hit!
You wear/wield : a modified plasma rifle (1d8)x8 [52/52] (M1)
Are you sure you want to overcharge the plasma rifle? This will destroy the
weapon after the next shot... [Y/n] You overcharge the plasma rifle!
Fire -- Choose target... The missile hits the Cyberdemon. The missile hits
the Cyberdemon. The missile hits the Cyberdemon. The missile hits the
Cyberdemon. The missile hits the Cyberdemon. The missile hits the
Cyberdemon. The missile hits the Cyberdemon. The missile hits the
Cyberdemon. The missile hits the Cyberdemon. The missile hits the
Cyberdemon. The missile hits the Cyberdemon. The weapon melts away!
You wear/wield : a modified plasma rifle (1d8)x8 [40/40] (A1)
Fire -- Choose target... The missile hits the Cyberdemon. The missile hits
the Cyberdemon. The Cyberdemon dies. Congratulations! You defeated
-- General ---------------------------------------------------
Before him 45 brave souls have ventured into Phobos:
42 of those were killed.
1 of those was killed by something unknown.
And 2 couldn't handle the stress and committed a stupid suicide.
--------------------------------------------------------------
With AoI, one can't grab medikits for later, so health management becomes trickier. The name of the game seems to be damage avoidance/minimization. This in my mind suggested two ways of playing, either:
(1) the Tank - takes less damage and holds more health. Picks like IronMan, HR, TaN, Badass, etc.
(2) the Sniper (or perhaps glass cannon) - fires at long range with enough damage and speed to kill prior to counter-attacks. Picks like EE, CE, Int, SoB, etc.
I'd already gotten a tank to L24, and died due to stupidity (didn't use that bfg sitting in my inventory when facing arch vile + multiple revenants). Decided to run a sniper this time.
Tried out intuition for the first time, so that I could fire at stuff out of range. Sorta worked. At even a single tile outside of visible range, the ability for chainguns and plasma rifles to hit targets decreases immensely, which I didn't realise until later. Hence getting cateye afterwards. Intuition was still very handy though - when starting a level, I'd plan out which route I'd take to get to the scattered health powerups, avoiding enemies if possible, even if only to ensure that I could easily return to it later when necessary. I found that levels usually had more than enough health powerups/medikits to kill all the enemies there and recharge to 100%. Some levels I actually never received any damage at all.
The only reason the game is 97% kills instead of 100%, is because I visited The Wall without a rocket launcher. Oops. I figure the level should have a RL and a few rockets plonked next to the entry staircase, just enough to plow through the wall.
Got the minigun on L14. Didn't really need it. Only advantage I can see is the ability to take out more weak enemies at once when they're lined up. The reload time is absolutely horrendous, at least 3s I think, but never found it to be an issue. If you can't fall back behind safe cover after 10 minigun bursts, you're either doing something wrong, or you're in an arena or the mortuary.
Sometime around L20 I'd run out of 10mm ammo, and switched mostly to the plasma rounds I'd been saving up. Arch-viles always eat rockets, since they are tough and fast, and keeping them away is paramount.
Necroarmor on L23. Phase boots at lava pits immediately after. Didn't need either, but were nice to have. Uh yeh, lava pits, heh. Haven't seen lava pits before, and I was feeling cocky, having an enviro pack. Decided to check it out. Unique detected - weeee I was racing forward. Lava is very nice against land-stuck creatures as a sniper, since they sit on the edge patiently waiting for plasma in the face. What wasn't landlocked, got killed prior to getting within counter attack range. Then about halfway to 2/3rds through, the enviro pack ran out. Oops. Made it to the closest island with some piddly amount of health. 18% I think? No way to make it back to the staircase alive, too much lava. Was thinking I'd basically lost. Killed a couple barons on nearby islands. Noticed, 2 islands away, a lone enviro pack. Remembered to hit the run key. Ended up on the island with 6% health. Then on the envirokit, which I didn't know was on lava, so now at 2% by the time I'd activated it. Found and used two more on neighbouring island, found Phase Boots, then rushed out still at 2% health. I probably only survived due to those protection modded plassteel boots [8/8] I was wearing.
Note to self: when at lava pits, take at least 2 envirokits, preferably 3.
L24 was fairly easy, mostly hell barons, and a room full of former captains. I find cacodemons much more irritating frankly. Managed to snag a supercharge near the exit staircase as I was leaving.
Cybie went down fairly easy. I was at the far left of the stage, he was at the far right. Careful to be just right enough from the wall to avoid splash damage of missed rockets thrown at me, I sent a stream of my own rockets at cybie from out of range. I wasn't expecting them to hit, since my previous experience with chainguns/plasma wasn't too great in that regard, but perhaps the higher accuracy of RL helped. Cybie was wounded by the time he came into view. Switched to a pile of surplus plasma rifles which I overloaded at him. And that was that.
Also, never managed to get a BFG. That was unusual.
Anyway, I'm enjoying the game a lot! Thanks to all involved in its development :)
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