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Messages - Almafeta

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31
Discussion / Re: Other Game Music
« on: December 08, 2006, 15:15 »
I've never thought about it, but you COULD use other game's music for the songs...

I'm thinking Mega Man 2, Mega Man X, and maybe some DDR songs, such as 'Drop The Bomb' and 'Dead End'.

32
Bug Reports / Re: Two staircases
« on: December 07, 2006, 05:29 »
Yes, one of those staircases would have led to a hidden level.  Red staircases always do, and there's a hidden level every 3-6 dungeon levels.

33
Discussion / Re: The Official Angel of Death thread
« on: December 05, 2006, 21:19 »
Berserker man... Berserker...

What does being berserk do anyways, other than turn everything red?

34
Pre-0.9.9 / [E] I held... the BIG GUN.
« on: December 03, 2006, 22:02 »
--------------------------------------------------------------
 DoomRL (v.0.9.8.5) roguelike post-mortem character dump
--------------------------------------------------------------

 Shanya, level 6 Human Soldier, killed by a cacodemon
 on level 17 of the Phobos base.
 He survived 74687 turns and scored 8892 points.
 He was too young to die!

 He killed 222 out of 244 hellspawn. (91%)
 He held his right to remain violent.

 He stormed the Chained Court.
 He ventured into the Halls of Carnage.
 He fought on Hell's Arena.
 He became a champion of Hell's Arena!
 He faced The Wall.
 He wandered into the Unholy Cathedral.

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

  Health -2/50   Experience 13174/6
  ToHit +6  ToDmg Ranged +2  ToDmg Melee +2

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

    Tough as nails (Level 2)
    Son of a bitch (Level 2)
    Eagle Eye      (Level 2)

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

    [a] [ Armor      ]   red armor [4/4] (52%)
    [b] [ Weapon     ]   plasma rifle (1d8)x8 [40/40]
    [c] [ Boots      ]   plasteel boots [8/8] (90%)
    [d] [ Prepared   ]   rocket launcher (4d4) [1/1]

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

    [a] chaingun (1d6)x5 [50/50]
    [b] BFG 9000 (8d8) [100/100]
    [c] 10mm ammo (x8)
    [d] 10mm ammo (x100)
    [e] 10mm ammo (x100)
    [f] rocket (x2)
    [g] rocket (x10)
    [h] rocket (x10)
    [i] rocket (x10)
    [j] rocket (x10)
    [k] power cell (x46)
    [l] power cell (x50)

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

    40 former humans
    36 former sergeants
    8 former captains
    16 imps
    34 demons
    28 lost souls
    32 cacodemons
    1 baron of hell
    1 hell knight

-- History ---------------------------------------------------

 He started his journey on the suface of Phobos.
 On level 2 he battled through the complex.
 Afterwards he fought on Hell's Arena.
 On level 3 he found hellish caves.
 On level 4 he battled through the complex.
 On level 5 he battled through a maze of rooms.
 On level 6 he found a hellish city.
 He then stormed the Chained Court.
 On level 7 he battled through the complex.
 On level 8 he battled through the complex.
 On level 9 he battled through the complex.
 On level 10 he battled through the complex.
 On level 11 he battled through the complex.
 He then ventured into the Halls of Carnage.
 On level 12 he found a hellish city.
 On level 13 he battled through the complex.
 Afterwards he witnessed the Wall.
 On level 14 he battled through the complex.
 On level 15 he found hellish caves.
 On level 16 he found hellish caves.
 Then he invaded the Unholy Cathedral.
 On level 17 he found hellish caves.
 There he finally was killed by a cacodemon.

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

  He's the first brave soul to have ventured into Hell...

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

Yes, it's right there, in the inventory.  The Big Fragging Gun itself.  However, that wasn't the most impressive thing I did...

I beat the Wall!  :D

It was sort of a fluke.  Earlier, I picked up the thermo -- I thought I was doing so well, I thought I had a ghost of a chance to see the Cyberdemon.  However, six squares away from the entrance to the Wall, was the Invincibility Globe.

I have NEVER beat the Wall.  It's too tough.  This time, I didn't frag around...  I used the Nuke immediately.

A hundred soldiers who had fallen before on the Wall got the last laughs as the explosions sounded...  :D

35
IIRC, how it works in Doom 1 is that it makes monster's shots go a randomly determined number of degrees off-course.

In DoomRL, a 'partial invisiblity' would probably work by making a monster aim at either the marine's square or any of eight squares around him.

36
Quoting: Kornel Kisielewicz
*Chaos Field: Temporary powerup; monsters in immediate area attack anything in sight, including each other.


Quoting: Kornel Kisielewicz
No ^_^. I'd like to keep the DoomRL arsenal fairly realistic.


Aaaw...  at least one 'demonic/magical' weapon or powerup would be nice; you're in freaking Hell!  But that's alright; it keeps with the Christian allegory of the original (to defeat evil, you cannot use evil's methods, even if they are 'weaker).

Quoting: Kornel Kisielewicz
Too powerful to be a simple item. Maybe as a energy cell-powered armor, but that on the other hand might be too complex.


Well, compare it to other powerups:  Invulnerability (you can use the 'look' command to circumvent its sole downside), Soulsphere (no downside), Berzerker Pack (negligible downside).  The armor only works against an uncommon attack type, and the 'electric shock' effect only works in melee...  I'd compare it to a Berzerker Pack in usefulness.

Quoting: Kornel Kisielewicz
Imagine that in ASCII O.o


Simple:  grey period.  You can't tell that room's toxic until you start chooking.  ^_^

Speaking of ASCII, we need something like the 'diases'...  walls that have gaps wide enough to shoot through, but not crawl or walk through.

Quoting: Kornel Kisielewicz
No, slow melee foes would serve just as cannon fodder.


Except in city-type levels, where you don't get to play the Catseye trick ^_^  Besides, the 'Chained Court' would be fun if you didn't *start* with a chainsaw, you had to take it from one of the corpses of the circle of chainsaw-armed zombies that was slowly circling in on you...

Quoting: Kornel Kisielewicz
That would be the head slot. Might happen once I redesign the DoomRL vision system.


Nifty.  :>

Quoting: Kornel Kisielewicz
That would be confusing. And there isn't any strategic element to it.


What do you mean, 'no strategic element'?

37
Crud...  I can't edit my original post any longer.  :/

38
Discussion / Questions about Caceri (I know I spelt it wrong)
« on: January 11, 2006, 16:50 »
We should probably get Carceri and DiabloRL subfora here...  ^^;

39
Someone might as well summarize these, to keep them from being brought up so often...  Bewarned, I gleaned these from online descritpions, some may be wrong.

From Doom 64:

*Arachnotrons were upgraded, having twin plasma rifles instead of a chaingun.  (A doomrl 'Arachnotron Mark II'?)
*Pain Elementals shot two Lost Souls at once.  (A doomrl 'agony elemental' after the 'pain elemental' is implemented?)
*Rottweilers.  Undead, demonic dogs; they are to pinky demons what pistol soldiers are to chaingunners.
*The Unmaker.  The damage done by this weapon varies based on how 'demonic' the target is; former humans take little damage, normal demons (the lost soul, the demon, the knight and baron) take full damage, partially robotic demons (the Cyberdemon and Arachnotron) take mild damage.  Powered by corpses of humans.

From Doom RPG:
*Hellhounds:  basically rottweilers, but could be tamed.

From Doom II (I think?):
*Commander Keen
*Dopefish
*Nazi zombies:  Apparently, there's a special place in Hell for Nazis.

From Doom Bible (original design document of Doom):
*BFG 2704 (40-shot plasma rifle with spread of shotgun)
*Chaos Field:  Temporary powerup; monsters in immediate area attack anything in sight, including each other.
*Deflector shield:  Deflects slow moving physical missiles (grenades and rockets), useless versus energy blasts, bullets, and claws.
*Energy fields:  Additional armor that only works versus energy weapons (and flame effects).
*Grenade launcher.  Apparently the design was used as the 'grenade pistol' in Q3A.
*Infrared Goggles (you can see 'heat signatures' through walls -- i.e., non-zombie demons).  Possibly implement a 'goggles' equipment slot?
*Interestingly, armor in the beta Doom worked like in DoomRL :D
*Shockshield:  Temporary powerup; improved defense versus energy damage, creatures in melee range take 'environmental' damage.  Possibly implement a 'shield/accessory' equipment slot?


From Doom 3:
*Air canister:  Some areas have toxic air...
*Chainsaw zombies: 3-5x as tough as a normal zombie, do about 33% more damage than a normal zombie, but melee only.
*Flaming zombies:  Zombies that deal area-effect damage and can start you on fire.
*Grenades:  No launchers, used like normal.
*Health station:  If undamaged, can be used an unlimited number of times to heal, up to normal health.  (In DoomRL, would be reward of a special level?)
*Maggot:  Like pinkies, but with a leap attack.
*Security bot:  Defends the player, but only while they stay on track.
*Soul cube:  Vampiric weapon.  However, each soulcube 'shot' requires five souls looted from human corpses to fire, and it can only store one shot at a time.
*Trite:  Demonic spiders whose main body is a human head.  In Doom 3, climbs on walls and ceilings; in DoomRL, might be hard to implement.  'Ticks' are like Trites but smaller, faster, and harder to hit.
*Wraith:  Imps with teleportation.  Teleportation is random, so sometimes they teleport right in front of you, but if they teleport to where they can snipe you with fireballs, they will.
*Zombies pick up weapons of opprotunity.

From Original Doom:
*Keycards (please don't hurt me)

40
Discussion / Scan of DoomRL being mentioned in CG Magazine
« on: January 09, 2006, 05:36 »
Believe it or not, CGM mentioned DoomRL AGAIN in the January 2006 issue.  This time, about three times as much text, and instead of the middle of the list, as item number 1 in the list.  ^^;

41
Requests For Features / Sokoban level
« on: January 06, 2006, 22:56 »
Quoting: Thomas
You skip the CC? It's a easy way to get XP!


I generally only take it if I am dying...  beserk packs are a great way to heal.

Otherwise, I take a normal level, which usually has better weapon drops and better chance for armor.

42
Requests For Features / Weaken the rocket launcher
« on: January 06, 2006, 08:12 »
Could you reduce the damage of the rocket launcher from 4d4 to 2d8?

Only one point, but it seems like 'mooks' like former humans and imps don't survive it enough.

43
Requests For Features / Sokoban level
« on: January 05, 2006, 04:21 »
Quoting: Anticheese
Well, If you must PLEASE for the love of sanity add an exit immediate to your starting position so we do not have to go through the puzzles if we feel knacked. (Pron. nack-ed)


You can already skip special levels and take a normal one instead.  I generally do this for The Wall and Chained Court.

I like this level.  If you make it though the Sokoban level, you get (prize X; supercharge, red armor, whatever); but if you mess up, well, you aim your pistol for the nearest barrel and hope for the best.  :D

44
Discussion / Sorry, could not resist...
« on: January 04, 2006, 18:30 »
Whoa.  I was right on min/max dungeon level.  o_o;

45
Discussion / YAP
« on: January 04, 2006, 01:24 »
Unfortunately, I doubt 'Angel of D&D' or 'Angel of Angst' will be in the game.

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