Chaosforge Forum

DoomRL => Requests For Features => Topic started by: Kornel Kisielewicz on October 23, 2005, 00:28

Title: Proposed Feature - Challenge Modes
Post by: Kornel Kisielewicz on October 23, 2005, 00:28
DoomRL 0.9.9 will have a set of Challenge modes. I wonder how to unlock them tough (see "Proposed Feature - General Player Info" thread), and I don't know what kind of challenges I want to include. I'm sure tough that I want the challenge game names to sound cool, so the current idea is that they will be named "Angel of...".

Understand tough that these are mainly aimed at people who find DoomRL easy, so don't be scared :D.

So the proposed Angel Challenge games are:

* Angel of Berserk - you don't have the gun at start and can't pick up neither ammo nor weapons except the Combat Knife and Chainsaw. (hard challenge)
* Angel of Marksmanship - you start with your pistol wielded and can't unwield it at all. (medium challenge)
* Angel of Carnage - you start with a chaingun, and cant't unwield it. (easy challenge)
* Angel of Impatience - you cannot carry medpacks -- they work instantly at pickup for you. (medium challenge)
* Angel of Masochism - neither medpacks, nor healing globes work on you - you heal to 200% at levelup tough. (probably impossible to complete)
* Angel of Purity - powerups don't work on you (easy challenge)
* Angel of Massacre - all monsters generated are former humans, there is 2*more of them. (easy challenge)

I want to add more to this list, probably with more interesting effects...

What do you think?
Title: Proposed Feature - Challenge Modes
Post by: jake250 on October 23, 2005, 05:29
Angel of Fire - More lava is generated in the level, at many places. However, this alone make it easy (they will all kill themself) so all monsters should be immune from lava damage (or at least they should dodge it)

Cyber Hunting - In each level, a "modified" cyberdemon (with reduce visibility and movement) spawn and try to hunt you. Maybe it could deal a bit less damage in lower level and have less health : the goal is not to kill the Cyberdemon (although you could still kill him but it wouldn't be easy.)

BFG Fest - More weapons and ammunition are spawned = you can even get the BFG in the first or second level. Mostly rockets and cells should be spawned. However, there would be a lot more ennemies...

They are just idea I wanted to "throw away".
Title: Proposed Feature - Challenge Modes
Post by: Kornel Kisielewicz on October 23, 2005, 05:52
Quoting: jake250
Angel of Fire - More lava is generated in the level, at many places. However, this alone make it easy (they will all kill themself) so all monsters should be immune from lava damage (or at least they should dodge it)

It won't be easier after I finally rewrite the AI... and this seems like a fun challenge ;-).

Quoting: jake250
Cyber Hunting - In each level, a "modified" cyberdemon (with reduce visibility and movement) spawn and try to hunt you. Maybe it could deal a bit less damage in lower level and have less health : the goal is not to kill the Cyberdemon (although you could still kill him but it wouldn't be easy.)

Hmm, seems pointless to me. And somehow "undoomish".

Quoting: jake250
BFG Fest - More weapons and ammunition are spawned = you can even get the BFG in the first or second level. Mostly rockets and cells should be spawned. However, there would be a lot more ennemies...

This will be in the form of a Angel of Haste challenge -- just 6-10 levels and more of everything.

Quoting: jake250
They are just idea I wanted to "throw away".

Keep'em comming ;-).
Title: Proposed Feature - Challenge Modes
Post by: Igor Savin on October 23, 2005, 18:50
Poor memory - no level mapping.

Antimechanic person - weapon tend to explode in you hands with 5% chance per shoot.

Bloodophoby - lose a bit of HP (of XP) whenever step on blood ;).

Coward - start with "Coward" tactics and can't change.

Purist - no levelling.

(ok, names don't sound cool, they are placeholders)
Title: Proposed Feature - Challenge Modes
Post by: Kornel Kisielewicz on October 23, 2005, 19:00
Quoting: Igor Savin
Poor memory - no level mapping.

Angel of Darkness :->

Quoting: Igor Savin
Antimechanic person - weapon tend to explode in you hands with 5% chance per shoot.

It would just be annoying and wouldn't add to the fun :-/

Quoting: Igor Savin
Bloodophoby - lose a bit of HP (of XP) whenever step on blood ;).

Sounds funny, but I don't know wether it would be fun to play.

Quoting: Igor Savin
Coward - start with "Coward" tactics and can't change.

Nah, too easy and undoomish :-D.

Quoting: Igor Savin
Purist - no levelling.

Hmm, this might be interesting...
Title: Proposed Feature - Challenge Modes
Post by: JimmyJ on October 23, 2005, 22:19
Quoting: Kornel Kisielewicz
Cyber Hunting - In each level, a "modified" cyberdemon (with reduce visibility and movement) spawn and try to hunt you. Maybe it could deal a bit less damage in lower level and have less health : the goal is not to kill the Cyberdemon (although you could still kill him but it wouldn't be easy.)

Hmm, seems pointless to me. And somehow "undoomish".


Have you played the CyberDreams wad for doom2?? If so, you would see that is IS fun AND doomish!
Title: Proposed Feature - Challenge Modes
Post by: Malek Deneith on October 24, 2005, 00:20
Hmmm ... the Formar humans/captains/whatever are technicly speaking zombies, right? If so then how about a challenge where they ressurect after some time?
Title: Proposed Feature - Challenge Modes
Post by: Kornel Kisielewicz on October 24, 2005, 00:32
Hmm, that could be a part of the Angel of Massacre challenge.
Title: Proposed Feature - Challenge Modes
Post by: BlackFurredBeast on October 24, 2005, 02:58
Make it "Trial By Fire" for the lava challenge :-)
Title: Proposed Feature - Challenge Modes
Post by: Aerton on October 24, 2005, 08:23
Quoting: Kornel Kisielewicz
* Angel of Berserk - you don't have the gun at start and can't pick up neither ammo nor weapons except the Combat Knife and Chainsaw. (hard challenge)


I like this very much, but this seems impossible - you will loose too much health approaching monsters.
I think, you shall be under constant untimed berserk effect to have any chance (and avoid The Wall and Spider Nest).


Quoting: Kornel Kisielewicz
* Angel of Marksmanship - you start with your pistol wielded and can't unwield it at all. (medium challenge)


Undieing love for pistols? :) You'd better made them more usefull in the begging as they were in early versions.


Quoting: Kornel Kisielewicz
* Angel of Carnage - you start with a chaingun, and cant't unwield it. (easy challenge)


Unless you run out of ammo at later levels. But you can caryy a lot of it, since you do not need space for shells or rockets.


Quoting: Kornel Kisielewicz
* Angel of Impatience - you cannot carry medpacks -- they work instantly at pickup for you. (medium challenge)


I can't imagine later levels without previously kept meds. I think, it shall be marked as hard.


Quoting: Kornel Kisielewicz
* Angel of Masochism - neither medpacks, nor healing globes work on you - you heal to 200% at levelup tough. (probably impossible to complete)


And a random chaos mutation as a side effect? :-P


Quoting: Kornel Kisielewicz
* Angel of Purity - powerups don't work on you (easy challenge)


Does supercharge globe count as power-up?


Quoting: Kornel Kisielewicz
* Angel of Massacre - all monsters generated are former humans, there is 2*more of them. (easy challenge)


Bah! This is supposed to be a challenge?


Somehow, I don't like the following two:
Quoting: Igor Savin
Poor memory - no level mapping.


The only time when I really need a map is when I'm goind to leave the level and go around picking powerups, ammo and fidning downstairs.


Quoting: Igor Savin
Bloodophoby - lose a bit of HP (of XP) whenever step on blood ;).


Just a lot of touhgtless tile dancing. It would be more fun if only one kind of monsters split acidic blood, or a kind of barrel, that creates acid or lava pool on explosition.


Quoting: Igor Savin
Antimechanic person - weapon tend to explode in you hands with 5% chance per shoot.


BFG blasts in you hands! You die. -more-
>:-)
It needs a better name, though.


Quoting: Igor Savin
Coward - start with "Coward" tactics and can't change.


Does tactics really matter? I had never bothered with them.


Quoting: Igor Savin
Purist - no levelling.


Hmmm.... Quite unsure about this one. It adds some challenge, but leveling is fun.

Quoting: jake250
However, this alone make it easy (they will all kill themself) so all monsters should be immune from lava damage (or at least they should dodge it)


Quoting: jake250
Angel of Fire - More lava is generated in the level, at many places.


More lave? Oh, my!


Quoting: jake250
However, this alone make it easy (they will all kill themself)

Quoting: Kornel Kisielewicz
It won't be easier after I finally rewrite the AI... and this seems like a fun challenge ;-).


Great news!


Quoting: jake250
Cyber Hunting - In each level, a "modified" cyberdemon (with reduce visibility and movement) spawn and try to hunt you.


I think it will devalue joy of defeating the real Cyber.


Quoting: jake250
BFG Fest - More weapons and ammunition are spawned = you can even get the BFG in the first or second level.


Hm, it might devalue BFG, but finding OOD items is a cool feature of many RLs. May be, incorporate this into the standard mode, with ultra-low chance for OOD items (just like in other RLs).


Oh, so much critics, and not a single own idea :)
It's easy to be critical to other, but I'll try to think about something to conribute for you to criticise.
Title: Proposed Feature - Challenge Modes
Post by: Kornel Kisielewicz on October 24, 2005, 13:29
Quoting: Aerton
I like this very much, but this seems impossible - you will loose too much health approaching monsters.
I think, you shall be under constant untimed berserk effect to have any chance (and avoid The Wall and Spider Nest).

Hmm, how about giving each medikit a Berserk effect in this mode?

Quoting: Aerton
Does supercharge globe count as power-up?

Yup.
Title: Proposed Feature - Challenge Modes
Post by: Aerton on October 24, 2005, 18:10
Quoting: Kornel Kisielewicz

Hmm, how about giving each medikit a Berserk effect in this mode?


Hard to tell. Needs testing.
Title: Proposed Feature - Challenge Modes
Post by: Kornel Kisielewicz on October 24, 2005, 18:13
Quoting: Aerton
Hard to tell. Needs testing.

Ok, we'll see...

P.S. You're still up? Isn't it very late in your TimeZone? :-D
Title: Proposed Feature - Challenge Modes
Post by: Aerton on October 24, 2005, 20:55
It's sad that these modes aren't combinable - I'd like to try Massacre + Berserk >:-)


Quoting: Kornel Kisielewicz
Hmm, how about giving each medikit a Berserk effect in this mode?


Hard to tell. Needs testing.
May be, even give an extra couple of points to spend on running or chainsaw traits.


Ugh, it's hard to think of anything new. All good ideas are used already :)
I thought about dive-without-killing and one-man-against-waves-of-monsters-coming-from-offscreen, but I don't think they fit, as it's about how long does it take to be killed, and not about winning.
Title: Proposed Feature - Challenge Modes
Post by: Zephyre Syx on October 27, 2005, 04:48
Quoting: jake250
Cyber Hunting - In each level, a "modified" cyberdemon (with reduce visibility and movement) spawn and try to hunt you. Maybe it could deal a bit less damage in lower level and have less health : the goal is not to kill the Cyberdemon (although you could still kill him but it wouldn't be easy.)

Hmm...that whole idea may, JUST MAY, be useful if worked.  Now, the tricky part.  Why not have the cyberdemon spawned if the player takes to long in a certain floor.
Quoting: Kornel Kisielewicz
* Angel of Impatience - you cannot carry medpacks -- they work instantly at pickup for you. (medium challenge)

Why just health globes only.  Make a little more sence, I think.
Title: Proposed Feature - Challenge Modes
Post by: jake250 on October 27, 2005, 13:57
Quoting: Zephyre Syx
Why just health globes only. Make a little more sence, I think.

Yes, it makes more sense :P
Title: Proposed Feature - Challenge Modes
Post by: Kornel Kisielewicz on October 27, 2005, 17:27
Quoting: Zephyre Syx
Hmm...that whole idea may, JUST MAY, be useful if worked. Now, the tricky part. Why not have the cyberdemon spawned if the player takes to long in a certain floor.

Hey, this is good :-). "Running from Evil"* challenge....

* Die hard Doom-players will notice that this is one of the Doom music tracks title :-P.

Quoting: Zephyre Syx
Why just health globes only. Make a little more sence, I think.

Stupid me -- of course, true ;-)
Title: Proposed Feature - Challenge Modes
Post by: Thomas on October 28, 2005, 04:40
Haven't thought of a name 4 this one yet, but...

All monsters can smell you, and will run to you untill they can actually attack you.

That'd be challanging, knowing that you can't hide...
Title: Proposed Feature - Challenge Modes
Post by: Kornel Kisielewicz on October 28, 2005, 05:00
Quoting: Thomas
That'd be challanging, knowing that you can't hide...

Ouch - and scary too... actually it's scary enough, that... I LIKE IT :-D. Angel of ... eee... Pride :-P
Title: Proposed Feature - Challenge Modes
Post by: JimmyJ on October 28, 2005, 05:04
nice
Title: Proposed Feature - Challenge Modes
Post by: Thomas on October 28, 2005, 05:12
Angel of vampirism:

Monsters gain a small amout of health every time they attack you. Exception: When they attack you with a projectile, they get no health.
Title: Proposed Feature - Challenge Modes
Post by: JimmyJ on October 28, 2005, 05:14
Cool, also, when you use melee, YOU get health too!
Title: Proposed Feature - Challenge Modes
Post by: Thomas on October 28, 2005, 05:18
Yeah, but I never use melee. Unless I'm invincible and I wanna slap around a pinky, see how HE likes it.

EDIT: While I'm on the topic of invincibility, can you show that you're invincible/beserk some other way? I need the colour so I can figure out wether it's rockets or 10mm ammo I'm looking at. Same goes with the former humans, I can't tell wether it's a commander (Uh oh) or a marine (not even half uh oh). Just sayin'.
Title: Proposed Feature - Challenge Modes
Post by: Aerton on October 28, 2005, 06:55
Quoting: Thomas
While I'm on the topic of invincibility, can you show that you're invincible/beserk some other way? I need the colour so I can figure out wether it's rockets or 10mm ammo I'm looking at.


Ammo can most certanly wait a few turns. Invulnerability is too precious to waste time picking some junk.

Quoting: Thomas
Same goes with the former humans, I can't tell wether it's a commander (Uh oh) or a marine (not even half uh oh). Just sayin'.


Does it matter? Uh oh? Heck, it's called invulnerability for a reason.

My own problem with it is that when I usually have a chance to pick it up there is nothing left to kill. Being able to carry it as a medpack would improve the matter, but I'm afraid would make it much too overpowered.
Title: Proposed Feature - Challenge Modes
Post by: Thomas on October 28, 2005, 07:14
Quoting: Aerton
Does it matter? Uh oh? Heck, it's called invulnerability for a reason.


I meant in beserk.

Quoting: Aerton
Ammo can most certanly wait a few turns. Invulnerability is too precious to waste time picking some junk.


I still find it annoying.

Quoting: Aerton
My own problem with it is that when I usually have a chance to pick it up there is nothing left to kill


Same here. But if you're on low health you can use beserks and invulnerables as health globes, they give you 100% health after all...

Here's another possible challange.
Angel of complexity

More yellow {'s, but you can only see the type of gun they are, not what they do. Maybe make a few "cursed" ones. Like a rocket launcher which does 3d4 instead of 4d4, and you won't know it's cursed until you wonder why you're using so many rockets to kill enemies!
Title: Proposed Feature - Challenge Modes
Post by: Kornel Kisielewicz on October 28, 2005, 16:20
Quoting: Thomas
EDIT: While I'm on the topic of invincibility, can you show that you're invincible/beserk some other way? I need the colour so I can figure out wether it's rockets or 10mm ammo I'm looking at. Same goes with the former humans, I can't tell wether it's a commander (Uh oh) or a marine (not even half uh oh). Just sayin'.

This is intended. In the original both of the powerups screwed with your vision (navigating the game with Invulnerability was hard) so I wanted it to be similar in DoomRL. Also I think that both set the mood :-D. And you always have the look/target command if you're really determined to see what it is.

As for Angel of Complexity... hell, too complex :-P
Title: Proposed Feature - Challenge Modes
Post by: Kornel Kisielewicz on October 28, 2005, 16:21
Quoting: Aerton
but I'm afraid would make it much too overpowered.

And would definitively overpower one single item as for defeating a certain monster ;-).
Title: Proposed Feature - Challenge Modes
Post by: Aerton on October 28, 2005, 19:02
Quoting: Kornel Kisielewicz
And would definitively overpower one single item as for defeating a certain monster ;-).


Oh, $%^#! I didn't wrote this, but I must have been thinking too loud :)
Title: Proposed Feature - Challenge Modes
Post by: jake250 on October 28, 2005, 22:46
Angel of (whatever you want) - You leave lava behind you... may sounds stupid but heh :P

Doing this, you can't come back to a square you already walked on without getting some damage. So you would need to plan your movement more carefully.
Title: Proposed Feature - Challenge Modes
Post by: Thomas on October 28, 2005, 23:19
Smart, but IMO that'd be a little too frustrating unless it dissapeared 1 by 1 (oldest first) on your 50th (or 80th or whateverth) turn and up.

Quoting: Kornel Kisielewicz

As for Angel of Complexity... hell, too complex :-P


Thought so. My ideas appear to be getting worse...

Don't think that'll stop me... >:-)

Angel of slow

Every time you take 2 turns, the deamons take 3.(IMO medium challange)
Title: Proposed Feature - Challenge Modes
Post by: Kornel Kisielewicz on October 29, 2005, 00:49
Quoting: Thomas
Don't think that'll stop me... >:-)

I count on it that it wont :-D.

Quoting: Thomas
Every time you take 2 turns, the deamons take 3.(IMO medium challange)

Rather Angel of Laziness :-). And I think that it doesn't add much of tactics. The challenges I hope will force the player to use new tactics, and nit just make the game harder. But post more, we may be able to find something good :-D
Title: Proposed Feature - Challenge Modes
Post by: Kornel Kisielewicz on October 29, 2005, 00:51
Uff... and I was worried that this BB system puts all replies on one huge page :-D. It seems it divides the replies in batches per 30 per page -- will need to set that to 20 or 15...
Title: Proposed Feature - Challenge Modes
Post by: Thomas on October 29, 2005, 01:27
Angel of combustion (or somthing like that)

You take damage for a few turns after stepping in lava/acid as if you were bleeding. (Hard in LV10 and up, somtimes you must step in lava!)

PS. Woohoo! First 2 page topic! The forums allready growing :)
Title: Proposed Feature - Challenge Modes
Post by: JimmyJ on October 29, 2005, 01:27
Yeah, 30 is a rather high amount, just glad its not ALL on one page ;)
Title: Proposed Feature - Challenge Modes
Post by: jake250 on October 29, 2005, 05:01
Quoting: Kornel Kisielewicz
Uff... and I was worried that this BB system puts all replies on one huge page :-D. It seems it divides the replies in batches per 30 per page -- will need to set that to 20 or 15...


Make it configurable.. I like to have all 120 replies on the same page (yes I like it that much). 30 I think its ok, 15 is way too low. (IMO)
Title: Proposed Feature - Challenge Modes
Post by: Thomas on October 29, 2005, 06:08
I was scrolling through this discussion when I found this:

Quoting: Aerton
Quote from: Kornel Kisielewicz

* Angel of Massacre - all monsters generated are former humans, there is 2*more of them. (easy challenge)


Bah! This is supposed to be a challenge?

Quote inside a quote, cool.
EDIT: Awwww... quote inside a quote didnt work.

*AHEM*

That is a (no challange), if you want an (easy challange) then:
Angel of massacare:

Only former humans spwan, if replacing a
Former human: Spawn 1.
Former sergeant: Spawn 2.
Imp/Demon/LS: Spawn 3.
Former Captain: Spawn 5.
Cacodemon: Spawn 8.
Hell knight: Spawn 10.
Former Cmd./Baron: Spawn 12.
Arachnotron: Spawn 14.
Whatever comes next: Spawn 17.
Whatever comes after that: Spawn 20.
And so on.
Title: Proposed Feature - Challenge Modes
Post by: Kornel Kisielewicz on October 29, 2005, 06:25
Quoting: Thomas
Hell knight: Spawn 10.
Former Cmd./Baron: Spawn 12.
Arachnotron: Spawn 14.
Whatever comes next: Spawn 17.
Whatever comes after that: Spawn 20.

That would quickly produce the only known crash-bug of DoomRL :-P
Title: Proposed Feature - Challenge Modes
Post by: Thomas on October 29, 2005, 06:51
*scratches head*

Well I'm outta ideas for the angel o massacare...
Title: Proposed Feature - Challenge Modes
Post by: Krishh on October 29, 2005, 22:40
Angel of Bad Aim. (or high sensitivity, keeping to the shooter roots) you can only aim no more than 5 squares around yourself.  If you want to shoot enemies futher away, you have to approximate the shot.

Angel of Explosions. (carnage's taken).  All explosions are double (or 1.5 if double's too much) sized. Both enemy fire and your weapons, and barrels too. You could use this to your advantage with larger barrel explosions and rocket blasts, and the BFG taking out most of a level in a single shot, but even imp fireballs would now have sizeable explosions.

Angel of Arenas. All random levels not hells mazes have all walls removed on entry. Might be impossible.

Angel of Buckshot. You start with a basic shotgun instead of a pistol, and can only use all kinds of shotguns.

Angel of Taveling light.  Inventory holds only 10 items. Probably a more annoying than fun challenge.

Angel of Ammo. All ammo packs contain 1/3, rounded down, normal. Possibly would make ammo restricted by more than inventory space.

Angel of Bloodthirst. Every 10 turns you go without killing anything, you lose 3 hp.
Title: Proposed Feature - Challenge Modes
Post by: JimmyJ on October 29, 2005, 22:50
Angel of bloodthirst is bad, needs higher on turns
Title: Proposed Feature - Challenge Modes
Post by: Aerton on October 30, 2005, 20:20
Quoting: Krishh
If you want to shoot enemies futher away, you have to approximate the shot.
What does it mean?

Quoting: Krishh
Angel of Arenas. Might be impossible.
Hm, doesn't sound that hard.

Quoting: Krishh
Angel of Explosions.
It's more about luck of not getting into a level-wide chain of barrel explositions started by some out-of-sight monster.

Quoting: Krishh
Angel of Buckshot.

Sounds impossible. You will not survive deeper foes without means to inflict a lot of damage quickly.

Quoting: Krishh
Angel of Taveling light.
10 seems to be a bit too little. Even if you carry only one weapon, you still need to carry some medpacks and armour. Definitely one of the best porposed challenges so far :)
Title: Proposed Feature - Challenge Modes
Post by: Kornel Kisielewicz on October 30, 2005, 21:27
Quoting: Krishh
Angel of Bad Aim.

I don't get it.

Quoting: Krishh
Angel of Explosions

To quote Duke Nukem -- "He he he, what a mess" :-D. Might be fun.

Quoting: Krishh
Angel of Arenas

No idea. Maybe might be fun.

Quoting: Krishh
Angel of Buckshot

Probably impossible.

Quoting: Krishh
Angel of Taveling light

This one's cool :-D

Quoting: Krishh
Angel of Bloodthirst

This one would have to be tested.
Title: Proposed Feature - Challenge Modes
Post by: JimmyJ on October 30, 2005, 23:26
I hope a lot of htese good ideas get implemented
Title: Proposed Feature - Challenge Modes
Post by: Krishh on October 31, 2005, 15:24
By the Angel of Bad aim or High sensitivity,  I meant that you can only move the green crossair no more than five squares (currently 9) away from you, so you have to approximate the shot trajectory for monsters furher away from you, like you have to do now with monsters in cateye range. But come to think of it, it's probably a bad idea anyway.

And, yes, the Angel of Bloodthirst probably ought to be tweaked a bit, say to 1hp per 10 turns without destroyed demonspawn. That's already 600 deathless turns for a healthy level 1 ironman, and when did you last spend more that about 100-200 turns without killing anything in DoonmRL. :)
Title: Proposed Feature - Challenge Modes
Post by: Kornel Kisielewicz on November 01, 2005, 03:23
Quoting: Krishh
and when did you last spend more that about 100-200 turns without killing anything in DoonmRL. :)

While testing the dungeon generator ^_^
Title: Proposed Feature - Challenge Modes
Post by: Thomas on November 01, 2005, 03:37
^_^

Angel of plastic

You get knocked back by all weapons.
Pistol: 1 square per 3 shots
Shotgun(s): 1 square per shot
Chaingun: 1 per 5 shots
Rocket launcher: 2 per shot
Plasma gun: 1 per 8 shots
BFG: 3 per shot
Melee: None

Exceptions:

.  .  .  .  .  .  . #
X******@#
.  .  .  .  .  .  . #

.  .  .  .  .  .  .  .
X******@h
.  .  .  .  .  .  .  .

But you will get knocked back like this:
.  .  .  .  .  .  .  .
X******@0
.  .  .  .  .  .  .  .

Unless like this:
.  .  .  .  .  .  .  .#
X*****@0#
.  .  .  .  .  .  .  .#

OR THIS:
.  .  .  .  .  .  .  .  .
X*****@ 0 h
.  .  .  .  .  .  .  .  .

Direction of knockback depends on the first * of your shot

eg. this means knocked back up-right.
.  .  .
.  @ .
*  .  .
X  .  .

Just making sure you know EVERYTHING.
Title: Proposed Feature - Challenge Modes
Post by: groteski on November 01, 2005, 18:42
I was thinking that the Angel of Vampirism could circle around blood hunt:

You are invincible to bullets and bites but lose health quickly if you don't get blood. You are healed by killing things in melee, perhaps also by the traditional methods. Also, only melee weapons are allowed.
Title: Proposed Feature - Challenge Modes
Post by: JimmyJ on November 02, 2005, 06:11
Well, maybe different TYPES of angel of vampirism?
Title: Proposed Feature - Challenge Modes
Post by: LAN fan on November 04, 2005, 08:33
Angel of all trades:

You get 10 more inventory space, but can only carry two stacks of any type of item (excluding medkits).  i.e. two stacks of each type of ammo, two of each weapon, two types of armour, two types of boots, etc.  Perhaps alter the amount of certain ammo in a stack to help balance it.

This will force the player to be proficient with a larger variety of weapons.
Title: Proposed Feature - Challenge Modes
Post by: Kornel Kisielewicz on November 04, 2005, 16:17
Quoting: LAN fan
Angel of all trades

Unfortunately increasing the inventory size would be quite problematic source-wise :-/
Title: Proposed Feature - Challenge Modes
Post by: JimmyJ on November 05, 2005, 23:19
Quoting: Kornel Kisielewicz
Unfortunately increasing the inventory size would be quite problematic source-wise :-/


NOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!
Title: Proposed Feature - Challenge Modes
Post by: Kornel Kisielewicz on November 05, 2005, 23:47
Quoting: jimmyj
NOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!

My thought's exactly ;]
Title: Proposed Feature - Challenge Modes
Post by: JimmyJ on November 05, 2005, 23:56
Explaining why it is not gonna happen, i suppose?
Title: Proposed Feature - Challenge Modes
Post by: Thomas on November 07, 2005, 07:22
Angel of realism
Challenge: 8/10
Change of tactics required: Moderate

1. You start with green armour on.
2. Many humans drop armour (I mean, what are they doing without it?)
3. Enemies do INCREDIBLE damage if you have no armour on.
4. Enemies do normal damage if you do have armour on.
5. More armour is found randomly.(optional)
Title: Proposed Feature - Challenge Modes
Post by: Lord Hellraiser on November 08, 2005, 12:41
Perhaps the Angel Of Blooslust would have a close-in melee that % chance 1-3 hit kill the victim monster and heals the player. The player can only heal that way.

If it fails, the monster gets to knock the player around...

Or maybe the player gets sick and barfs on the monster, but can still survive.
Title: Proposed Feature - Challenge Modes
Post by: Lord Hellraiser on November 08, 2005, 12:49
Angel Of Uncertain Form.

Any monster hit could mutate you with good/bad/REALLY BAD mutations.

Maybe you become as pwnable as a sergent.

Maybe you get to throw Green poo.
Title: Proposed Feature - Challenge Modes
Post by: JimmyJ on November 09, 2005, 03:36
Welocme to the forum, but please, stop calling that stuff "green poo"..
Title: Proposed Feature - Challenge Modes
Post by: Mihilist on November 13, 2005, 16:24
Angel of balanced Traits (or something like that ^^) - cannot get a lvl-2-trait while having... let's say half of the lvl-1-traits ^^

Idea: Most players will have one "cool" trait like Cateye or Tough as nails on vl 3 before getting anything else. In this chalenge you would have to get first more than one on lvl 1, before you are allowed to get one on lvl 2.

Angel of Bad Experience - With every lvl-up you have to chose a trait, right? So... negate the bonuses! Instead of 10 more hit points lose 5 of the maximum, instead of sight radius plus one, lose one, instead of reload 20% faster, do it 20% slower, and so on.

Idea: Why are the traits only positiv? Traits could be negative, too - and as every role player should know: negative traits will add some fun to any game ;)

And for all the lava-fans...
Angel of Fire Raiser - every explosion (barrels, weapons, monsters, bla - you know, what creates explosions *g*) will set a field with a 50%-chance into lava.

Hope you got the ideas - in spite of my bad english ;)
Title: Proposed Feature - Challenge Modes
Post by: Anonymous on November 16, 2005, 02:26
Well here's my sucky variant of the Angel of Explosion idea:
- You start and can only use the rocket launcher
- All human enemies use rocket launchers
- All other enemies take less damage from explosions and explode on death
- Any item or powerup caught in an explosion radius also explodes

No idea how difficult that would be.
Title: Proposed Feature - Challenge Modes
Post by: Turgor on November 16, 2005, 03:25
Angel Of Ambush - all enemies are invisible untill they attack in any way. also, your sight radius is modified by -2 (meaning max level cateye will restore your sight radius to normal)

and especially for power whores like me:
Angel of Completion - you must have maxed out all traits before you can enter level 20. levers will spawn much more creatures. levers have an increased chance to spawn creatures. More levers will be generated on every level. If you try to enter level 20 without having maxed all your traits, the cyberdemon is invulnerable.

not sure if that last one is at all possible, since i noticed that after level 10 even hell barons don't even give you 1%

comments on:
Quoting: Mihilist
Angel of Bad Experience - With every lvl-up you have to chose a trait, right? So... negate the bonuses!

ouch.. i think that makes the game impossible to finish.

i like the rest of your ideas Mihilist, but i'm not sure if Fire Raiser would affect gameplay much for experienced players..
Title: Proposed Feature - Challenge Modes
Post by: Obscillesk on November 21, 2005, 22:06
Hah, the bad experience one is more about how far you can get before you die.  Perhaps have a second class of modes that are along those lines, only they'd be Demons, like Demon of Bad Experience.

I like the explosions idea, maybe add explosions to all projectiles (bullets become as imp fireballs)

continuing on the demon idea:

Demon of Distraction: randomly, the game advances 1-3 turns ahead, while you stand around comatose

Demon of Travel: randomly, you teleport somewhere on the level

Demon of Annihilation: all shots are one hit kills for you and demons alike (hahah yeah right!)
Title: Proposed Feature - Challenge Modes
Post by: JimmyJ on November 22, 2005, 02:58
Oooooh, those are good Demons! And, I like the demon idea!
Title: Proposed Feature - Challenge Modes
Post by: Malek Deneith on November 22, 2005, 14:35
Quoting: Obscillesk
Demon of Annihilation: all shots are one hit kills for you and demons alike (hahah yeah right!)

Heh ... this would make Hellrunner top-valued trait >>
Title: Proposed Feature - Challenge Modes
Post by: Obscillesk on November 22, 2005, 20:30
Heh, that and eagle eye, be a shame to miss your opening shot just to get nailed in return :)
Title: Proposed Feature - Challenge Modes
Post by: Mihilist on November 22, 2005, 20:57
Quoting: Obscillesk
Hah, the bad experience one is more about how far you can get before you die.


I don't think so.

When was the last time you had less than 50% of Health in higher levels? 50% without Ironmean means 25 points. so if every "bad" level of Ironman would decrease max by 5 points there qould be 10 points (of 35) left. Time for a halth pack or globe - but I think there are more than enough in higher levels - with a bit luck ;o)

So, I think it would be f***ing hard, but not impossible at all (I think Kornel said that the game would be winnable with no traits - than you can try it a bit harder - that's why I had the idea ;o) )
Title: Proposed Feature - Challenge Modes
Post by: Obscillesk on November 23, 2005, 15:24
Interesting, guess we'll see what's what if it gets imped yeah?
Cool idea either way :)
Title: Proposed Feature - Challenge Modes
Post by: Ultimate Carl on November 23, 2005, 19:44
I like the idea, but you might have to put some limiters on it.  I mean, wont everyone just dump their points into Son of a Gun and whatever it is that buff your melee damage?  Unless melee gets fixed.  But, hey, I suppose you'd still be playing through the game with no traits, and that's hard enough.  Ah well.
Title: Proposed Feature - Challenge Modes
Post by: LAN fan on November 24, 2005, 02:30
Or people would just skip killing the monsters so they don't gain so many levels.  Helps conserve ammo, too.  The people who do beat it would have a 25% kill rate.

After all, the main incentive for a high kill rate now is the prospect of gaining traits.
Title: Proposed Feature - Challenge Modes
Post by: Turgor on November 24, 2005, 03:54
Quoting: LAN fan
After all, the main incentive for a high kill rate now is the prospect of gaining traits.


nah, man, i do it for the message "This ass-kicking marine killed all of them!"

Anyway, the demon challenges idea is great.. especially coupled with the ranking system.. the highest ranks are only accessible if you complete the demon challenges or something like that?
Title: Proposed Feature - Challenge Modes
Post by: Obscillesk on November 30, 2005, 10:53
Thanks for the feedback on the Demons, anyone got some debilitating but fun ideas to increase the numbers?  I just came up with those right off to support it
Title: Proposed Feature - Challenge Modes
Post by: JimmyJ on December 01, 2005, 04:40
Demon of bad eyes. Makes the view like when invencible exept NOT invencible, just the view!  Also, instead of letting the player pick what demon he/she gets, it is picked random!
Title: Proposed Feature - Challenge Modes
Post by: Turgor on December 01, 2005, 04:44
Demon of bad eyes is a nice plan, but i propose we name it Demon of pink eye ;)
Title: Proposed Feature - Challenge Modes
Post by: JimmyJ on December 01, 2005, 06:04
That'd work out well (i got pink eye once, verry itchey)
Title: Proposed Feature - Challenge Modes
Post by: Vin on December 01, 2005, 08:18
Demon of the Weak-Minded!

Each dungeon level the horrors of hell twist you, randomizing your traits(potentially even to bad ones!) Maybe just a % chance based on the dlvl?
You could remove level traits entirely for this one, and just base the number of traits on the dungeon level and random chance, with more traits(good and bad) showing up deeper in.
Title: Proposed Feature - Challenge Modes
Post by: JimmyJ on December 04, 2005, 02:42
Hmmm, i like that. I have another idea, Demon of bad memory, where you can only see the level area that you are in, you cannot see grayed out areas that you are not in.
Title: Proposed Feature - Challenge Modes
Post by: Kornel Kisielewicz on December 04, 2005, 03:49
Quoting: jimmyj
I have another idea, Demon of bad memory, where you can only see the level area that you are in, you cannot see grayed out areas that you are not in.


Khe he he, this one is actually already implemented -- it's a part of the DoomRL Blind-mode enhancements :]
Title: Proposed Feature - Challenge Modes
Post by: Turgor on December 04, 2005, 21:19
Quoting: jimmyj
That'd work out well (i got pink eye once, verry itchey)


yeah i had it once too.. on my left eye only. i remember that when i closed my right eye everything i saw would shift a bit to red.. oh yeah, it's very itchy too. But you're not allowed to touch it. That's what drove me mad i think.
Title: Proposed Feature - Challenge Modes
Post by: Obscillesk on December 05, 2005, 22:30
Hahah the weak-minded sounds funny :)

I just thought of this one, Demon of Dependency - if you use orbs and berserk packs, you can get addicted to them and if you don't get your fix after the timer runs down, you start taking damage.  Possibly work for stim packs too?
Title: Proposed Feature - Challenge Modes
Post by: Nillo on December 06, 2005, 17:28
Temperamental - You can't change tactics manually. Every 2d6 turns, your tactics are changed randomly.

Vulnerable - When you get hit by enemy fire, there is a chance that items in your inventory get destroyed.

Indecisive - You don't choose your traits when leveling up, instead, they are chosen randomly.

Acid rain - Every 1d3 turns, a random floor tile on the level is replaced with acid.

Clear vision - Only walls limit sight range. Affects both you and enemies, who will try to shoot you from anywhere on the level if able.

Arcade - The amount of powerups is doubled. Enemies can use powerups too.

Also, you might want to change the name of them to "Special Modes", because I think some of them are going to be easier than normal.
Title: Proposed Feature - Challenge Modes
Post by: Turgor on December 06, 2005, 23:29
Of those angels/demons that Nillo posted, i like Vulnerable the best. may need another name though (demon of shoddy backpack? ;D)

for the rest:
Temperamental may prove a challenge sometimes, but will mostly result in me waiting untill i have the desired tactic before opening doors, confronting enemies, etc.
Indecisive: part of me likes it for the challenge it poses.. the other part thinks randomizing skills would make this game much less fun, because some traits are just much more important than others right now, and you want to choose the important combinations.
Acid Rain: i think i'd get really livid after a while, especially if important stuff just happens to be on a floor tile that gets acid rain. Still, also a good challenge.
Arcade: a good idea. i always wondered why enemies can't use powerups. part of it is scarcety offcourse, doubling the amount might make it possible that you still get to pick up a few.
Title: Proposed Feature - Challenge Modes
Post by: Obscillesk on December 07, 2005, 10:32
I like the Vulnerable one too, that would get pretty vicious at times :)

edit: woot, page 5
Title: Proposed Feature - Challenge Modes
Post by: JimmyJ on December 08, 2005, 04:14
Vulnerable would be nice, it would be an incentive to use kits and globes sparingly..
Title: Proposed Feature - Challenge Modes
Post by: Jolly Sapper on December 13, 2005, 04:49
Angel of Cross-Dressing
....
Random change every so many minutes that you change into a very attractive she-demon with only a flaming fingernail file to defend yourself in hand to hand combat until a set amount of time passes.  All monsters race to attack you in hand-to hand combat.  Physical damage FROM baddies is decreased during the she-demon form.  When you change back into a Marine all stats return to normal and the baddies can start shooting.

Angel of Grace
.....
Steppin on blood, water, slime, toxic sludge, acid, lava, etc. etc. causes you to slide in a random direction for a few spaces.  
--on second thought, that doesnt sound very interesting beyond the novelty of it---

Angel of the Hunter
......
At the beginning of the map you are given a targent monster to kill.  This monster randomly teleports and is stronger than it would normally be.   Must hunt the monster to either move onto the next map, only hunted monster will give exp, killing the hunted monster is the only way to heal.

Angel of Cute Fuzzy Puppies
.....
Fling cute fuzzy puppies to turn the dark twisted souls of the demon hordes to the light.

Angel of the Chase
.....
Weapons only stun or knockback the enemies but do not kill survive for a set amount of turns.  Staying in a room for more than a certain amount of turns spawns a whole lotta Barons or Hell Knights.
Title: Proposed Feature - Challenge Modes
Post by: Thomas on December 15, 2005, 00:30
Feedback:

AO crossdressing: <O_o>
AO grace            : 7x7 acid floors would become a lot more bareable as you slide through them.
AO the hunter     : Quite interesting, I'd like to try that one.
AO puppies         : see AO crossdressing.
AO the chace      : I don't get it.

My ideas:

Angel of melee:
Melee damage +50%
Melee tohit      +50%
Gun damage    -50%
Gun tohit         -50%

Angel of juggling
You can have as many weapons as you want weilded. But you must use them in a certain order (eg. RL, shotgun, chainsaw, RL, shotgun...) as if you really were juggling them.
Title: Proposed Feature - Challenge Modes
Post by: jake250 on December 15, 2005, 03:26
Quoting: Thomas
You can have as many weapons as you want weilded. But you must use them in a certain order (eg. RL, shotgun, chainsaw, RL, shotgun...) as if you really were juggling them.


ROFL

I don't know if it would realy be fun however...
Title: Proposed Feature - Challenge Modes
Post by: JimmyJ on December 15, 2005, 05:57
Well, it sounds kinda fun to me, just easy to abuse, juggling 5 BFGS ;)
Title: Proposed Feature - Challenge Modes
Post by: Kornel Kisielewicz on December 15, 2005, 06:03
Quoting: Jolly Sapper
Angel of Cross-Dressing

No ;-).

Quoting: Jolly Sapper
Angel of Grace

Might be a source of new bugs. And doesn't give any true challenge.

Quoting: Jolly Sapper
Angel of the Hunter

Not in the form you suggested, but the idea is nice... Although inspired by someones suggestion, I'd rather see "Hunted Angel" -- Cyberdemon is on each level ^_^.

Quoting: Jolly Sapper
Angel of Cute Fuzzy Puppies

Oro?

Quoting: Jolly Sapper
Angel of the Chase

This is kind of "nightmare" :-P
Title: Proposed Feature - Challenge Modes
Post by: Kornel Kisielewicz on December 15, 2005, 06:03
Quoting: Thomas
Angel of melee:

Two thumbs up!
Title: Proposed Feature - Challenge Modes
Post by: JimmyJ on December 15, 2005, 06:25
Quoting: Kornel Kisielewicz
Quoting: Jolly Sapper
Angel of the Hunter
Not in the form you suggested, but the idea is nice... Although inspired by someones suggestion, I'd rather see "Hunted Angel" -- Cyberdemon is on each level ^_^.


But a long time ago you said that wouldn't seem doomish :??

It is doomish, glad you realised taht, just try Cyber Dreams :L)
Title: Proposed Feature - Challenge Modes
Post by: Almafeta on December 15, 2005, 16:14
Angel of angst:  Every monster you kill requires you to sit through a randomly-generated bad poem.

Angel of breakdown:  Guns have a 2% chance of jamming or misfiring per time used, permanantly ruining the gun.

Angel of D&D:  You get +5 HP per level, +1 to hit per level, and +5% to dodge every other level.  You get one trait at chargen, and one trait every three levels.

Angel of deaf:  You don't hear monsters or gunfire.

Angel of disease:  You're dying of cancer -- as long as you're dying, why not take a few demons with you?  Your max HP goes down by 1 for every 1000 moves, to a minimum of 1 plus whatever you get from ironman.

Angel of escape:  You're fighting up to the surface.  You start with red armor and the BFG fighting the cyberdemon, and have to make it to the surface with ever-weaker weapons and limited supplies of ammo for your best weapons, while more and more former humans come against you...

Angel of fire:  Every tile you step on becomes lava.  Backtracking causes the normal damage.

Angel of hallucinations:  The game randomly assigns a new 'psychadellic' monkier (and new color/symbol) to every monster, weapon, special level, etc., at the beginning of the game.  You have no way of knowing what a 'monkey launcher' is until you fire it (is it the BFG or an advanced pistol?), and the 'menacing clown' (represented by a bright yellow c) might be the Cyberdemon, a Baron of Hell, or a former human.

Angel of mutation:  Every level, before you select a trait, one trait you have already selected becomes a level in another trait.

Angel of niceness:  You're pretty much Piffany.  You heal 1 HP/turn, and monsters have a 50% chance of not attacking any turn they have a chance to.  You can't attack OR use weapons.  You win by hugging the Cyberdemon (getting in melee range).

Angel of noise:  You have a rock-n-roll soundtrack following you.  All monsters are automatically aware of your position whenever you enter a level.

Angel of nukes:  You've been ordered to clear out Hell, no matter what.  Every time you enter a level, a nuke is dropped and armed, with a suitably long countdown (250 or 500 turns).

Angel of overkill:  When you kill a monster, you automatically fire one more time at it (if you have ammo), just to 'be sure.'

Angel of ricochets:  Bullets that hit a wall bounce around until they strike something (up to 10 times).

Angel of sanitation:  You take damage when you step on blood or corpses as if you had stepped into acid.

Angel of senility:  You're pretty much the army's LAST hope.  You lose 1 XP per turn, unless you'd drop a level.

Angel of shrapnel:  Using explosive weapons on ammo causes random shots to fire, or (in the case of power cells and rockets) secondary explosions.

Angel of sniping:  Your sight range is increased by 5.  If enemies are close, your to-hit roll takes a (6-distance) penalty.  (Aaah!  Demons and lost souls!  Geddem off me!)

Angel of superspeed:  You move twice as fast, get two chances to dodge attacks, and attack in half the time.  You may only attack in melee.

Angel of telepathy:  You always know where the monsters are, even if you can't see them.  The problem is, whenever you kill, you are stunned for at least 1 turn (more if you killed with excessive overkill...).

Angel of vitality:  You heal 1 HP/turn.  So do the monsters.  Finish them off fast, because if you sit around using Cateye, you'll waste all your ammo only to have them heal, leaving you having to punch them out...
Title: Proposed Feature - Challenge Modes
Post by: Malek Deneith on December 15, 2005, 16:44
Quoting: Almafeta
Angel of angst: Every monster you kill requires you to sit through a randomly-generated bad poem.

Lol - hillarious
Quoting: Almafeta
Angel of D&D: You get +5 HP per level, +1 to hit per level, and +5% to dodge every other level. You get one trait at chargen, and one trait every three levels.

Rotfl - eaven more hillarious
Quoting: Almafeta
Angel of escape: You're fighting up to the surface. You start with red armor and the BFG fighting the cyberdemon, and have to make it to the surface with ever-weaker weapons and limited supplies of ammo for your best weapons, while more and more former humans come against you...

Actually I like this idea - especially since it would enable me to fire BFG and see cyberdemon for once xD
Title: Proposed Feature - Challenge Modes
Post by: Kornel Kisielewicz on December 15, 2005, 17:08
Quoting: Almafeta
Angel of angst: Every monster you kill requires you to sit through a randomly-generated bad poem.

ROTFL, but who would write that ^_^.

Quoting: Almafeta
Angel of breakdown: Guns have a 2% chance of jamming or misfiring per time used, permanantly ruining the gun.

This would be just annoying and not fun to play.

Quoting: Almafeta

Angel of D&D: You get +5 HP per level, +1 to hit per level, and +5% to dodge every other level. You get one trait at chargen, and one trait every three levels.

Oh COME ON! ^_^

Quoting: Almafeta
Angel of deaf: You don't hear monsters or gunfire.

Nah, boring.

Quoting: Almafeta
Angel of disease: You're dying of cancer -- as long as you're dying, why not take a few demons with you? Your max HP goes down by 1 for every 1000 moves, to a minimum of 1 plus whatever you get from ironman.

Yup, this is a nice idea, but maybe Angel of Bloodthirst would be better ;-).

Quoting: Almafeta
Angel of escape: You're fighting up to the surface. You start with red armor and the BFG fighting the cyberdemon, and have to make it to the surface with ever-weaker weapons and limited supplies of ammo for your best weapons, while more and more former humans come against you...

Kheh, like Specter mode in Angband? If designed carefully that might work...

Quoting: Almafeta
Angel of fire: Every tile you step on becomes lava. Backtracking causes the normal damage.

I don't know, but that might be fun to watch :D

Quoting: Almafeta
Angel of hallucinations:

That would be SOOOOOO anoying...

Quoting: Almafeta
Angel of niceness:

Now that's a challenge o.o

Quoting: Almafeta
Angel of nukes: You've been ordered to clear out Hell, no matter what. Every time you enter a level, a nuke is dropped and armed, with a suitably long countdown (250 or 500 turns).

Good one :-D

Quoting: Almafeta
Angel of noise: You have a rock-n-roll soundtrack following you. All monsters are automatically aware of your position whenever you enter a level.

That would be rather Angel of Apocalypse, Now! :-P

Quoting: Almafeta
Angel of ricochets: Bullets that hit a wall bounce around until they strike something (up to 10 times).

Ouch :-P
Title: Proposed Feature - Challenge Modes
Post by: Kornel Kisielewicz on December 15, 2005, 17:09
Quoting: Malek
Actually I like this idea - especially since it would enable me to fire BFG and see cyberdemon for once xD

That won't work ^_^. This would be a challenge unlocked only if you manage to finish the game on "Hurt me plenty!" :-)
Title: Proposed Feature - Challenge Modes
Post by: Thomas on December 15, 2005, 22:00
EDIT: Wait, you haven't fired the BFG yet Malek? Woohoo I'm beating someone! (No offence)

Quoting: Kornel Kisielewicz
That won't work ^_^. This would be a challenge unlocked only if you manage to finish the game on "Hurt me plenty!" :-)


Of course.

Maybe there's somthing even STRONGER than the cyberdemon on the surface! (Now you wish you didn't kill all those h's with the BFG)

Angel of curiousness

You must go down red stairs if there are any in a level. The stairs of that special level will only appear once all enemies are killed. With the exception of the wall (otherwise you'd start getting YASTWs, yet another stuck (at) the wall)

Angel of ass-kicking

Your game MUST end with a 100% kill count

Demon of *insert word here*
(WAY TOO HARD TO BE AN ANGEL BTW)

Your game MUST end with a 0% kill count. Only the cyber demon can die. But because you have no chance of winning, there are 3x the health globes.
Title: Proposed Feature - Challenge Modes
Post by: Malek Deneith on December 15, 2005, 22:11
Quoting: Kornel Kisielewicz
That won't work ^_^. This would be a challenge unlocked only if you manage to finish the game on "Hurt me plenty!" :-)

Curse you >< ;P
Quoting: Thomas
EDIT: Wait, you haven't fired the BFG yet Malek? Woohoo I'm beating someone! (No offence)

Yep! I suck ... been on levels where nice stuff (plasma rifle) appears only about 3-4 times ... seen Halls of Carnage ONCE .... and it was that time I had wierd game (got rocket launcher immiedatly at the next level ... in the room I started in IIRC ><)
Probably it is because I like using shotgun too much ^^'
Title: Proposed Feature - Challenge Modes
Post by: Gezol on December 16, 2005, 04:16
A few challenge mode ideas. They probably suck, but here goes...


Angel of Flammability: You take extra damage from heat and fire. Damage done by lava and imp fireballs is increased. Optionally(this might be a pain to code), when damaged by one of these things, you might catch fire and take some damage in subsequent turns...

Angel of Acid Susceptibility(there's probably a better name, but I can't think of it): You take extra damage from acid. Acid on the floor, the acid balls of hell knights and barons, and exploding barrels all do an increased amount of damage, and as with the Angel of Flammability, you could optionally keep taking damage for a few turns afterwards...

Angel of Magnetism: Projectiles always hit, and if you get fired on by a chain gun or plasma rifle, every single one of the projectiles hits you. This one might be impossible. It could be tweaked so that bullets always hit you, but you have a chance of dodging rockets, plasma, imp fireballs, and knight/baron projectiles. And maybe armor protects you better as well...

Angel of the Shield: Armor blocks much more damage, but deteriorates much more quickly.

Angel of Martial Arts Mastery: You can't wield anything. Not even the chainsaw or a combat knife. However, you do greatly increased amounts of damage with bare hands, and also have incredible dodging ability...
Title: Proposed Feature - Challenge Modes
Post by: Thomas on December 16, 2005, 04:48
More feedback:

AO Flammability: Bleeding has the same effect, it can't be THAT hard to code burning. I'd like to try this one.
AO Acid: See AO flammability
AO Magnetism: Ouch.
AO the sheild: That allready happens when fighting stronger monsters doesn't it?
AOMAM: We talking double damage? And of course, decreased inventory size if you're gonna be agile and not holding ammo.

More of my own:

Angel of energy:

Interest: ***
Difficulty: **** in levels 1-10 *** in levels 10+

Plasma cells can be used as:
Health globes (2 per 1 HP)
Teleporters (20 per teleport)
Damage modifiers (5 per +dam per weapon per turn)
XP (1 per 8 XP points)

But, you find less health, less phase devices, less yellow {'s, get less XP and more plasma cells.

Angel of skill:

Interest: **
Difficulty: ***

XP rate -50% (i.e things worth 20 xp become 10 xp)
All traits +50% (i.e ironman increases 15 health and cateye increases sight by 3 at level 2.)
Title: Proposed Feature - Challenge Modes
Post by: JimmyJ on December 16, 2005, 05:39
Quoting: Thomas
Angel of energy:

Interest: ***
Difficulty: **** in levels 1-10 *** in levels 10+

Plasma cells can be used as:
Health globes (2 per 1 HP)
Teleporters (20 per teleport)
Damage modifiers (5 per +dam per weapon per turn)
XP (1 per 8 XP points)

But, you find less health, less phase devices, less yellow {'s, get less XP and more plasma cells.


Quoting: Thomas
Angel of skill:

Interest: **
Difficulty: ***

XP rate -50% (i.e things worth 20 xp become 10 xp)
All traits +50% (i.e ironman increases 15 health and cateye increases sight by 3 at level 2.)



They both sound rather fun to me!!
Title: Proposed Feature - Challenge Modes
Post by: Anonymous on December 18, 2005, 00:50
The Official Verdict:
Title: Proposed Feature - Challenge Modes
Post by: Kornel Kisielewicz on December 18, 2005, 00:58
Quoting: Anonymous
The Official Verdict:

Now this is a puzzling post... O.O
Title: Proposed Feature - Challenge Modes
Post by: Turgor on December 18, 2005, 01:01
lol! i agree..

I cannot sleep till i know The Official Verdict!
Title: Proposed Feature - Challenge Modes
Post by: slMagnvox on December 18, 2005, 01:17
The Official Verdict:

For anyone craving more of a challenge, a quality Nightmare mode oughta be sufficient.  Increased monsters, increased damage taken and a respawn would be brutal.  Let the Mortem files keep track of voluntary challenges (a la Nethack) such as abstaining from power^ups, health+packs and the like.  Beating the game and posting a log that stated you'd never fired the BFG, Plasma Rifle or Rocket Launcher would be impressive.

Many of these suggestions feel more like mods or special modes.  A rocket mod would be cool, and a mod to 'fight your way out' bottom to top sounds like a fun reward for someone who has completed the game.

I liked how someone mentioned making Power Cells useable.

Please consider the following:

; Jump Boots.  While worn allow the player to jump 3-4 squares passing over any items, open doorways or lava/acid.  A jump of any length costs the same Turns as a movement.  It could be implemented further such that jump boots must be charged with power cells to function.  Jumping would be fun.

] Power Armor would be awesome too.  Give it a base 2/2 AC but perhaps let it be charged with an additional 2/2 or 3/3 with powercells.  Power Armor could take a certain amount of rechargeable damage, but damage to the base AC must be repaired with a shard.  It could also facilitate a teleport (like the phase device) at the cost of some more powercells.

Love some grenades.  Just my two cents though, I love how this game stays so true to original Doom.  Really enjoying it.  Found out about DoomRL in the CG article mentioned in another topic on this board.  Great work.
Title: Proposed Feature - Challenge Modes
Post by: Turgor on December 18, 2005, 01:30
Quoting: slMagnvox
; Jump Boots

I'd love those, as long as they're very rare.

Quoting: slMagnvox
] Power Armor

I don't know.. i think it would be too abusable, unless the charge cost is really high (like 40 power cells or more)

grenades would be cool, but as you pointed out, not very doomlike. right now we have the thermie which is like a grenade with a twist.. as in it kills your character too :)
But the throwing of items is indeed a roguelike feature that's missing here.. i'd like to be able to throw any item at a monster.
Title: Proposed Feature - Challenge Modes
Post by: Kornel Kisielewicz on December 18, 2005, 03:55
Quoting: slMagnvox
For anyone craving more of a challenge, a quality Nightmare mode oughta be sufficient. Increased monsters, increased damage taken and a respawn would be brutal.

It will be :]

Quoting: slMagnvox
Beating the game and posting a log that stated you'd never fired the BFG, Plasma Rifle or Rocket Launcher would be impressive.

This IS a good idea. Actually I might decide that Challenge Modes will be reserved only to things that modify actuall gameplay. The rest of the challenges will be tracked automaticaly.

Quoting: slMagnvox
A rocket mod would be cool

What do you mean by that?

Quoting: slMagnvox
; Jump Boots. While worn allow the player to jump 3-4 squares passing over any items, open doorways or lava/acid. A jump of any length costs the same Turns as a movement. It could be implemented further such that jump boots must be charged with power cells to function. Jumping would be fun.

I don't know... these pose some interface problems that cannot be solved easily, and are quite undoomish... but I might consider that.

Quoting: slMagnvox
] Power Armor would be awesome too. Give it a base 2/2 AC but perhaps let it be charged with an additional 2/2 or 3/3 with powercells. Power Armor could take a certain amount of rechargeable damage, but damage to the base AC must be repaired with a shard. It could also facilitate a teleport (like the phase device) at the cost of some more powercells.

That's also against the Doom-feel, but yet, the idea is tempting.
Title: Proposed Feature - Challenge Modes
Post by: Thomas on December 18, 2005, 08:20
Quoting: slMagnvox
I liked how someone mentioned making Power Cells useable.


That would be me. I'm not someone, I'm the *counts on fingers* 3rd most active non-spammer! =P

I'm glad you like my idea anyway.

EDIT: Wait, no, second. I've got the third highest non-spam post count.
Title: Proposed Feature - Challenge Modes
Post by: slMagnvox on December 18, 2005, 12:08
Rocket Mod, ya know.  Big explosions, Launcher only, something with a rocket arena feel.  I'd let the experts work out the details.

On the topic of jump boots, I was really interested in a way to move more than one tile quickly.  For example, Hell's Arena ... If two or more demons spawn nearby and the Cacodemon is in sight, you've got trouble even if you've already found a second combat shotgun.

Perhaps: a "dash" trait would be in order, allowing the player to dash two/three tiles at a time at the cost of a single movement.  Kinda like holding shift to run in Doom.  Didn't we just set it on autorun though, or was that Quake?  Hah.  Back to Hell's arena, I'll clear it then grab the Supercharge and hit 'g' (I rebinded it to 'g' hah Nethack again AND I use hjkl - yubn to move) to run towards the stairs.  DoomRL's run command is just a batch move or does it actually spend fewer turns?  Because once I've grabbed the Super and use 'run' I feel like I've saved turns, going downstairs w/ 189%.  Would I have spent the same amount of turns walking each tile individually?  If not, a dash command would make sense.

I've been starting my characters with hellrunner then eagle eye or the other way around.  Once again, awesome game.  Think I'll go play some now.

+++++++++++++++++++++++++++++++++++++++++++++

Ilya Bely, level 6 soldier, killed by a hell knight
 on level 13 of the Phobos base.
 He survived 70418 turns and scored 23127 points.

    Hellrunner     (Level 2)
    Tough as nails (Level 1)
    Eagle Eye      (Level 2)
    Cateye         (Level 1)
Title: Proposed Feature - Challenge Modes
Post by: slMagnvox on December 18, 2005, 13:17
BANG

BANG

-CLIK-

You throw a Pistol (0/6) at the demon.

The Pistol (0/6) misses.

DYWYPI?
Title: Proposed Feature - Challenge Modes
Post by: Malek Deneith on December 18, 2005, 13:50
Ok - straaaange idea but ...
Angel of Bones (why the name? look below)
Every death in this mode has a chance to produce so called bones-level (i.e save of the level - the name was taken from dungeoncrawl ^^'). Every time you play inj this mode again there is an chance that when you enter the same level that you died on that instead of random level an bones level will be used - containig ghost of you (hostile) carrying the same equipment as you at time of death, and having the same traits.

Urgh ... what I wrote is barely readale - i hope thet youl be able to understand what I'm saying -_-'
Title: Proposed Feature - Challenge Modes
Post by: Alfonso the Great on December 28, 2005, 07:30
Angel of Remembrance: Remember Episode 1 from the original Doom? I do, and I think it would be nifty to go through those classic stages in DoomRL style. The stages could be coded as set pieces (like Hell's Arena) with the monsters positioned as they were in that episode, and the levels would lead to one another. You'd only have access to weapons up through the rocket launcher (no, no double shotgun) and the final battle could be the memorable conflict with the Barons at Phobos Anomaly. It wouldn't be all too difficult, but might be a nice treat for old-school Doomers to relive what got a lot of us into the game in the first place.

If this is something that seems worth doing, I would be willing to create ASCII maps of the levels so Kornel doesn't have to trudge through Episode 1 and mark the location of every last imp. Coding everything I leave to him, though ^_^
Title: Proposed Feature - Challenge Modes
Post by: Kornel Kisielewicz on December 28, 2005, 13:30
Hey, that would be great, but due to technical limitations, the levels can be only 20x80 so it would be a pain to fit them in that :-(
Title: Proposed Feature - Challenge Modes
Post by: jake250 on December 28, 2005, 18:19
Quoting: Kornel Kisielewicz
Hey, that would be great, but due to technical limitations, the levels can be only 20x80 so it would be a pain to fit them in that :-(

Yeah... while reading his post I was saying "Omg yeah it would be cool" but I completely forgot that..

It would be hard to make them fit in 20x80, you would need to make multiple level and that just wouldn't be the same anymore. Unless you add scrolling level someday, it would not be worth it.
Title: Proposed Feature - Challenge Modes
Post by: JimmyJ on December 28, 2005, 23:11
Scrolling level, thats something to think about, after all, if hell doesn't get deeper, it can still get larger!

Also, make note of what mods or challenges in the mortem please, just repeating this because no body really replied to this :) (i hope that smily becomes graphical!)

But really, hell does need to get deeper, that way we can have all the doom songs in it so they dont get left out :/
Title: Proposed Feature - Challenge Modes
Post by: Alfonso the Great on December 29, 2005, 00:14
Quoting: Kornel Kisielewicz
Hey, that would be great, but due to technical limitations, the levels can be only 20x80 so it would be a pain to fit them in that :-(


I think it is possible to get at least half of the Episode 1 levels down to 20x80. The hallways would be 1 tile wide and many of the "decorative" areas (for example, the portion of the map that is outside when you look out the windows at the top of the stairs after getting the green armor in E1M1) could be cut. Some of the problem levels would include E1M2 (the maze area), E1M4 (the maze area) and E1M7 (the map in general), but others (E1M1, E1M8, E1M9, and probably E1M3) are more doable.

Quoting: jake250
It would be hard to make them fit in 20x80, you would need to make multiple level and that just wouldn't be the same anymore.


I admit that was my idea for some of the larger levels:  to have the major sections of the level link to one another in sequence, with the exit of that stage leading to the start of the next level. For most of those stages it would be when one would normally acquire a keycard (at which point the player would need to backtrack to another point in the level that previously had no bearing on the map anyway).

I'll see if I can find the time to throw together some ASCII sketches of the episode 1 levels, get them up for people to see, and see what changes need to be made, or even if the idea would still be tenable. If nothing else, it gives me something to do with my time that is a bit more constructive than trying to beat my head against the Cyberdemon!
Title: Proposed Feature - Challenge Modes
Post by: Turgor on December 29, 2005, 00:22
Can't wait to see those.. and how playable they will be in DoomRL. I'm trying to imagine it now, but i can't decide if it would be easier or harder. probably harder as there will be enemies at most armors and weapons, but the layout of levels could make it easier to avoid getting in nasty situations.
Title: Proposed Feature - Challenge Modes
Post by: Kornel Kisielewicz on December 29, 2005, 04:59
I'm eager to see a sample too :]
Title: Proposed Feature - Challenge Modes
Post by: Anticheese on January 03, 2006, 11:01
First off a suggestion on how theese could be chosen by players:

What you could do is have the new game structure like this:

Press Enter:
|
V
Choose Name
|
V
Choose Difficulty
|
 \
   Special Options (Challenges and the like)
|
V
Select Abilitys
|
V
Play
--

And now for some thoughts..

I reckon that the Deamon idea of easy mods (oppisate to angel of hard difficulty) is a great idea too..

--

Angel of scavenging (Poor name really, Needs suggestions):

You may wield any weapon as a normal character could, But the catch is after you empty the clip the guns melt in your hands (allthough not causing damage.)

Perhaps Angel of Resourcefulness?

--

Angel of Radiance

You are bathed in a radiance that shines like a beacon to all the nasties bellow, Basically they have the equivilent to cats eye III and can shoot you from that distance (allthough in I'm too young to die it would be reduced to I cats eye, Hey not too rough - II, Ultra violence - IV and in Nightmare an impressive 5 extra spaces for monster sight!)

--

Angel of Chronic Illness

You have allways been a sickly person, Up from birth till now - No ammount of miracle medicine from the UAC could even help. -, So thus you start with the equivilent to Iron man -3.5 or so depending on difficulty, The red screen from 'Zerks will stay longer allthough if possible it will slowly dissolve (like small patches of colour appearing), Invun globes will not last as long and the same fading screen deal apply's, Medkits and health globes will not be as effective and superboosted health will not last as long as it does normally.

All in all it sucks to be you.

--

Also another suggestion, Trooper mods. Theese are between Angel (Negative bonuses) and Deamon (Positive bonuses), Bascically theese have an upside and a downside.

Well I cant write any more tonight, Its 11 PM and I'm shattered. I will write some more tomorrow.
Title: Proposed Feature - Challenge Modes
Post by: Turgor on January 03, 2006, 15:18
Quoting: Anticheese
Angel of scavenging

would reloading the weapon before it runs out of ammo work? if not, this could be a very hard challenge, especially when you get to hellish caves late in the game. if you can reload however, this would be only slightly harder than normal.

Quoting: Anticheese
Angel of Radiance

i like this idea

Quoting: Anticheese
Angel of Chronic Illness

this could explain why you got left behind while your mates got themselves killed in the phobos base ;)
dunno about the slowly fading coloring though..
Title: Proposed Feature - Challenge Modes
Post by: Anticheese on January 03, 2006, 22:35
To clarify on AOS, Weapons cant be reloaded but you can carry as many as you can.

Well, My coding skills are limited to doing a Hello World! in C#, Game Maker and Megazeux but I think one way to do it is this:

After the 'zerk ends a random swatch of tiles will be chosen (I.E 14,15 15,15, 16,15 15,14 15,16) and they will be rendered per normal, Additional swatches could be chosen once every 2-8 player turns.

Could that work? Even so the fading colouring is not a must.

Anyone got any thoughts on Trooper semi challenges?

--

P.S, Whats the likelyhood of anyones ideas making it into the game?

EDIT:

Angel of Skill/Marksmanship/The Human Touch

This one disables the aiming cursor automatically going over to an enemy (You have to target them yourself!)
Title: Proposed Feature - Challenge Modes
Post by: Turgor on January 03, 2006, 23:37
Quoting: Anticheese
P.S, Whats the likelyhood of anyones ideas making it into the game?


i have no clue :D

there's a lot of stuff for kornel to pick from though.. we'll see soon enough what made it to 0.9.9 i guess
Title: Proposed Feature - Challenge Modes
Post by: Anticheese on February 16, 2006, 07:28
Angel of fumbling

20% chance to balls up any given action...

--

Angel of magnitism

Any attack with a gun made by the enemy has a +25% chance extra to hit you.

This includes (but is not limited to) 10mm weapons, Rocket launcher, Shotgun.

Additionally you have a +25% chance to miss.

--

Any good?
Title: Proposed Feature - Challenge Modes
Post by: Excrucior on February 18, 2006, 18:57
Hello,

I got an idea that I thought of out of boredom while reading this topic...

Angel of can'tthinkofadecentname:<

--

Whenever you kill a monster, there is a certain chance (let's say 10%) that it will revive as either an easier version of itself (example: a Hell knight would ressurect as a Hell knight with half HP and without it's ability to throw balls (but can use weapons it finds on the ground?)) or a lost soul (or possibly a mix - lower level enemies could respawn as Lost Souls, and higher to weaker versions of themselves, or possibly all demonoid monsters could respawn as 'normal' demons). Monsters can't respawn more then once this way.

--

The cyberdemon is killed! Suddenly the Cyberdemon stands up again! Oh how cruel that would be. Hope it's not a to bad idea :).

EDIT:

Anyhow, thought of this one aswell,

Angel of Death

--

You can not leave a level unless you have got 100% kills on that level. Guaranteed to give you 100% by the end of the game :). Exceptions to this would be levels like The Wall which you are not guaranteed to be able to reach all enemies in.
Title: Proposed Feature - Challenge Modes
Post by: Anticheese on February 18, 2006, 22:31
There you go, I consolidated your two posts into one. Enjoy.

I like the idea of the Angel of Death!

The other one seems to me to be really really evil like hard, But thats why its called a challenge mode :-)


Welcome to the forums!
Title: Proposed Feature - Challenge Modes
Post by: Thomas on February 22, 2006, 11:32
Can the angel of ICTOADN ressurect a ressurected monster?

The cyberdemon dies!
The cyberdemon comes back at half health.
The cyberdemon dies!
The cyberdemon comes back at half health.

Thomas the level 8 soldier exploded of frustration on level 20 of the phobos base. He killed 1783 enemies and 12 cyberdemons, and survived 25492 turns.

On level 19 he found hellish caves.
Then he finally found the phobos arena.
There he killed the cyberdemon.There he killed the cyberdemon.There he killed the cyberdemon.There he killed the cyberdemon.There he killed the cyberdemon.There he killed the cyberdemon.There he killed the cyberdemon.There he killed the cyberdemon.There he killed the cyberdemon.There he killed the cyberdemon.There he killed the cyberdemon.There he killed the cyberdemon.
He then exploded out of frustration.

lol.
Title: Proposed Feature - Challenge Modes
Post by: Excrucior on February 22, 2006, 11:55
Quoting: Thomas
Can the angel of ICTOADN ressurect a ressurected monster?



As said,
Quoting: Excrucior
Monsters can't respawn more then once this way.


Also it'd be more The cyberdemon dies! The cyberdemon stands back up! The Cyberdemon dies! The cyberdemon stands back up! (After approx 200 deaths he'd die by you punching him ;))
Title: Proposed Feature - Challenge Modes
Post by: Obscillesk on February 23, 2006, 03:12
Hahah, reminds me of a Diablo level that bugged out and had no exit, I felt like exploding out of frustration :)
Title: Proposed Feature - Challenge Modes
Post by: Anticheese on March 03, 2006, 09:30
Quoting: Excrucior
Also it'd be more The cyberdemon dies! The cyberdemon stands back up! The Cyberdemon dies! The cyberdemon stands back up! (After approx 200 deaths he'd die by you punching him ;))

Harhar it BURNS



Technically he would keep dieing per punch, The game would just keep dividing his health value untill it hits a variable with some 36 digits in it, At which point the game will crash.

Thats why I think its important to build a "Let him die once, Rise again and get killed again. Then he will die, And not a moment before" counter.

--

Quoting: Obscillesk

Hahah, reminds me of a Diablo level that bugged out and had no exit, I felt like exploding out of frustration :)


It does have an exit, Only said exit is over the pit of lava that you so buggily got teleported across..

It hasent happened in diablo for me yet, But in other games..I sympathise.

Even though it wasent a bug, I was playing an RTS, Airlifted my mission critical infantry unit to a remote corner where he would be safe and my damned transport which I couldent get another one of got shot down..So there I was stuck forever!
Title: Proposed Feature - Challenge Modes
Post by: Mihilist on March 03, 2006, 12:41
Quoting: Anticheese
Technically he would keep dieing per punch, The game would just keep dividing his health value untill it hits a variable with some 36 digits in it, At which point the game will crash.


If it is an integer variable it will (assuming that it is a possitiv number *g*) be divided an round, until it is 1, divided by 2 is 0.

And if he comes back to life with a health of 0, he probably will not even need a punch to die *g*
Title: Proposed Feature - Challenge Modes
Post by: Anticheese on March 03, 2006, 21:30
Quoting: Mihilist
1, divided by 2 is 0.


Ever played with a scientific calculator? Games are like that.

You dont divide 1 and get 0, You get .5, Then .25, Then .1125 or something like that, And so on and so forth.
Title: Proposed Feature - Challenge Modes
Post by: Lexman on March 08, 2006, 06:23
heres another one

Rouge Imp

You are a imp and you can do whatever an imp can do but a couple of times better than normal imps and there is a lot more enemies but the enemies are all imps (exept the cyberdemon).

The every monster an imp might not be that good so its flexible.
P.s. if you think of a better name please post it
Title: Proposed Feature - Challenge Modes
Post by: Ark on March 25, 2006, 19:09
Just an idea or two

Blind Eye - Areas outside of your field of vision will always look like walls(or something else).

Unnerved - All ranged weapons have a higher chance of missing.

Horrid Curse (Desperate need of renaming)- Monsters around you (2 squares around) have a chance of taking 1d2 damage every turn, however, healing items that are used instantly (such as Small health globes, berserk packs, invunurabilty globes, supercharge globes, ect.) have a chance of doing nothing, or less then normal, or damaging you by a small fraction of what it heals. With no Ironman, A supercharge may take you just from 100% to 120% or to 90% and berserk packs may just heal you and whatnot.

Sacrifice - At the end of every level, one or two of your items of a certain group (Such as usable, or amm or guns or armor) are put in a list, then some chosen at random are confinscated and destroyed.

Dazed State of mind - After ten steps, the next six make you move in a random direction, then they start to loop.

Weak body(Also needs chainging) - Melee damage(if you ever use it) is reduced, and every bullet that hits you (not imp or BOH shots, but from a pistol, shotgun, chaingun, and so on) will cause you to start bleeding
Title: Proposed Feature - Challenge Modes
Post by: JimmyJ on March 25, 2006, 21:27
Quoting: Ark
Blind Eye - Areas outside of your field of vision will always look like walls(or something else).


Oooh, that would make me clausterphobic
Title: Proposed Feature - Challenge Modes
Post by: Kornel Kisielewicz on March 25, 2006, 21:35
Quoting: jimmyj
Oooh, that would make me clausterphobic

Actually this feature is already in ^_^. I was once requested to create a "blondmode" version, with enhancements for blind people, and one of the requests was that only what is in the line of sight is visible. In the next release you will be able to activate blindmode by setting BLINDMODE = TRUE; in the ini-file.
Title: Proposed Feature - Challenge Modes
Post by: Ark on March 26, 2006, 00:01
The idea came to me in a clausterphobic moment!
Title: Proposed Feature - Challenge Modes
Post by: Anticheese on April 09, 2006, 22:05
This idea came to me when thinking about (in this order): Nethack, Terry Prattchet's Discworld novels (In particular, The ones featuring Twoflower), Red vs Blue

And here it is:

Rose tinted Spectacles - Everything you see is in a shade of pink.

Rose tinted Ears - In place of the sounds of viscera being torn out of people, Demons screaming and in general the melodious sounds of hell..
You will instead hear cute things, Like teddy bears and the likes.

Rose tinted Eyes - Everything you see is cute. Imps become little guys with pitchforks, Pinkies become the most adorable teddy bear. And I wont even touch on the Cyberdemon.

Rose tinted Brain - You find yourself reluctant to fire a weapon, Its just not in you! You suffer a small chance to just plain not shoot, And a larger chance to really balls-up the shot by fireing into a random direction with a +30% miss chance.

--

Q&A

Q - Are you gay?

A - No

Q - Then where did you get this idea?

A - Terry Pratchetts book The Colour of Magic and others, There was a guy called Twoflower who "Didint just look at the world through Rose Tinted Glasses, He heard them through Rose Tinted Ears and inerpreted it with a Rose Tinted Brain"

How this idea came to be:

Nethack - Thinking about the expensive cameras and how they are tied in to Twoflowers camera -> Discworld books -> RedvsBlue (About Doughnut, The gay guy)
Title: Proposed Feature - Challenge Modes
Post by: JimmyJ on April 10, 2006, 04:30
Buuuut, just how would this affect gameplay?? And the ears one would make DooMRL a bigger download (for those with 56k's like me) and the eyes would mean that Kornel would need to find new pictures to put into the pic to ascii program!
Title: Proposed Feature - Challenge Modes
Post by: Anticheese on April 10, 2006, 05:52
When you consider that your average monster roar is 2-5KB and that little picitures like that are readily avaliable, Kornel would be looking at two hours work tops.

The way that this affects gameplay is to make people disbelieve they are in danger.

Y'know, Like the people who grab half a steak and try to hand-feed the lion saying "Here kitty kitty!"

And plus its funny.

"Here lies a brave Marine, Died while trying to hug a Hell Knight"
Title: Proposed Feature - Challenge Modes
Post by: JimmyJ on April 11, 2006, 02:01
Although obviously, it wouldn't be CALLED a Hell Knight.
Title: Proposed Feature - Challenge Modes
Post by: Anticheese on April 12, 2006, 10:44
True.

I know this suggestion seems kind of useless, But its a REAL handicap.

And for those of you who think its a stupid idea and I am leaning towards your idea, A quote from the Darwin awards would be in order.

Quoting: Darwin award #1 for 2002

"It seemed a good idea at the time..." -The grave of a man who straped a JATO unit underneath his car.