Chaosforge Forum

  • April 19, 2024, 14:52
  • Welcome, Guest
Please login or register.



Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - IronBeer

Pages: 1 ... 6 7 [8] 9 10
106
Discussion / Re: The new Spider Mastermind...
« on: March 01, 2012, 20:39 »
I found what looks like to be a very good anti-Spider Mastermind build :
<snip>
Nice! I haven't yet tried out Entrenchment, but that trait + a humble blue armor grants a respectable 50% plasma resist.

Also, peeps who might be having some trouble: don't forget that BFGs will always hit the targeted tile, even when firing blind. Spidey won't try to demolish the pillars like the Cyberdemon, so if you can get into a good cornershooting position, you can destroy her without ever being under the gun. Try to grab/save a couple Power Batteries just for this fight- each one contains essentially an extra 3 BFG blasts.

Not having tried a melee build yet, I don't know exactly how much more powerful she is, but I'd wager that a dedicated Berserker-based or Malicious Blades build should handle the Mastermind without making too much of a mess.

107
Agreeing with Matt_S. It looks like you're already going for Gun Kata; finish that Master off! MGK is impossibly bananas-awesome with unique pistols. I've had the good fortune to have a run like yours before, a Marksman build as well. Anti-Freak Jackal + GCB + MGK = everything dies at stupid speed. Just be sure to stock up on ammo, but I doubt that'll be a problem.

108
Announcements / Re: DoomRL 0.9.9.6 RELEASED!
« on: February 28, 2012, 15:46 »
Excellent work, gentlemen! Sonic Clang's soundtrack is a nice touch, and the new sound effects are very good. The new graphical set should really help entice novice or greenhorn Roguelike-ers, and the set is very well done, if I may say so myself.

109
Requests For Features / Re: New unique items
« on: February 26, 2012, 14:32 »
I could see it being used on the regular and double shotguns like that.
I suppose it could potentially work with the break-action (standard/double/Super) shotguns, but it wouldn't make a whole lot of sense. Following from the real-life inspiration, making a clip-fed break-action would basically result in a clunky Combat Shotgun. Not my intention here.
Plus, it might be too good for a double shotty; as described, the assembly would add 2 to the clipsize, which would allow 2 back-to-back double shotty blasts. Yeah, I don't think that's balanced.

Also, how would you have it interplay with the Shottyman trait?
The obvious interplay, like on the Jackhammer or old Tac Shotty: you get a fully fresh clip upon moving. Does the Tac Shotty still get a full reload from Shottyman?

110
Requests For Features / Re: New unique items
« on: February 26, 2012, 10:55 »
I don't see a thread for proposed assemblies, nor have I seen anything like this proposed, so I submit:

Clip-Fed Shotgun
Mods Required: 2x Bulk (I guess? Dunno what should be appropriate)
Eligible Weapons: Combat/Assault Shotgun
Damage: Unchanged
Clip Size: +2 (Only counts one Bulk Mod's effects)
Accuracy: Unchanged
Spread: Unchanged
Firetime: Unchanged
Reload: 1.5s (Reloads entire magazine!)
Other Effects: None, Combat Shotgun base still requires pumping

Shottyheads would go absolutely bananas for something like this, and this is the sort of assembly that any Shottyman would really dig. I'm not entirely sure what modset would be balanced for such a powerful change. Bulks seem to fit the proper design mantra, but I don't want the clipsize to go through the roof when the whole thing is reloaded at once.

111
0.9.9.5 / Re: [M|99%|YAVP]
« on: February 25, 2012, 15:52 »
Nice work on pulling off a Full Win, and a very ambitious and complete win at that! I'm guessing the only bonus level left uncrushed was the Unholy Cathedral. At any rate, congrats.

After getting OP red armor (turned later into AOP) the game was not that hard.
No Plate Armor? You must've had WK2 by that point, so you could have been trundling around with ridiculous 10-point undamageable armor and laughing at just about any threat.

112
Modding / Re: Couple of questions about sound hooks
« on: February 23, 2012, 16:54 »
Oh! I wanted one of those. Where'd you get em?
It's a snippet from the Doom 3 Berserk... uhm "ambient" (?) sound. It's kinda hard to find, but it can be dug up from one of the .pk4 archives. I don't remember exactly which subfolder it was under, try simply searching for the "berserk" string.

113
Modding / Re: Couple of questions about sound hooks
« on: February 21, 2012, 00:11 »
I apologize for the double post, but this is probably better than starting another thread.

How long, exactly, is the time delay between shots in a volley for rapid-fire weapons? This delay did change when animations went asynchronous (it got a lot shorter), but just how long is it now?

114
Requests For Features / Re: But I stepped on a teleporter...
« on: February 17, 2012, 15:31 »
Then I was hit by a fireball and killed... before teleporting... which should happen the instant you step on the pad.
http://doom.chaosforge.org/wiki/Time

(ahem) "Using a teleporter: 1.0s (in addition to the cost of moving onto the teleporter)"

115
Play-By-Forum / Re: Doom: The Text Adventure
« on: February 17, 2012, 11:41 »
>>Carefully examine room. Try to find hidden switches or suspicious wall nooks.

116
Modding / Re: Couple of questions about sound hooks
« on: February 16, 2012, 19:06 »
(Answers)
Alright, thanks. It's a little disappointing, but I fully expected that most of the sound stuff is pretty immutable. Thanks again for your time!

117
Modding / Couple of questions about sound hooks
« on: February 16, 2012, 16:26 »
A little background: I play DoomRL with some modifications to the stock soundset. The modifications are mostly for powerups, player weapon firing/reloading, and a couple individualizations to monster attack sounds. I am aware that monster pain sounds can be set on a per-creature basis, but I've left those all but untouched, only changing the pain sounds for the boss monsters (Shambler, Cybie, AoD, and Spidey). Not all the modifications were originally my work, but I remember where everything comes from in my significantly altered sound.lua.

Since my introduction's probably just scared off the non-technical forumites, my big questions for anybody left are:

*Can a given event have different sounds depending on what conditions the event procs? Specifically, I'm asking about the "berserk counter increase" event (I know, scientific terms). It apparently is presently hooked only to the pickup sound of the Berserk Pack. I changed that pickup sound to be a couple seconds of psychotic, murderous screams, which is awesome. Hearing the whole sound whenever I proc the Berserker trait in a fistfight, not so much.

*Next, I also changed the Thermonuclear Bomb to have an even greater "kaboom" when the timer hits zero, but all nuclear explosions seem to use the same sound clip, and is not related to the sound as set on a per-item basis. Is this sound controlled elsewhere from sound.lua?

*Can I set the sound for overcharging a weapon? If so, what's the action I'd need to add into the .lua under an overchargeable weapon?

*Finally, can assemblies be given a different soundset versus their base item? (Probably not, I think DoomRL treats assemblies basically as the base item. Personally, I'd think it'd be cool if assemblies became new items.)

From what I know, it looks like the first two cases may be hardcoded. In that case, perhaps it might be worth considering a change, or at least a second look.

118
Nightmare! / Re: [N!|AoD|94%|YaFW] Hunter Diamond, Conqueror
« on: February 12, 2012, 20:27 »
By the end I was doing 8d8+5d6+30......
Oho, so the Spear DOES count as a "blade"?

119
0.9.9.5 / Re: [U|AoB|89%|5|YASD] Death of a brute
« on: February 03, 2012, 10:51 »
I never use the U key for med-packs, but I have, on a few occasions, accidentally pushed the I and O keys at the same time (since they're right next to each other) and used whatever item was in inventory slot O.  It's really annoying to waste large med-packs that way.  :P
That's why I changed my inventory management option in the config.lua to "CHOICE". Bad for speedrunning, but it pretty much eliminates fatfingering.

120
0.9.9.5 / [U|AoMC|YAAM] Covered in Blood
« on: January 31, 2012, 21:00 »
--------------------------------------------------------------
 DoomRL (v.0.9.9.5) roguelike post-mortem character dump
--------------------------------------------------------------

 Athene, level 15 Hell Knight 2nd Lieutenant Scout,
 defeated the Mastermind on level 8 of Hell.
 He survived 90145 turns and scored 324177 points.
 He played for 1 hour, 28 minutes and 36 seconds.
 He was a man of Ultra-Violence!

 He killed 876 out of 876 hellspawn. (100%)
 This ass-kicking marine killed all of them!
 He was an Angel of Max Carnage!

 He saved himself 2 times.

-- Special levels --------------------------------------------

  Levels generated : 11
  Levels visited   : 8
  Levels completed : 8

-- Awards ----------------------------------------------------

  Cyberdemon's Head
  Mastermind's Brain
  Medal of Prejudice
  UAC Star (gold cluster)
  Aurora Medallion
  Grim Reaper's Badge
  Hell Champion Medal
  Shambler's Head
  Gatekeeper Silver Badge
  Gatekeeper Gold Badge
  Gatekeeper Diamond Badge
  Veteran Silver Badge
  Veteran Gold Badge
  Destroyer Bronze Badge
  Destroyer Silver Badge
  Arachno Silver Badge
  Arena Silver Badge

-- Graveyard -------------------------------------------------

  ###########################################################
  #>###################..................................####
  ####################.................####...............###
  ###################...........##.....####.....####.......##
  ###################...................###.....####........#
  ##################............................####.........
  #################.............................####.........
  #################........%.................................
  #################...X#...............................####..
  #################...&................................####..
  #################....................................####&.
  #################....................................####..
  #################..........................................
  ##################...............................#.........
  ###################..........##......##..........#.........
  ####################........####.....##...................#
  #####################.......####.....#...................##
  ######################..................................###
  #>#####################................................####
  ###########################################################

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

  Health 90/90   Experience 100627/15
  ToHit Ranged +12  ToHit Melee +12  ToDmg Ranged +2  ToDmg Melee +2

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

  Class : Scout

    Ironman          (Level 4)
    Finesse          (Level 1)
    Hellrunner       (Level 2)
    Son of a bitch   (Level 2)
    Juggler          (Level 1)
    Dodgemaster      (Level 1)
    Intuition        (Level 2)
    Triggerhappy     (Level 1)
    Cateye           (Level 1)

  Int->Int->SoB->SoB->TH->MCe->Iro->HR->Fin->HR->DM->Jug->Iro->Iro->Iro->

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

    [a] [ Armor      ]   Angelic Armor [7/7] (100%)
    [b] [ Weapon     ]   BFG 9000 (10d8) [10/130] (B1)
    [c] [ Boots      ]   plasteel boots [2/2] (100%) (A)
    [d] [ Prepared   ]   nothing

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

    [a] gatling gun (1d7)x6 [52/52]
    [b] plasma rifle (1d7)x6 [40/40] (N1)
    [c] missile launcher (6d6) [4/4] (T1)
    [d] nuclear plasma rifle (1d6)x6 [31/31] (B1)
    [e] tactical armor [1/1] (100%)
    [f] red armor [6/6] (100%) (P)
    [g] Cybernetic Armor [7/7] (100%)
    [h] 10mm ammo (x140)
    [i] 10mm ammo (x140)
    [j] rocket (x14)
    [k] rocket (x7)
    [l] power cell (x70)
    [m] power cell (x70)
    [n] power cell (x70)
    [o] large med-pack
    [p] large med-pack
    [q] large med-pack
    [r] large med-pack
    [s] large med-pack
    [t] large med-pack
    [u] homing phase device
    [v] envirosuit pack

-- Resistances -----------------------------------------------

    Acid       - internal 0%    torso 0%    feet 50% 
    Fire       - internal 0%    torso 0%    feet 25% 

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

    99 former humans
    79 former sergeants
    58 former captains
    143 imps
    75 demons
    80 lost souls
    51 cacodemons
    30 hell knights
    75 barons of hell
    73 arachnotrons
    11 former commandos
    10 pain elementals
    32 revenants
    22 mancubi
    32 arch-viles
    2 bruiser brothers
    1 shambler
    1 Cyberdemon
    1 Spider Mastermind
    1 Arena Master

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

  He started his journey on the surface of Phobos.
  On level 3 he entered Hell's Arena.
  He left the Arena as a champion!
  On level 4 he stormed the Chained Court.
  On level 4 he found the Arena Master's Staff!
  He defeated the Hell Arena Master!
  On level 4 he assembled a tactical armor!
  On level 7 he witnessed the Wall.
  He massacred the evil behind the Wall!
  On level 8 he encountered the Phobos Anomaly.
  On level 10 he entered Hell's Armory.
  On level 10 he assembled a gatling gun!
  On level 10 he found the Nano Pack!
  He destroyed the evil within and reaped the rewards!
  On level 11 he ventured into the Halls of Carnage.
  On level 14 he ventured into the Spider's Lair.
  He cleared the Lair, kickin' serious spider ass!
  On level 15 he found the Cybernetic Armor!
  On level 16 he found the Tower of Babel!
  On level 19 he entered the Vaults.
  On level 19 he found the Revenant's Launcher!
  He cracked the Vaults and cleared them out!
  On level 20 he was foolish enough to enter the Mortuary!
  On level 20 he found the Angelic Armor!
  He managed to clear the Mortuary from evil!
  Then at last he found Dis!
  On level 24 he finally defeated the Mastermind.

-- Messages --------------------------------------------------

 Fire -- Choose target...
 You see : a Spider Mastermind (wounded) [m]ore | blood
 The missile hits the Spider Mastermind.
 Unknown command. Press "?" for help.
 You wear/wield : a power battery (x120)
 You quickly reload the BFG 9000.
 Fire -- Choose target...
 You see : out of vision
 Unknown command. Press "?" for help.
 Fire -- Choose target...
 You see : out of vision
 Unknown command. Press "?" for help.
 Fire -- Choose target...
 You see : out of vision
 You hear the scream of a freed soul! You feel relatively safe now.
 Congratulations! You defeated the Spider Mastermind! Press <Enter>...

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

 19 brave souls have ventured into Phobos:
 8 of those were killed.
 And 1 couldn't handle the stress and committed a stupid suicide.

 10 souls destroyed the Mastermind...
 8 killed the bitch and survived.
 2 showed that it can outsmart hell itself.

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


Oh, this was fun. Phobos was pretty par for the course as far as AoMC went, as usual shit got really bananas once I got my grimy mitts on a Chaingun. The Wall was tough; I almost bought it there on more than one occasion - it's so easy to majorly slip up in AoMC! - but I managed to pull through and get the rewards. A lucky phase got me positioned to beat the Anomaly without taking a scratch, and my nice shiny suits of Red Armor felt awfully neglected. In a normal game, the Missile Launcher absolutely omnoms the Brothers, and it's even worse under MC.

Deimos was throwing Arachnotrons at me by D2-ish, but I overcame them and about 3 Arachnotron caves throughout the course of my journey. Somehow got through Hell's Armory without taking a scratch; gotta be pure luck that the Shambler never actually fired back. Made a Gatling Gun there to fight the Shambler, and got the holy Nano Pack after my victory. I bestowed the almighty blessing to a Plasma Rifle, and knew that I had all the tools I needed to defeat Hell. Pretty much everything after that was a blur of carnage, pain, and that delightful coruscating ring of energy cells discharging. The denizens of the Spider's Lair were kind enough to fork over a Nuclear Plasma Rifle; of course, I didn't ask- my hosts were too busy getting vaporized. Had the presence of mind to snag Dodgemaster before fighting Cybie, and the poor oaf never even came close to hurting me.

Hell was pretty uneventful, save for the occasional Missile Launcher-mediated "shelling" of tightly clustered enemies, and more than a few frantic scrambles for safe position upon entering a floor. The only thing that stood out in Hell was the Mortuary (as it often tends to do). I managed to waste 3 of the Viles right off the bat, but I knew that wasn't enough. Trusting my instincts and praying, I proceeded towards the northeast corner, to hopefully fortify my arsenal with the Nuclear BFG. As I approached the nook, my heart sank- I saw Hellspawn milling around the area, and that could only mean that an Arch-Vile was in the area with a lot of "friends". Whispering a barely-audible apology to the star-crossed instrument of mass destruction, I tearfully levelled that corner of the map, then proceeded to the other side. As I marched back to the west, I noticed something nobody should ever see: corpses on my level memory were vanishing pretty much every step! I paused for a moment to check my remaining ammunition: PLENTY. I knew my 2 plasma rifles could carry me to victory... but only if I survived the Mortuary! For ever so few moments, I was unleashing my own brand of Hell- Missiles cut monsters down left and right, and the BFG sang its mighty tune of mayhem. Somewhere in the carnage, I managed to kill the last dastardly, bastardly Arch-Vile, and mopped up with my rapid-fire weapons. As I sought out the Angelic Armor and scraped chunky demon salsa from my face, I realized that I didn't even have to pop a single med-pack: I almost got the old Angelic Medal on top of everything else I knew I'd accomplished. Armor tucked away, I moved on. Passed on the Lava Pits; I'm pretty sure only Marines can do it safely with only 1 envirosuit. Got to Dis, wasted the Mastermind from out of her LOS with the BFG, then finished up with some corner-shooting.

Final thoughts: AoMC is definitely the easiest arena to score all the "no damage" medals. I'm still too clumsy to get the Untouchable series, but Cateye and spending lots of ammo will see anybody through to victory.

Pages: 1 ... 6 7 [8] 9 10