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Messages - Deathwind

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511
--------------------------------------------------------------
 DoomRL (v.0.9.9.1) roguelike post-mortem character dump
--------------------------------------------------------------

 Darkshadow, level 9 Cacodemon Warrant Officer, defeated the Cyberdemon
 on level 12 of the Phobos base.
 He survived 79853 turns and scored 58215 points.
 He played for 1 hour, 6 minutes and 44 seconds.
 He didn't like it too rough.

 He killed 372 out of 372 hellspawn. (100%)
 This ass-kicking marine killed all of them!
 He was an Angel of Haste!


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

  Medal of Prejudice
  UAC Star (bronze cluster)
  Grim Reaper's Badge
  Hell Champion Medal
  Runner Silver Badge

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

  ###########################################################
  #..........................................................
  #..........................................................
  #....................................###...................
  #.........###.....###................###.....###...........
  #.........###.....#.#................###.....###..........#
  #.........###................................###..........#
  #....X..........................###.......................#
  #...............................###........................
  #...............................###........................
  #..........................................................
  #...........##.............................................
  #..........###....................................###......
  #..........###....................................###......
  #................................###..............###......
  #.....................###........###..###..................
  #.....................#>#........###..###..................
  #.....................###.............###..................
  #..........................................................
  ###########################################################

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

  Health 25/50   Experience 32166/9
  ToHit Ranged +0  ToHit Melee +0  ToDmg Ranged +3  ToDmg Melee +3

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

    Finesse          (Level 2)
    Son of a bitch   (Level 3)
    Whizkid          (Level 1)
    Triggerhappy     (Level 2)
    Ammochain        (Level 1)

  SoB->Fin->SoB->Fin->WK->TH->MAc->TH->SoB->

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

    [a] [ Armor      ]   onyx armor [2]
    [b] [ Weapon     ]   modified BFG 9000 (10d8) [18/130] (B1)
    [c] [ Boots      ]   modified protective boots [2/2] (100%) (A)
    [d] [ Prepared   ]   nuclear BFG 9000 (8d8) [27/40]

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

    [a] rocket launcher (6d6) [0/1]
    [b] modified plasma rifle (1d8)x6 [0/40] (A2P1)
    [c] super shotgun (9d4)x3 [2/2]
    [d] Angelic Armor [7/7] (100%)
    [e] shotgun shell (x50)
    [f] shotgun shell (x50)
    [g] shotgun shell (x50)
    [h] rocket (x5)
    [i] rocket (x10)
    [j] rocket (x10)
    [k] large med-pack
    [l] large med-pack
    [m] large med-pack
    [n] large med-pack
    [o] large med-pack
    [p] large med-pack
    [q] phase device
    [r] phase device
    [s] homing phase device
    [t] thermonuclear bomb

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

    99 former humans
    43 former sergeants
    37 former captains
    35 imps
    37 demons
    35 lost souls
    24 cacodemons
    4 barons of hell
    1 Cyberdemon
    9 hell knights
    12 arachnotrons
    1 former commando
    2 pain elementals
    11 arch-viles
    22 revenants

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

  On level 1 he entered Hell's Arena.
  He left the Arena as a champion!
  On level 3 he stormed the Chained Court.
  On level 6 he ventured into the Halls of Carnage.
  On level 9 he found the Grammaton Cleric Beretta!
  On level 9 he ventured into the Spider's Lair.
  He cleared the Lair, kickin' serious spider ass!
  On level 11 he was foolish enough to enter the Mortuary!
  On level 11 he found the Angelic Armor!
  He managed to clear the Mortuary from evil!
  Then at last he found Phobos Arena!
  On level 12 he finally defeated the Cyberdemon.

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

 missile hits the Cyberdemon. Boom! The missile hits the Cyberdemon.
 The missile hits the Cyberdemon. The missile hits the Cyberdemon.
 The Cyberdemon fires! You are hit!
 Fire -- Choose target...   The missile hits the Cyberdemon. The missile
 hits the Cyberdemon. The missile hits the Cyberdemon. Boom! The
 missile hits the Cyberdemon. The missile hits the Cyberdemon. The missile
 hits the Cyberdemon. Boom!
 Fire -- Choose target...   The missile hits the Cyberdemon. The missile
 hits the Cyberdemon. The missile hits the Cyberdemon. The missile
 hits the Cyberdemon. Boom! The missile hits the Cyberdemon. Boom! The
 missile hits the Cyberdemon. The Cyberdemon reloads his rocket launcher.
 You prepare the BFG 9000! The Cyberdemon fires! You are hit!
 Fire -- Choose target...   The missile hits the Cyberdemon. The Cyberdemon
 reloads his rocket launcher.
 Fire -- Choose target...   The Cyberdemon dies. You feel relatively safe

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

 Before him 257 brave souls have ventured into Phobos:
 234 of those were killed.
 3 of those were killed by something unknown.
 5 didn't read the thermonuclear bomb manual.
 And 10 couldn't handle the stress and committed a stupid suicide.

 Some rumours though, say that the Cyberdemon was killed already!
 Is he immortal? 5 souls claim to have killed him...
 1 sacrificed itself for the good of mankind.
 4 killed the bastard and survived.

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

Seriously I didn't find any red armor till the Mortuary, how is that possible?

I didn't find a combat shotgun till level 4 so the early game was just spamming a normal shotgun.

Hell's Arena had some close calls and I had to fall back to the pistol for round 1, but was easy enough after I got the chaingun.

In Chained Court I used rockets to blast the lava halls instead of walking so I could get all 5 zerks at the end.

Onyx armor was on level 5 but I didn't use it till 7 because I hate the move speed reduction I'm an idiot.

On 6 I found my ONLY commando and a second agi mod for it (whizkid was picked up on 8)

Hall of Carnage, yawn...

Ninth floor I found the Beretta but had no room to carry it.

I hit ammochain 3 spiders into the lair and the rest died to plasma

Tenth floor I got the super shotgun and my 1st vile pack with Reverants, hell knights, mixed formers and 2 viles.

Level 11 had another vile pack, when I saw 3 viles I bfg'd it, ran back blind fired the plasma rifle.

Why do I keep going to the Mortuary, it seems any run I win has a trip through it. Enter, blind bfg left and right, vile burns the red armor and supercharges so I homing phase. Proceed to walk left bfg/plasma blasting anything I see till it's clear. Grab the holy armor, forgetting my next level is the last I didn't wear it, use the supercharge and leave.

Cyberdemon was a pushover, 4 bfg blasts and he went down.

512
Discussion / Re: Badges Guide
« on: November 20, 2010, 14:32 »
do you want me to fix up some of the problems and repost it?

513
Requests For Features / Re: Monster delay on level one
« on: November 20, 2010, 14:29 »
It may only affect a few modes but it's truly unfair, spawning is a room of lost souls is bad enough on level 2 but on level 1 you might as well quit and try again...

514
0.9.9.1 / Re: [M|AoB|97%|YAVP] Cleaver victory.
« on: November 20, 2010, 14:25 »
As far as the AoD goes, isn't everyone forgetting about that thrice damned zerk bug?

515
Requests For Features / Re: Keycards
« on: November 20, 2010, 02:53 »
sounds like a good idea for a special level or two,

1. The security checkpoint: you need the keys to advance through a hallway blocked with locked doors, rooms on both sides have enemies guarding the keys. For an old school doom touch have the monsters behind walls like hellgate and release them when you reach the key.
edit: on second thought this could be better done with levers to open and release...

2. Secure storage: Think of a cross between hellgate and the wall with just a little bit of mortuary for flavor, all walls would need to be industructable. Here is a quick mock-up, when you pass the 1 all of the 1 walls are removed with an alarm message, same goes for 2 and 3. Rewards, key card/door order and monster ballance is still needed.

Code: [Select]
##############################################################################
 #..._#..._#..._#..._#..............2O3V3O2...............................3B3V#
 #....#....#....#....#..............2233322.............O.................3333#
 #....#....#....#....#....B.........1c1c1c1...............................3R3B#
 #X.1.#X...#X...#X.3.#..............11s1s11...............................3333#
 ###-####-####-####-##..........B...1s1s1s1..................c................#
 #..................................1111111........................s..........#
 #........................B...........###................B....................#
 #....................................###.....................................#
 #_....................................+...................................@>.#
 #.....................................+......................................#
 #....................................###.....................................#
 #....................................###................B....................#
 #........................B.........1111111........................s..........#
 ###-####-####-####-##..........B...1s1s1s1..................c................#
 #X...#X.2.#X...#X...#..............11s1s11...............................3333#
 #....#....#....#....#....B.........1c1c1c1...............................3R3B#
 #....#....#....#....#..............2233322.............o.................3333#
 #..._#..._#..._#..._#..............2O3V3O2...............................3B3V#
 ##############################################################################

516
Discussion / Re: Badges Guide
« on: November 19, 2010, 15:03 »
No offense intended but it needs another editing pass. The current version has quite a few copy/paste errors.

Quote
4.12. Destroyer Bronze - Reach level 12 in Angel of Max Carnage

Notes: You need only enter level 12; you do not have to clear or exit the level. For tips on AoMr completion, see Quartermaster Silver.

517
Discussion / Re: Searching for JC...
« on: November 18, 2010, 01:00 »
think about the options and it will come to you. As I said, you need to OUT-SMART hell itself...

Everyone just leave the hint at this.

On a side note if you know about JC you should already know HOW to meet him.

518
Discussion / Re: Searching for JC...
« on: November 17, 2010, 15:16 »
You have to out-smart hell itself. Just think about the items you could have, what stands out?

519
Requests For Features / Re: The Horrible Ideas Thread
« on: November 15, 2010, 23:53 »
lower the damage and I'd play it...

520
Off Topic / Re: Now playing... (games)
« on: November 15, 2010, 02:33 »
Software Refinery - Hardwar via private server

521
Graveyard / Re: [4e] The Garden of Graves - OOC
« on: November 14, 2010, 23:52 »
I haven't played d&d since good old AD&D, how different is this form and would you take a n00b?

522
Requests For Features / Re: New unique items
« on: November 14, 2010, 15:13 »
Any invincibility that you can carry will do that so how about just 30 turns berserk and a supercharge? It fits the decription better anyway.

Juggler is almost free with an ammochain build and they mostly use hotkey weapons anyway so no drawback.

523
Requests For Features / Re: New unique items
« on: November 14, 2010, 00:06 »
Those first three sound ok but the last one...

I think the monkey paw thing should be able to kill a vile as one of it's wishes.

The elixir's invincibility should be 5 turns, berserk for 15 (as there is a overlap), if that's too strong make the effect a large med kit.

Asura could be abused for move speed with juggler in a non-melee game.

Your version of an up-link cannon doesn't make sense in an underground base, looks like it was designed for style not function, and doesn't even hold enough ammo for it's std fire.

524
0.9.9.1 / Re: [M|AoH|YAFD]..
« on: November 13, 2010, 23:39 »
I'm wondering why that line showed up my self, friday was only the 12th...

525
0.9.9.1 / Re: [M|AoH|YAFD]..
« on: November 13, 2010, 16:10 »
That phase kit in your backpack looks out of place...

To pass on wisdom Game Hunter gave about shotgun runs when I joined:
Quote
Re: [M|Aosh|94%|20|YASD] I'd have killed for some ammo...
« Reply #1 on: October 09, 2010, 08:52 »
Looks like you were going for a YAAM. Hopefully this game teaches you that, sometimes you have to give up on dreams of grandeur and make the best decision for winning the game. Even in a MAD build, shotty builds always have that ever-present threat of finding no Sergeants in Hell, which means you need to keep an extremely healthy stock before that. This is best accomplished at the Halls of Carnage, as you're given far more than enough to survive a good deal of levels below. Additionally, you can sacrifice Iro for SoB, boosting your damage ever-so-slightly to save on shells. (Don't doubt the +1, man.)

As a suggestion, power-mod your combat shotgun before the double, especially on MAD. The difference between 24d3 and 27d3 up close isn't as important as the difference between 7d3 and 8d3 when radar-shooting.
That was a failed AoSg run where I ran out of ammo due to relying too much on the double shotgun.

On a side note it's worth reading old mortems for tips, I mean why repeat other people's mistakes

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