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Messages - Chamber

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16
Announcements / Re: DoomRL 0.9.8.10 - Released!
« on: April 28, 2008, 13:58 »
Loving this version.  The lava really is deadly - I took a walk through it in the Chained Court and cooked myself.

The new inventory screen is much more user friendly, too.

Congratulations, Kornel!

17
Requests For Features / Re: Strafe
« on: February 29, 2008, 13:20 »
Sounds cumbersome.

DoomRL treats movement in a somewhat abstract fashion, as do most roguelikes.  The PC isn't always simply walking around, he's running, strafing, ducking and rolling. 

Strafe made sense in the original Doom, but in the original Doom you couldn't see what was behind you either.

I'm sure someone mentioned bullet time before, and Kornel said no to it. 

18
Requests For Features / Re: Challenge modes ideas - old and new.
« on: February 29, 2008, 13:09 »
I like the idea.  It seems to me that the only real reason to include the advanced weapon is due to the Arch-Vile's high power.  Add a line of code that severly reduces its HP for the first few levels, and it will be a great tactical challenge.

There is one problem, though.  As of last version, killing monsters revived by the Arch-Vile does not grant the player experience.  So you'd have to make an exception for this challenge, or win the game with only 24*Arch-Vile Experience Worth points. 

How about Angel of the Living Dead for a title?


19
Requests For Features / Re: Challenge modes ideas - old and new.
« on: February 01, 2008, 06:04 »
Thought of one - Angel of Scavenging.  You cannot reload weapons, so whenever one is empty, you just throw it away and look for a new one. 

I'm not sure if overloading should still work.  Either way, it means that picking up ammo will be unnecessary.  Instead, picking up multiple guns of the same type will be required.  There are tonnes of lower level weapons just lying around, so that won't be a problem.  There are even kindly former commandos handy to provide multiple plasma rifles.  Rocket launchers and BFGs will be much harder to recoup. 

Perhaps generate more weapon drops to make things fair?

Difficulty - MEDIUM.  If all else fails, that chainsaw will still go on forever.

And on a side-note, customisable challenge modes sound like fun.  Long live the promised API!

20
Discussion / Re: Next DoomRL version
« on: January 31, 2008, 11:24 »
As far as I'm concerned, saved games and player data compatibility are not important.  Since I tend to keep different player data files at home and work, and usually forget to update the player.dat file, I doesn't bother me to start fresh.  It's good to get a feel for new balance in the game.

I think that the more frequent releases come, the better for maintaining interest.

21
Requests For Features / Re: Unique monsters and bosses
« on: January 31, 2008, 10:52 »
As an alternative to the 'vault' idea ... how about a unique random enemy that 'senses' you as soon as you enter the level, and tries to reach you for a bit of quality time.  If it can, it opens doors so as to establish line of sight and kill you.  Otherwise it'll break down doors, blast open walls, and shoot barrels in its attempts to make a path to you.  The player will hear all this, and know that a hunter is on its way.

22
It's fine the way it is.  People believing they're immortal don't care what powerups are in a level, and guys foaming at the mouth looking for the next chainsaw kill don't either.

23
Requests For Features / Re: Unique monsters and bosses
« on: January 30, 2008, 14:16 »
A total conversion based on Silent Hill would be amazing.  Using a Maul on the Memory of Alessa would be memorable.

As to unique enemies, I prefer the randomly generated variety.  Preferably generated along with an entourage of lesser monsters, in a large room filled with supplies, and sometimes holding a unique.  Giving lots of experience, too.

This might even tie in with the proposed bones generation system, converting very powerful dead PCs into unique battles.

Oh, and I say yes to the Spider Mastermind. 

24
Requests For Features / Re: New system of icons for monsters
« on: January 20, 2008, 15:27 »
I thought that maybe you could change background colour of the tile the monster was on to denote near-death.  Kind of like Stone Soup (a crawl variant) uses background colours to show that a creature is sleeping or unaware.

But it's a minor detail, simply because the targeting reticule displays monster health.

25
Requests For Features / Re: New Traits
« on: January 05, 2008, 03:31 »
My two cents:

Surgeon  2 levels of trait.  Each level makes medkit and large medkit use 25% faster.

Hold on Life 1 level.  Requires 1 level of Surgeon.  If you're killed, but your HP are at -10% or closer to 0%, you automatically use a medkit and pull yourself from the brink of death.

Catch This! 1 level.  You can roll those barrels you find at enemies.  They won't do any damage on impact, but a quick pistol shot will rectify that.

Armour Cutter 1 level.  Requires 1 level of SoB?  Each time you hit an enemy, you aim the shots so that they scrape of some of its armour, letting subsequent attacks do more damage.

Run, Monkies, Run!  1 level.  Requires 1 level of Reloader?  You can wield a rocket launcher in each equipment slot, and fire them at the same time.  They fly in different trajectories, much like the Mancubus's weapon does.  Reload them both with the R command.

Hardy Bastard 1 level.  Requires 1 level of TaN.  Player damage is increased by (100% - current HP %).  ie when wounded badly, the player deals a world of pain on his tormentors.


26
Discussion / Re: Nerfing the Chaingun
« on: January 04, 2008, 17:57 »
Okay, I recant.  After an experimental win using nothing but shotguns, along with ShottyMan, leaves me with the conclusion that SM provides a definate improvement to surviveability.  As long as you combine SM with 3xHellrunner, at any rate.

The problem with shotguns is that since you can only attack once every other turn, enemies have many opportunities to fight back.  But that is hardly a bad thing. 

Combine this technique with a rocket launcher/plasma rifle/BFG to provide distance kills, and you have an effective fighting style.


27
Requests For Features / Re: Request for Ideas : Unique Items
« on: January 04, 2008, 17:44 »
Shotguns have character, so here are some ideas for unique shotguns.  Enjoy.

Serious ideas:

Furious Blast - combat shotgun.

Shells fired from Furious Blast explode.  Small radius, but several explosions per round would ensue.  It could be used to blow up walls and doors, and of course pulverise enemies.

Igniter - double barrelled shotgun.

This shotgun is so powerful that the gunpowder explosion within the shells that issue from it produces a cone of fire from the barrels, burning any creature that is one square from the player in the direction it is shot, rendering upon them damage roughly comparable with an Arch-Vile's attack.

Skull Flayer - shotgun.

This shotgun fires a single projectile, rather than many.  But what it lacks in quantity it makes up for in raw damage that isn't reduced by distance, rotating and expanding upon impact to tear through flesh and leave the enemy broken.  The shot will go through several enemies, coming to a halt only upon hitting a wall or door.

Speculation:

Beckoner - double barrelled shotgun.

This acts like a normal shotgun, unless you 'R'eload it.  Then it uses its Harpoon attachment, which uses 2 shells to blast a barbed harpoon at a single enemy, sticking into its flesh and pulling it, kicking and screaming, a few squares closes to the player with a chain.

The harpoon attachment is mounted in one of the barrels, and the chain it trails is welded to the gun with a hydraulic winch.  Depending on the size of the enemy and the player level, the gun may be whisked out of the player's hands rather than pull the monster.

Impaler - shotgun.

This brutal shotgun carries a long pointed blade above its barrel, which can be used to make melee attacks.  Once a melee attack has been successful, and the enemy impaled upon the spike, the player can fire the shotgun, which, at such close range, will do terrible damage, such that it overcomes armour, cannot miss, and fires all its projectiles into that one unlucky monster.  If either the player or the enemy moves, the Impaler will come loose from the beast and another melee attack will be required.

Collector Deluxe - shotgun

This is not so much a shotgun as it is a device unto which shotguns can be attached.  There are mounts for up to seven guns to be inserted, be they shotguns, combat shotguns, or double barrelled shotguns.  Each gun needs to be loaded seperately (with the R button), similarly to the combat shotgun's partial reload.  Once all the shotguns are set and loaded, the wielder must turn a crank handle until the mechanism clicks into place.  That done, a pull of the device's trigger will fire off all the attached guns at once, causing all manner of havoc.

28
Requests For Features / Re: Request for Comments : Armor weight
« on: January 04, 2008, 16:51 »
I'll be frank and admit that I don't much like the weighted armour option so far.  As is, it isn't a feature so much as it is an encumbrance (literally) to the player.  The way armor is damaged now gives it a powerup-like feel, much like it was in the original Doom. 

Worse than any inconvenience to the player is the notion that this concept has not been introduced in a balanced fashion.  It seems odd to me that you can be carrying four sets of armour, a BFG and a plasma rifle, and still run like the wind, but the minute you put on a suit of amour you slow down.  Will the enemies be susceptible to this effect?  Will there be an equipment weight system soon, wherein you must keep your inventory half empty or slow down? 

The armor mods and traits mentioned would be there to limit the effects of this feature.  In other words, to play as we are accustomed, one will have to sink some traits into this.  If the AA is unaffected by the slowing effect, then presumably slowing will make the beginning game harder but will not effect the late game.

I'd argue that the opposite should be done - we should find ways to speed the player up.  We need traits that speed up item use, that lets us sidestep fireballs, and strafe and fire simultaneosly.  :)

Having said all that, armour mods might be cool.  Flaming Reinforced Red Armour of Shotgun Mastery, anyone?

29
Requests For Features / Re: Phase devices
« on: January 04, 2008, 16:27 »
In my experience, phase devices have it in for me.  They tend to only compound my problems at a time when I need said complication least. 

So I generally ignore them, reasoning that at least ammunition doesn't explode in my face, healing kits don't poison me, and armor doesn't weigh me down.


30
Discussion / Re: Shottyman Movement
« on: January 04, 2008, 06:10 »
While we're on the subject:  is it quicker to move or reload?

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