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Messages - tekknej

Pages: 1 [2] 3
16
Discussion / Re: Special reload
« on: December 17, 2006, 23:44 »
and overcharges plasmarifle or BFG

17
ye, actually i got that idea from HotD-like games =)

18
when your wepon is empty a huge 'RELOAD' should flash all over the screen.

19
Discussion / Re: Next Project?
« on: December 07, 2006, 08:23 »
it should support 3d-glasses.

20
Discussion / Re: Next Project?
« on: December 07, 2006, 02:02 »
yeah! bring it in! graphics for the masses! 3d animated! every time you make a move you should see a 3-seconds lenght ub3rc00l animation. that will add to a hours of gameplay!!!
make hack'n'slash! with ub3r click2death system!!! yeah!

21
Discussion / Re: refresh rate?
« on: December 04, 2006, 19:09 »
i doubt the priority would help... though worth a shot...
press ctrl+shift+esc,
find a doomrl.exe in a list,
right-click -> Set Priority
try something higher than Normal, but Realtime would be bad idea imo...

22
Discussion / Re: How is experience calculated ?
« on: December 04, 2006, 19:01 »
oh... first a read it as "Yes, probably even in the next week"...

23
Discussion / Re: Rank
« on: December 03, 2006, 16:22 »
just visit chained court 10 times =)

24
Discussion / Re: The official Arch-Vile thread
« on: December 01, 2006, 12:34 »
imagine if ther's a company in yer city with a big huuuuge V in the logo... and you haven't seen it yet, and you walk on the street... than BAM - here it is, staring at you. what you gonna do? =)

25
Pre-0.9.9 / Re: First Win in the New Build
« on: November 30, 2006, 22:32 »
Mortuary is ubereasy if viles appear near you. i killed 'em in no time at ITYTD...

26
Discussion / Re: The official Arch-Vile thread
« on: November 30, 2006, 19:45 »
i think they are ub3rc00l. i like viles! viles for the masses!!! \o/

27
Requests For Features / Re: Rooms!!!
« on: November 30, 2006, 00:14 »
okay, some ideas about levels...
ultimately every level should be interesting and different in many ways. in fact this will mostly obsolete current specil_levels system... i think it would be cool to firstly decide on the type of a level, that shoul be generated (it's already implemented: complex, maze of rooms / etc). then accordingly to a level type optionally divide it into number of zones (not many - 2,3,4) and then decide what each zone will be... also each zone could contain some small stuff, like 'rooms' mentioned above. rooms of course are not a prerendered patterns, but a general idea.

example based on what is currently implemented:
level type - former human base
three zones divide it vertically, one of them iz maze of rooms, the other two are complex. each zone could have its own flags like lotsa_barrels.
in each could be rooms like vaults etc...

some other example which in fact forgets about special levels to use them as parts: =)
level type - HellBridge (has a river of lava going through center of level vertically or horizontally, or even maybe at angles if the developer is workaholic =). also has a bridge or a couple). the two parts that are separated by river could be chosen from standart zones for HellType levels... this could be hellish caves, hell city, hell hall (some big building which may have some small rooms and a big one in the center), hell armoury, mortuary (little one), pillars (kinda like in hell's arena, but more interesting), etc...
okay... RNG chooses... ummm... okay - pillars and HellHall (to make things really new =) )
of course the zones could be of the same type, like two caves... (oh, the caves are not so good idea in their current implementation - they are not open).
so... pillars and HellHall.
pillars: some masses of walls in blocks like you've seen in Hell's Arena, some a bit bigger, some very small. some pillars could be connected using a standart wall. some pillars rarely could contain 'secret' stashes in them (so thay are either destructable, or have destructable parts). splashes of lava may apply like in current Hell levels. maybe a lonely small building packed with monsters could be found (The Keepers Of The Pillars) =)
HellHall: 1) generate some huge rectangle building with some doors, but leave some place outside (will be needed later). 2) make the roads of blood (maybe mixed with lava) go from doors to the central area of the building. 3) make some side rooms adjacent to walls, using the space not used for 'bloodroads', some of these rooms could contain some specialities (could use standart room routine for them, or a bit tuned one, like no_circle_rooms, no_vile_lairs, etc =) ). 4) make some rooms outside of main building, these rooms are smaller, could have doors outside, inside or both. so the Hall will not be a plain rectinagle if seen from outside =) 5) the center area - some variants... in fact if some monsters tend to keep in the center of a map (i dunno if its optional in current AI system) - then if this HellHall zone is only one on entire map (then the level type would be like PlainSingleZone) - the center area could be a lake of lava and blood with lots of lost souls. otherwise it could be just some stash and monsters. or have an always_special_room in the center (choosen from standart special rooms). or have some single char walls with monsters behind, like this:
Code: [Select]
  #  # #   
#  m# m  #
 # #^ # #
  m #m 
#  #  #m#
 #   #   #


damn, i must haven't slept for too long =) hope my english is not so bad... =)
of course all of it are just general thoughts and it would be really hard to implement an ultimate level system, but i think that some step to it are not so brain*arch-vile*ing. =) the current level generation system is too simple. replayability is one of the coolest parts of roguelikes and different levels make it way much better.

P.S.: hell, why didn't i browsed forum in case a thread disscussing that issue already exists?.. hope not =)


28
Bug Reports / Re: Rocket blasts go through indescructable walls
« on: November 29, 2006, 21:57 »
so, if it is possible - change the point of impact =) but use it only for walls (monsters, playa, barrels etc will still be the poi). i think that would really enchance RL, coz there will be less stuff burned...

29
Requests For Features / Re: Rooms!!!
« on: November 29, 2006, 21:53 »
thank you, Derek. btw is it possible to help Kornel add some stuff in a game? =)
i'd suggest to talk in more general terms here... algorythms of level generating =) its more interesting than tiny rooms... also i would like to see maybe some randoms in special levels... it'll make them much more interesting... terrainwise and rewardwise... =)
its really good to clear out some tough special level and being one step from seeing what you're gonna get for your hardwork =)
examples:
=Hell Arena. make pillars random, maybe add something more interesting than pillars, but not too much - its arena anyways =) also the type of monsters and reward could vary...
=Hell Armoury. make a level consisting of connected islands in lava, connected by small bridges or kinda one big island which has some interesting form (damn, that sounds not so understandable... okay - like first variant, but bridges are not small and in fact they form a one big island... hell my words are complicated, i'm from russia =)...). then put buildings on terrain, put some stuff there =)


30
Pre-0.9.9 / Re: YASD due to luck
« on: November 29, 2006, 21:30 »
as i see the most hard are the first levels... after Chained Court it gets much easier. i had lots and lots of stuff when entered hell... there it was still not very hard and if i didnt make a silly mistake at l20, i think i could win...

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