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Messages - Trar

Pages: 1 ... 5 6 [7]
91
Discussion / Re: Ratatatata: The Joy of Chainfiring
« on: March 25, 2013, 06:28 »
I just prefer finding a really good shotgun and getting Shottyman. It's basically how you do AoSh: strafe and keep spamming in the general direction of your enemy. That and corner camping.

92
Discussion / Re: Screenshots: ASCII and Graphics
« on: March 25, 2013, 06:25 »

From an 0.9.9.6 AoMr run. I made it to the Mastermind shortly after, but forgot to use my nuke and got pwned. Awesome item placement!


0.9.9.7. Laser rifle and three power mods (the topmost one was blown up before I could reach it, though). RNG for ya.

93
Modding / Re: WolfRL
« on: March 25, 2013, 05:41 »
I don't have the beta, and I probably won't for a while, so that counts me out. I'd still like to know how many of my proposed features are already in the game in one form or another.

94
Modding / Re: WolfRL
« on: March 22, 2013, 07:51 »
First off, I like the idea. Wolfenstein 3D was simpler than DOOM, but it too holds lots of potential for becoming more complex. I also like the variety of weapons available, although they could be re-named to be more historically accurate (the paratroop rifle is the FG42 and the thompson is the Thompson M1A1, for example). However, I think the heads of BJ and the SS soldiers look too big.

As for suggestions? I would recommend level styles/progression based on the original game: escaping from Castle Wolfenstein, looting treasure and killing Nazis as you go, obviously culminating with the fight with Hans Grosse. Maybe pushwall secret rooms are feasible? I would suggest a number of randomized levels for each level of the castle, like in DOOMRL. After you escape Wolfenstein the next episode can be modeled after the 2nd episode from Wolfenstein, and so on for the third and Spear of Destiny. Maybe levels based on Return to Castle Wolfenstein are too far-fetched at present, but I see no reason not to have enemies and weapons from that game and the 2009 game as well if they're not already in the mod in one form or another.

This is still great and you have my support for this.

95
Modding / Re: DukeRL
« on: March 22, 2013, 07:43 »
I support this mod. Make sure to include plenty of one-liners.

96
Announcements / Re: DoomRL 0.9.9.7 RELEASED!
« on: March 22, 2013, 06:52 »
Well, Sonic Clang, the author of the music, simply composed E1 music only, is completely independent from DoomRL devs, and his music is used in the game with his permission. Unless he or someone else composes the E2 and E3 music, you simply have to live with that.
Thanks for the information. Surely there must be some other usable DOOM remixes, or at least the original music (the non-MIDI stuff anyway). I suppose we'll have to mod it in anyway.

EDIT: I've got the music tracks and I might start working on editing the LUA soon. I'll post it here on the forums for others to use once I'm done.

EDIT EDIT: Done!

97
Announcements / Re: DoomRL 0.9.9.7 RELEASED!
« on: March 22, 2013, 05:30 »
I'm downloading it now. It's the prefect excuse to play DOOMRL again, and I'm very excited about the mod support! Keep up the good work.

EDIT: I am concerned about the lack of music from E2 and E3; the fact that it doesn't come with the game and we have to listen to the E1 music over again (not that it's bad music or anything, but it gets repetitive). I know you can find and put the music in yourself via LUA modding, but it just seems like something that should already be done beforehand, you know?

Also, mod gameplay doesn't count towards your character statistics.

98
I definitely support (+1, i guess) this idea. Making thermonuclear bombs more awesome is okay in my book. It might even make me use them more often...

99
Discussion / Re: Screenshots: ASCII and Graphics
« on: June 11, 2012, 13:31 »


My first encounter with the Cyberdemon after all my time playing DOOMRL and I get my ass kicked. :p At least I got to see him...and fight him and die like a man...thanks to the levels being rearranged. I usually died a bit before Cybie in the older versions, although I was gradually becoming more skilled over time if I do say so myself. I got farther down into the levels, but never quite deep enough to see him until now. We'll have to see whether I make it into Hell itself in this version like I did before, and if I'll proceed farther than I ever have before (which would mean fighting the Spider Mastermind, who was real tough even in the original DOOM...).

100
Announcements / Re: DoomRL 0.9.9.6 RELEASED!
« on: February 29, 2012, 10:52 »
You already can.  Just drop your music files into the mp3 folder and edit musichq.lua accordingly with a text editor.  Maybe keep a pristine copy of musichq.lua around in case you accidentally mess it up (good general practice for such things).
Didn't know that. I'll try it; thank you!

101
Announcements / Re: DoomRL 0.9.9.6 RELEASED!
« on: February 29, 2012, 10:17 »
The graphics and (most) of the music are better than I expected them to be. Well done, guys!

I do wish there was a way to turn off the game music so I could play my own tracks in the background, though; or maybe replace the game music with my music. I like (most) of the new music, I just wish I could hear my stuff as well. On that note, I'd like to hear the rest of the game's tracks remixed and placed in the game, if at all possible.

The feature I'd probably like the most would be a level editor, again if it's possible (or if it's already out and i don't know about it :p). I already have some good ideas for maps to make...

102
Requests For Features / Re: The Horrible Ideas Thread
« on: November 20, 2011, 13:32 »
I vote Game Hunter record this in song (full version, so the whole counting up from first day till the twelfth) and put it on youtube for all of us to loop.  =D
That would be win. A doomrl Christmas!

On-topic: It should be possible to implement one or more of the ideas in this thread if what i've heard about modding becoming easier and more accessible is true. That would also be win.

103
0.9.9.4 / Re: [H|98%|20|YASD] Why, phase device, why?
« on: November 19, 2011, 15:38 »
Sometimes the game is just cruel. It's a tough love sort of thing, I think. I've had a similar unlucky experience like yours, I should think. On an AoSh run I saw an armed nuke, a dozen former humans and an archvile right off the bat on level 23. I had previously used my lone homing phase device in the previous level, an arachnotron cave with 3 arachnotrons surrounding me and the exit (i was 3 tiles from the exit). I should have ran, but me and my damnable foresight! I used my two regular phase devices, but the first one brought me to a baron of hell, the second one brought me back to where I was. I tried to run, but I couldn't make it.

Mortem:

Spoiler (click to show/hide)

Let's hope fate will be kinder to us both in future.

[thelaptop: Please use mortem tags for mortems.  Currently the button to add these are missing -- please refer to this to see how to add the mortem tags manually before posting.]

104
Requests For Features / Re: The Horrible Ideas Thread
« on: November 19, 2011, 15:14 »
Angel of Angels

Just like a regular Angel weapon restriction game, except you can choose which weapon or weapon class you wish to restrict yourself to (any at all). The catch is that all enemies also use the weapon you use. For example, if you choose regular shotguns, or the shotgun class as in AoSh, every single enemy uses the regular shotgun/the shotgun class (i suppose they could be randomly distributed, or distributed according to hierachy IE former humans get regular shotgun, mancubi get power-modded assault shotguns) as well. Yes, even the lost souls, barons of hell, Cyberdemons and what have you.

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