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Messages - Dervis

Pages: 1 ... 12 13 [14]
196
How about adding second type of ammo packs that are generated across levels, like in original DooM. There were 2 types of packs for each ammo type: 5 bullets in clip, and 50 bullets in box, 8 shotgun shells in pack, and 25 shotgun shells in box, 1 lone rocket, and box of 5 rockets at once, 40 plasma cells in little battery, and 100 cells in big battery.
I also find this would be a nice feature, as it happens atm in the game your only reliable source of ammo are the former captains/sargeants and special levels as random ammo in maps is way too few in the later levels.

On another point i second (or 5th) that 'Need more Cells!' but i find it more important to make bigger power cells stacks in inventory. In Doom you could carry 200 Bullet Ammo, 50 Shells, 50 Rockets and 300 Cells, in DoomRL the proportion could be made a bit fairer imo.
I find it really annoying to use 5+ lines of inventory on power cells and see them disappear really fast when you need to fry bigger monsters.

197
Requests For Features / Intuition
« on: October 26, 2007, 03:54 »
In my opinion Intuition is about knowing where are the safe/dangerous parts of the map, and as it is now it's being used to shoot monsters out of sight. So I suggest redesigning intuition(3) in the following way to make it less exploitable:

1 - Remove the Eagle Eye prerequisite for melee and shotty guys to be able to get it if they want.
2 - Instead of showing red dots all the time, i'd suggest making it show all the monsters in the map but only on certain times, namely on map entry and whenever you gain xp.

This way you'd remove the control from people having knowledge of where monsters are all the time and would reward doomish players on a killing spree.
Shouldn't be hard to code either imo, you just have to stick it on the routine you use for xp.

198
2 Plasma Rifles, 1 Plasma Cell, 1 Red Armor + 2 Invulnerability Globes on 2! vaults on dlvl2. Hurray for AoMr Challenge!!1!

199
Bug Reports / Re: Maps and Difficulty levels (Minor)
« on: October 26, 2007, 02:47 »
I think you missed my point, the type of level Hellish Caves always feels like they have the same monsters as in ITYTD.
In my idea, monsters on those levels are using special rules to be spawned and Kornel forgot to add a couple of lines for difficulty levels, and so you always get 1d6 demons/lost souls/cacos/arachnotrons everytime no matter the difficulty.

200
Bug Reports / Maps and Difficulty levels (Minor) [FIXED]
« on: October 25, 2007, 03:54 »
Hi,

I've been playing in ultra-violence mode lately for extra fun!
Anyway one common find is the the 'Hellish Caves' type of level doesn't keep up with the high difficulty settings.

For example, it's common to find 2-4 Hell Knights, a bunch of former captains, etc. on lvl 3, but on caves you get really easy fights: i've seen a cave level with 3 demons on lvl 5 and 3 Cacodemons on Lvl 12.

On the other hand, I get one arena on Lvl 5 once with 1 Baron of Hell, 1 Mancubus, 1 Arachnotron and one former commando looking at me, thk god the stairs were 3 steps away. Anyway i have the 2-player bug on arenas usually so it's kinda hard for me to look around.

Another issue is the Hellish Arena, i find myself skipping it 95% of the times if it shows up on Lvl 2 as you only get one level to get xp+loot. Please make it show up only in lvl 3.

Thank you for this great game :D

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