Chaosforge Forum

  • April 18, 2024, 23:58
  • Welcome, Guest
Please login or register.



Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Angle of Death

Pages: [1]
1
Discussion / Are self-referential teleporters a bug?
« on: January 16, 2010, 03:31 »
Twice today, I've stepped on a teleporter and had it go to the location of itself, killing me. Is this supposed to be possible?

2
The one thing that truly annoys me about this game is that very few of my normal character names (such as my username on this forum) fit. Is it possible to make the name field longer?

3
Requests For Features / Challenge modes and guaranteed rewards.
« on: December 17, 2009, 21:22 »
Unless I'm mistaken, the guaranteed rewards for completing certain special levels (Primarily Hell's arena and the wall) are the same regardless of Challenge modes. While this is perfectly okay for most of them, completing either on AoMr, AoB, or AoS gain you very little in the way of reward.

I suggest that, to make these levels more desirable to complete, the guaranteed rewards for these levels be changed for these three modes.

For an example, replace the Chaingun and rocket launcher from Hell's Arena with one of the following:

AoS:
Advanced Combat Shotgun/Red Armor
*Assault Shotgun*/Large Medkit
Double Shotgun/Phase Device

AoMr
Advanced Pistol/Advanced Pistol


4
Requests For Features / Archvile tweak
« on: May 05, 2009, 13:23 »
The Arch-vile attack doesn't really work like the one in DooM 2. In the original, it took several seconds to damage you and you could negate damage entirely buy breaking line of sight. Unlike dodging the Revenant's missiles, I don't see why you couldn't code this in easily. Simply have the player flash a couple of times, then check line of sight. If line of sight exists, apply damage. If not, don't. If you're concerned that this would make AV's too much easier to kill, then up their damage.

5
Requests For Features / New challenge
« on: February 22, 2009, 21:25 »
I don't know what you would call it, but it would be a 25-level game with only pre-made, unique levels. All the existing levels except UC would be present, and you would have to at least get to the stairs. This would also be an excellent method of testing a new set of unique levels for new "episodes." The biggest downside is that this would be very hard if the new levels were of the same difficulty level as the existing ones, and too tame for a challenge otherwise.

6
Discussion / I want my wall!
« on: January 27, 2009, 00:29 »
In the past 4 games or so I've played on ITYTD, the stairs to the Wall have not appeared. It's unlikely that I missed them every time, as I was not rushed and explored each level with extreme thoroughness. Are the special levels guaranteed to appear?

7
Requests For Features / New unique items
« on: January 25, 2009, 00:22 »
I have a couple of ideas for unique items.

1. Grafter

This is a mod that lets you graft any single item into your own body. The effects would vary by the individual item. Suggestions: (Remember, this is a one-time only thing)

Armor: Gives you permanent armor 1 + half of the current value of the armor used, plus any other effects.

Weapon: Allows the weapon to remain available without taking up inventory space.

Medkits: Adds 10% small/20% large to max health. (So you would go to 110 % or 120% without decaying.

Weapon mods: Gives one level of the appropriate trait.

Damage:  Son of a bitch
Accuracy: Eagle Eye
Reload: Reloader
Magazine: ??

Nuke: The nuke will detonate if you are killed

Alternatively, it could be used when standing on a corpse to gain the ranged attack of that corpse. (By grafting part of the monster onto yourself)
--------------------------------------------------------------
Submachine Gun

This is based on the "Submachine Gun" from Red Faction

Damage:    2d4x3 OR 1d8x3
Accuracy:    +0
Base Fire Time:    1.0 second
Base Reload Time:    2.0 seconds
Clip Size:    20
Ammunition:  10mm OR Cells
Special Reload:    Loads cells instead of 10mm
Quote on pickup:    Death: Now in bite size!
Ingame Description:    A compact weapon for any situation.

Basically, it's a combination Chaingun/plasma rifle. I figure that it would be most useful as a secondary weapon to take advantage of otherwise useless ammo. (In other words, shotgun users)
-------------------------------------------------------------------------------------------------------------------------------

Target pistol

Damage:    2d4
Accuracy:    +20
Base Fire Time:    1.0 second
Base Reload Time:    1.2 second
Clip Size:    6
Ammunition:    10mm ammo
Special Reload:    N/A
Quote on pickup:    They'll never see it coming!
Ingame Description:    A scoped 10mm pistol.

The perfect long-range weapon.

I've got a couple other ideas, but I need to work on them.

Pages: [1]