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Messages - BrewFall

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1
Modding / Re: Problem Starting Game After Crash
« on: April 29, 2013, 09:42 »
This is so simple I can't believe I didn't see it. Thank you for your help Thomas.

2
Modding / Problem Starting Game After Crash
« on: April 29, 2013, 09:17 »
Just a quick question about a problem I've been having.

I created a module folder with main.lua and module.lua.

It worked the first time I ran it, then I made a change in main.lua and ran it again.

There was a crash error after selecting klass and trait.

I changed main.lua again to attempt to fix the problem.

Now I can only continue the game I started earlier and it crashes each time. How am I able to start a new game?

Thanks

3
Requests For Features / Re: New unique items
« on: April 05, 2013, 08:10 »
The Cross Punisher - Wolfwood's weapon from Trigun...

It's heavy because it's so full of mercy!

Machine Gun/Rocket Launcher [90/90]

Uses 9mm ammo
Accuracy +3
(1d6)x6

Alt Reload switches to Missile Mode
every shot uses 30 bullets
Accuracy +5
6d6 small explosion

Tear it up like Wolfwood!

4
Yeah, the idea was that you would see everything after killing all monsters, not after leaving the level, but I don't think its a good idea after all anyway. On early levels in normal game modes searching levels can be a little bit of a chore (but not much) but as many people have brought up, it would take away from the fun "is it worth it?" feeling you get when a portion of the level is cut off by lava or acid, which is not something I had considered. After all, this is DOOM, sometimes you gotta take that risk and burn your boots off!

5
Requests For Features / Re: Continue Option on Ending Episode
« on: April 04, 2013, 11:10 »
I like this idea. I wanted to save just the other day after EP 1. It seems like a natural place to take a break.

6
After you clear the level, the computer map effect kicks in and you can easily see all of the items on the ground that you did not get. If there is a concern that this would perhaps ruin a few secrets on special levels, just enable it on regular levels, and not on special levels.

I think that this would be nice for the player while not affecting balance.

7
Discussion / Re: Opinions on new special levels needed!
« on: March 27, 2013, 10:24 »
As a preface I am on HNTR playing an Ammochain Build. Also, I am loving it!

Phobos Base -
Certainly felt tense when I played it, but not too hard. Fits right into the game.

Deimos Base -
The two shamblers were quite a shock! After the level name turned blue I didn't realize that more enemies could appear. On a higher difficulty I certainly would have died, but it will probably be a real challenge for the better players. I am seeing that melee players are not having trouble with these guys, and shotgun players are. Perhaps if their armor was reduced and their health and regen rate was increased it would balance it for everyone. The two sniper mods I found here upgraded my nuclear plasma rife and my missle launcher, making me feel like a real badass! I also found an onyx mod later on, and the Trigun! Is it just me or is there more rare stuff spawning now?

Containment Area -
Seemed pretty easy! Of course I am feeling a little OP by this point so it is hard to judge. Is there any way to get through it without a rockets?

Spider's Lair - I like the new layout aesthetically. I didn't use any new tactics here, but it seems good.

... I've made it to hell now, but haven't seen any more special levels yet. I like the updated normal level layouts.

Basically, great job!

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