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Messages - Ander Hammer

Pages: 1 2 3 [4] 5 6 ... 26
46
Requests For Features / Re: Blood Rivers In Hell
« on: April 23, 2012, 06:12 »
Quote from: Wiki:Fluids
The fluid type of rivers is determined by a roll of 1d(6 + 2 × difficulty) + dlevel.

And water is the lowest, followed by acid, then lava, which has no upper bound.

Maybe, when it becomes impossible to generate blood, too, because the constant is just so high, there could be a chance that a lava river becomes blood. Or maybe generation could be more fundamentally changed: above a certain roll is lava, unless the roll is even/divisible by 3/5/whatever.


Fun trivia: it wasn't playing Inferno that got this idea in my head, but rather a Dwarf Fortress LP...

47
Requests For Features / Re: The Horrible Ideas Thread
« on: April 22, 2012, 17:12 »
[note about how something inconvenient during the N! challenge would kill days of playing]
[suggestion that saving be allowed, except on N!]

...what?

48
Requests For Features / Re: Mancubus Experience Rank
« on: April 22, 2012, 16:51 »
Isn't a mancubus originally a demon well suited to seduce women, the male counterpart to succubi?

implement succubus mob.

49
Requests For Features / Blood Rivers In Hell
« on: April 22, 2012, 16:42 »
Hell is just generally full of lava and it gets awful without frequent envirosuit spawns, heavy heavy boots, and/or extreme care.

To ameliorate this problem, since for some reason it's not in DoomRL already, I suggest adding rivers of blood, perhaps between acid and lava on the 'scale'. A simple color-shift for both graphical and console versions, and they act like pools of blood for tracking it all over the place.

50
Requests For Features / Ironman/Berserker Interaction
« on: April 20, 2012, 15:43 »
Currently, it seems that Berserker activates when you're damaged for a certain percent of your health rather than a certain amount of health.

Therefore, berserkers do not want to take Ironman.

Discussions of melee power balance aside, this feels kind of silly and unintuitive. Why would being able to take more hurt reduce your ability to go berserk when a rocket hits you? Why would taking a trait actively penalize another one like this?

51
Releases / Re: The Inferno Module
« on: April 19, 2012, 12:32 »
Nice to see that it's beatable, if only on ITYTD. I usually have this problem where there's not enough health to carry around.

I see you did use the Staff of Souls... you must realize what its use cost is, because you only used it once. You think it's too cheap? I know I'd be shooting myself in the head if I used it, then hit a tracking map.

I'd kind of like to see special level rewards/static loot rebalanced with somewhat more of a balance between ammo and health. Ammo is rarely a problem in Inferno.

52
Requests For Features / Re: New unique items
« on: April 19, 2012, 06:31 »
Grenade launcher

This has been suggested so many times. :<

53
First special level you'll hit in the game, first special level a new player is ever going to see... I don't see a problem with it being a bit less than hard.

Don't make Hell's Arena a gimme, but don't make it (more of) a deathtrap, either. It's already enough that it frequently spawns you in vision of two lost souls, a demon, and a caco with no nearby pillars (which is programmed right into the level) and your most powerful weapon the vanilla shotgun.

I much prefer the chocolate shotgun, myself.

54
Play-By-Forum / Re: Doom: The Text Adventure
« on: April 19, 2012, 06:09 »


You push the button. The chair starts vibrating. The room start vibrating. You have a bad feeling about this.


I refuse to believe no one thought to take the opportunity to ride the chair (or the room) like [it was] a mechanical bull.

55
Releases / Re: The Inferno Module
« on: April 18, 2012, 06:48 »
The reward in Spawning Pits appears after the slaughter of the queen, not the 'blue text'.

So does at least one of the other yellow rewards.

I don't think this is an oversight.

56
Releases / Re: The Inferno Module
« on: April 17, 2012, 17:23 »
What's the difference between the wad and raw versions?

The modules still crash on exit?

The wad is a neater package. The raws leave the source there if you want to look or play around. Don't know if there are any differences.

I've been playing this mod for a while before this version came out. A lot of its innovations are still pretty hardcore, even on easy difficulties...

57
Discussion / Re: The Wall Strategy
« on: April 16, 2012, 10:28 »
As for TaN, I am following a build I found in the only strategy guide I could find "DoomRL (un)Official Strategy Guide By Thomas Parasiuk".
I had heard about specific builds, thought they were the solution to dying all the time so I have been trying them, to little success.

I have to admit, it does not seem to be making playing any easier (but I have not gotten far with it).

I'm pretty sure that guide is super old. Just sayin'.

58
Requests For Features / Re: The Horrible Ideas Thread
« on: April 12, 2012, 10:32 »
Water Flood level event.

"You feel you need to put on galoshes!"

59
1. Sure.

2. I think full reloads are actually slower than one-by-one by a fraction of a second. Their sole reason for existence cannot be to slow the expiry of effects.

3. What? No. Invul spheres are artifacts activated on pickup. They aren't actually invulnerable themselves.

4. Sure, though I think the whole badge system needs (is getting?) some remodeling.

5. What? The only thing I can think of here is that you're knocking them out of your line of fire by doing too much damage.

6. Sure.

60
Requests For Features / Re: More description for the carnage
« on: April 12, 2012, 09:59 »
Uranium, that was the case in Doom, but even there one could hide behind a pillar/corner to make the archvile fail. Here you can outrun AV's blast, you need to move outside the radius of 2 from your current position (move two times in the same diagonal direction and hope your speed is enough, or just get 0.5 movement and do it every single time).

I'm pretty sure you have to dodge, too, or else it keeps targetting you instead of the square from which the blast you'd be outrunning originates.

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