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Topics - Almafeta

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1
Requests For Features / Intuition Messages
« on: November 25, 2009, 10:03 »
Just a small idea for Intuition:  Instead of the generic "You sense a passage to a place beyond...", with Intuition 1 you receive a more detailed message about where the level goes to.  For example:

Hell's Arena:  "You hear the cheers of a studio audience!"  (would probably be hard to get Intuition before HA spawns, anyhow...)

Chained Court:  "You hear the rumbling of a chainsaw..."

The Wall:  "They think they're so clever, hiding behind a wall."

Doesn't really change anything (you could just go to the red stairs and look for this information), but it's fun.

2
0.9.9 / [E|96%|YAVP] First-ever win!
« on: November 05, 2009, 01:32 »
--------------------------------------------------------------
 DoomRL (v.0.9.9) roguelike post-mortem character dump
--------------------------------------------------------------

 Shanya, level 10 Imp Lance Corporal, defeated the Cyberdemon
 on level 25 of the Phobos base.
 He survived 137288 turns and scored 47825 points.
 He played for 1 hour, 56 minutes and 39 seconds.
 He was too young to die!

 He killed 387 out of 400 hellspawn. (96%)
 He held his right to remain violent.


-- Awards ----------------------------------------------------

  Explorer Badge
  Hell Champion Medal
  UAC Bronze Badge
  Lava Bronze Badge
  Scavenger Bronze Badge

-- Graveyard -------------------------------------------------

  ###########################################################
  #..........................................................
  #..........................................................
  #..........................................................
  #..........................................................
  #......................##.......................###........
  #......................#........................###....###.
  #.....................................#.........###....###.
  #.....###............................##................###.
  #.....###...........................#.#....................
  #.....###......................................###.........
  #..............................................###.........
  #.........................}....................###.........
  #................................#.........................
  #................................#.........................
  #..............###.....................###.................
  #..............#>#.....................###.................
  #..............###...X.................###.................
  #..........................................................
  ###########################################################

-- Statistics ------------------------------------------------

  Health 60/60   Experience 46905/10
  ToHit Ranged +0  ToHit Melee +0  ToDmg Ranged +2  ToDmg Melee +2

-- Traits ----------------------------------------------------

    Ironman          (Level 1)
    Finesse          (Level 2)
    Son of a bitch   (Level 2)
    Whizkid          (Level 2)
    Triggerhappy     (Level 2)
    Ammochain        (Level 1)

  SoB->SoB->TH->TH->Fin->Fin->WK->MAc->Iro->WK->

-- Equipment -------------------------------------------------

    [a] [ Armor      ]   red armor [4/4] (61%)
    [b] [ Weapon     ]   BFG 9000 (10d8) [60/100]
    [c] [ Boots      ]   protective boots [2/2] (100%)
    [d] [ Prepared   ]   advanced chaingun (1d8)x4 [40/40] (A3P2T2)

-- Inventory -------------------------------------------------

    [a] advanced rocket launcher (6d6) [1/1] (A1B2)
    [b] Combat Translocator (0d0) [60/60]
    [c] blue armor [2/2] (100%)
    [d] red armor [2/4] (41%)
    [e] red armor [4/4] (100%)
    [f] red armor [4/4] (100%)
    [g] red armor [4/4] (100%)
    [h] Phaseshift Armor [2/2] (100%)
    [i] rocket (x14)
    [j] power cell (x20)
    [k] power cell (x70)
    [l] large med-pack
    [m] large med-pack
    [n] large med-pack
    [o] large med-pack
    [p] homing phase device

-- Kills -----------------------------------------------------

    66 former humans
    74 former sergeants
    20 former captains
    33 imps
    37 demons
    58 lost souls
    29 cacodemons
    13 barons of hell
    1 Cyberdemon
    16 hell knights
    15 arachnotrons
    5 former commandos
    3 pain elementals
    6 arch-viles
    5 mancubi
    6 revenants

-- History ---------------------------------------------------

  He started his journey on the surface of Phobos.
  On level 2 he entered Hell's Arena.
  He left the Arena as a champion!
  On level 6 he stormed the Chained Court.
  On level 9 he found the AdvTech Weapon Pack!
  On level 13 he witnessed the Wall.
  He massacred the evil behind the Wall!
  On level 14 he ventured into the Halls of Carnage.
  On level 15 he found the Combat Translocator!
  On level 18 he entered the Vaults.
  He came, he saw, but he left.
  On level 23 he entered the Lava Pits.
  On level 23 he found the Phaseshift Armor!
  He managed to clear the Lava Pits completely!
  Then at last he found Phobos Arena!
  On level 25 he finally defeated the Cyberdemon.

-- Messages --------------------------------------------------

 You reload the BFG 9000 with power cell. The Cyberdemon fires! You are hit!
 Fire -- Choose target...
   The missile hits the Cyberdemon. The Cyberdemon fires! You are hit!
 Fire -- Choose target...
   The missile hits the Cyberdemon. The Cyberdemon fires! You are hit!
 You reload the BFG 9000 with power cell.
 You are hit!
 Fire -- Choose target...
   The missile hits the Cyberdemon. The Cyberdemon fires! You are hit!
 Fire -- Choose target...
   The missile hits the Cyberdemon. The Cyberdemon fires! You are hit!
 You reload the BFG 9000 with power cell. You are hit!
 Fire -- Choose target...
   The missile hits the Cyberdemon. The Cyberdemon dies. You feel
 relatively safe now. Congratulations! You defeated the Cyberdemon!

-- General ---------------------------------------------------

 Before him 23 brave souls have ventured into Phobos:
 21 of those were killed.
 1 of those was killed by something unknown.
 And 1 couldn't handle the stress and committed a stupid suicide.

--------------------------------------------------------------



So, I got incredibly lucky and managed to get an Invulnerability Globe a mere step away from the stairs down...  I had reached that arena once before, but had only a rocket-launcher and six rockets.  This time, though...  I had a BFG, a chaingun with infinite ammo and six mods, and a benevolent RNG.

I would have had 100%...  except I got to the vaults and couldn't figure out how to get in there at all...

So...  how many years ago did I first join these forums, until just now when I finally won?  (EDIT:  Four years, two days ago -- three counting leap year.  @_@;; )

Huh...  I wonder if I could have popped my homing phase beacon to see the mortem, and avoided combat altogether...  guess there's only one way to find out, huh?

3
Discussion / City of Hell RL (was Doom, id, and copyright issues)
« on: February 16, 2007, 08:44 »
I think that this idea needs to be discussed a bit more on its own, instead of being mired in legal talk.  ^^;

Just my ideas for a 'city of hell RL'.  Inspired by Urban Dead, Resident Evil 2/3, Dawn of the Dead, World War Z, Sauwn Of The Dead, and (of course) DoomRL.

Chargen

Characters in City of Hell RL will only have three stats:  Body, Reflexes, and Intelligence.  Body influences Hit Points, melee bonus damage, and carrying capacity; Dexterity influences to-hit in melee, to-dodge, and speed; and Intelligence improves to-hit ranged, sight range, and mental resistance.

Skills in City of Hell RL are likewise simple, and a few may be taken directly from DoomRL.  Of course, there will be new ones:  Strength to let you carry more stuff and deal more damage in melee, Constitution to let you resist the zombie plague better and have a longer life span when you do catch it, and so on.

Player characters are begun by picking an origin:  Police, Soldier, Fireman, Teacher, Student, Scientist, Politician, Homeless, and so on.  This determines your starting base stats, base skills, starting location, and initial equipment.  After these bases are selected, you get to choose one more skill and distribute a few more stat points.

Experience

Experience is triangular:  level 2 requires 200 XP, level 3 requires 300 XP, and so on.

Every level, you get a stat point and a new skill.  Derived stats based on a stat go up when their linked stat does.

Starting Off
You begin in a fairly secure place -- or at least, it seems fairly secure.  (Let's assume it's a home.  Different origins will start in different places, naturally.)  Soon, in your home, you will come across your first enemy, a shambler.  Shambers are slow zombies, and they are easy to outrun -- and even if you get bit, it's only one.  However, the zombies will soon be coming to your door, hearing the noise of a potential lunch, and you'll have to escape.  The front door is too dangerous, but by going out the back door, you can escape.

Once you make it out the back door, you "remember" the direction to a safe place, such as a police station or fire house.  (North, south, east, west, etc.)  After running through the streets of your city, fighting off the occasional lone zombie (and using your line-of-sight judiciously to avoid the larger swarms), perhaps looting the occasional house or two for supplies, you will make it to your first clear zone...

Enemies at this stage:  Shamblers (slow zombies).

The First Stronghold

At your first stronghold, you encounter similar survivors.  You can strike up conversations with some of them, and learn things like what they believe about zombies, where they came from, and whether or not they think they can survive.  How pessimisitic or optimistic they are depends on their nature and how the war is going.

For a while, it will be easy.  There are always at least a few gunmen on guard, usually with better equipment than you (perhaps not if you started as a soldier, however), and there's food and medical aid.  You can help the guards and let the XP come to you for a while, or explore the holdout building for any secret caches that have been left behind (hint: the Looting skill will help).  Another few survivors might even join your group.  However, as more people outside your stronghold are turned, there will eventually be a point where the defenses are breached and you and everyone you've come to know are eaten.  Before this point, however, one of the leaders will talk to you and mention the next part of your quest.

Enemies at this stage:  Shamblers (slow brain-munchers), Zombie Dogs (faster but not able to grapple), Zombie Cats (fastest but least dangerous, unless they critically hit your jugular).

Taking back the city

In order to save the rest of the survivors, you will need to take back the points that first got overrun:  the hospitals, the police stations, the power stations.  Getting enough of these clear again might even help create new safe zones for you to rest at...  but you'll have to go through hell first.

Each complex (hospital, police station, power station, National Guard armory, etc.) is a different randomly-generated 'dungeon.'  As you explore, you'll have to rely on your senses to determine whether or not the undead are still present:  the smell of death, the shuffling footfalls of shamblers, the growls and clicks of zombie dogs, and so on and so forth.

Each location you clear will have an impact on the human survivors that are randomly generated in any nearby areas.  Clear a Hospital, and new human survivors will have more hit points.  Clear an Armory, and they may have better weapons or even armor.  Clear a Power Station, and they'll have better AI (the effects of TV, radio, and Internet communications informing them) and the streetlights will turn back on.  Clear a Police Station, and you'll have a new safe zone that combines a few of the above benefits.  And so on and so forth.

You'll eventually discover the quarantine zone:  great concrete walls with a broad napalm moat between you and it, and snipers atop the wall.  The military, for some reason, was informed about the attack, and knows not to let any of the infected out...

Enemies at this stage:  Shamblers, Gorgers (shamblers grown slower, but much more powerful and corpulent, on 'digested' human flesh), Zombie Dogs, Zombie Cats, Quislings (like weak runners; zombies attack these), LaMOEs (Last Man On Earth, the type that will shoot you out of paranoia; "nobody else could possibly have survived!").

Heading Towards The Source

Sooner or later, you'll find a part of the city that has more dangerous monsters:  ones that are 'fresher,' and stronger.  This will be a themed area:  a corporation skyscraper, a military base, or an airport, indicating where the virus began.  Clearing out this area will take longer, but if it does not get cleared, areas near it will continue to face attacks -- possibly organized.  See, in the most infected areas, the disease has improved; it's not completely destroying the brain of those it infects, making them murderous, ravenous, and cunning.

If you can clear this area out, you will find evidence (unless you destroy it with area-effect weapons) of the creation of the virus; who created the virus is different each time.  (Even if you accidentally destroy the evidence, cleaning out the 'zero point' will cause some survivors with knowledge to be generated; you can chat them up to find out the info, if you can find them.)

Enemies at this stage:  Gorgers, LaMOEs, Runners (fast Resident Evil-style zombies), Zombie Giants (upsized Zombie Shamblers), Thinkers (zombies with intelligence; more dangerous AI, and randomly having human weapons and/or armor), Zombie Ravens.

Water Works

Even when you clear the origin point, your city's not safe.  There's still at least one infected place (more, if you left anyplace uncleaned), and occasionally, someone will climb up from the sewers.  Areas you've cleared may become infected again, especially if more than one area nearby is still infected (the zombie AI, even for dumb shamblers, is just a bit better than human AI in most cases; zombies advance, but humans will occasionally panic).

The city's water works, no matter how good the human AI's morale gets, will never be cleaned out, and will continue to spawn new zombies (and worse).  You'll have to clear them out the hard way:  by going in and clearing them all yourself.  The water works are huge and labyrinthine.  Just getting through this, itself, will require the best weapons, armor, and skills you've got.  Eventually, however, you will reach your goal:  the sewer entrance.

The sewers are labyrinthine and run throughout the entire city.  Every city block will have to be cleared again, on a second level (underground), and unlike up top, other humans won't be retaking blocks; cleared blocks will randomly be re-infected, based on the number of infected sewer blocks (and whether or not you lead any undead to a block).  Having a clean block below will help to protect the blocks above.

Enemies at this stage:  Shamblers, Runners, Zombie Dogs, Gorgers, Zombie Giants, Zombie Thinkers, Zombie Gators (you know there'll be alligators in the sewers).

Demons?

Eventually, you'll come across a patch of the sewers that seem wrong.  If you stop to investigate the walls or floors, you'll see runes and blood that defenately weren't put in there by Public Works.  There are several of these areas, 'pocket Hells' that have integrated themselves with our reality.  These demons are the ones hinted at in the documents you found earlier; their demonic blood and essences are the ones that created the zombie plague in the first place.

Once you find one of these hell pockets, these 'pocket hells' will begin to churn out demons.  You'll now have to deal with two different infections:  demonic, and undead.  The time scale just got compressed...

Enemies at this stage:  Collaborators (the source of the vampire rumours you hear; Satan-worshippers who willingly allowed themselves to be turned and aided Hell's agenda in return for demonic powers), Runners, Zombie Thinkers, Zombie Gators, Hellhounds (Demonic canines).

(To be edited/expanded later.)

4
Discussion / Try DoomRPG for free
« on: January 11, 2007, 10:18 »
Just something I noticed yesterday that I thought DoomRLers might enjoy, for comparison:

Doom RPG

There's a six-minute demo of the Doom RPG.  You can meet people, chop down some doors, kill a few hellhounds and zombies, and get yourself killed in Doom RPG in six minute's time.

It's interesting to compare to the original Doom, and to DoomRL.

5
Bug Reports / Overloaded Level
« on: December 14, 2006, 19:43 »
I just got this room in Level 2 of my game, with the difficulty set to I'm Too Young To Die:


#####
#*h*#
#&**#
+|h&#
#&hh#
#h@&+
#h*h#
#hh&#
###+#


This is ALL of the level I've seen so far.  I'm right were the stairs from the surface dropped me...

(Edited to show color of shotgunners.)

6
FPC Valkyrie / Documentation error.
« on: December 11, 2006, 19:57 »
I downloaded the Valkyrie code in order to read its documentation, but there's an error in it:  whenever it loads, a malicious code warning is thrown up.  This code continues to pop up several dozen times, even if you choose to ignore the warnings; when it finally quits doing that, all the links on the page are disabled.

7
Requests For Features / [nt] Armor Piercer
« on: December 10, 2006, 10:32 »
Armor Piercer
"Oooh, I like it!  The sugar-sweet kiss of heavy ordinance!"

Requirement:  SoaB 2

You have learned the sweet spots that demons can't stand to have hurt.  Each level of this trait (up to 2) lets you ignore two points of armor with any attack.

(Possibly allow Brute 2 or SoaG 2 to also be the prerequisite, so you could take Armor Piercer in an AoM or AoB challenge.)

8
Pre-0.9.9 / My first ever win!
« on: December 08, 2006, 22:27 »
--------------------------------------------------------------
 DoomRL (v.0.9.8.5) roguelike post-mortem character dump
--------------------------------------------------------------

 Girl, level 7 Imp Sergeant, defeated the Cyberdemon
 on level 25 of the Phobos base.
 He survived 91792 turns and scored 16522 points.
 He was too young to die!

 He killed 270 out of 344 hellspawn. (78%)

 He found the Phobos Arena.
 He stormed the Chained Court.
 He fought on Hell's Arena.
 He became a champion of Hell's Arena!
 He witnessed the City of Skulls.
 He faced The Wall.
 He wandered into the Unholy Cathedral.

-- Statistics ------------------------------------------------

  Health 49/50   Experience 19149/7
  ToHit +6  ToDmg Ranged +0  ToDmg Melee +0

-- Traits ----------------------------------------------------

    Tough as nails (Level 3)
    Eagle Eye      (Level 2)
    Intuition      (Level 2)

-- Equipment -------------------------------------------------

    [a] [ Armor      ]   red armor [4/4] (77%)
    [b] [ Weapon     ]   plasma rifle (1d8)x8 [0/40]
    [c] [ Boots      ]   plasteel boots [8/8] (97%)
    [d] [ Prepared   ]   nothing

-- Inventory -------------------------------------------------

    [a] red armor [4/4] (81%)
    [b] red armor [2/4] (43%)
    [c] red armor [4/4] (60%)
    [d] red armor [2/4] (43%)
    [e] chainsaw (4d6)
    [f] fastload double shotgun (6d3)x2 [0/2]
    [g] power cell (x8)
    [h] thermonuclear bomb
    [i] large med-pack
    [j] large med-pack
    [k] large med-pack
    [l] large med-pack
    [m] thermonuclear bomb

-- Kills -----------------------------------------------------

    41 former humans
    23 former sergeants
    5 former captains
    30 imps
    24 demons
    72 lost souls
    28 cacodemons
    5 barons of hell
    1 Cyberdemon
    6 hell knights
    1 arachnotron
    3 former commandos
    2 pain elementals
    2 arch-viles

-- History ---------------------------------------------------

 He started his journey on the suface of Phobos.
 On level 2 he battled through the complex.
 Afterwards he fought on Hell's Arena.
 On level 3 he battled through a maze of rooms.
 On level 4 he battled through the complex.
 On level 5 he found hellish caves.
 He then stormed the Chained Court.
 On level 6 he battled through the complex.
 On level 7 he battled through the complex.
 On level 8 he found a hellish city.
 On level 9 he battled through the complex.
 On level 10 he found a hellish city.
 On level 11 he found hellish caves.
 Afterwards he witnessed the Wall.
 On level 12 he battled through the complex.
 On level 13 he battled through the complex.
 On level 14 he found hellish caves.
 On level 15 he battled through the complex.
 Then he found the City of Skulls.
 On level 16 he found hellish caves.
 Then he invaded the Unholy Cathedral.
 On level 17 he battled through the complex.
 On level 18 he found hellish caves.
 On level 19 he battled through a maze of rooms.
 On level 20 he found a hellish city.
 On level 21 he battled through a maze of rooms.
 On level 22 he battled through a maze of rooms.
 On level 23 he battled through the complex.
 On level 24 he found a hellish city.
 Then at last he found the Phobos Arena.
 There he finally defeated the Cyberdemon.

-- General ---------------------------------------------------

 Before him 28 brave souls have ventured into Phobos:
 27 of those were killed.
 1 of those was killed by something unknown.

--------------------------------------------------------------

Yes, I finally won.  This time, after maxing Tough As Nails, I decided to try to use Intuition to avoid all unnecessary enemies...  but...  I got to the Arena first.

The key to victory really was the fastload double shotgun I found early on.  I was able to clear most all enemies in one blow -- cacodemons in two.  It was even better than the plasma rifle at clearing out the latter (which I only discovered after using about 200 cells of precious power cells).

Spoiler (click to show/hide)

He was huge.  He had huge guts.  :>

9
Discussion / I've converted them. :D
« on: December 08, 2006, 20:29 »
As you may or may not know, I run a furry tavern/restaurant called the Flagon's Tale.  (See, tale sounds like tail, and it's a furry club...  ah, nevermind.)  One day -- three days ago -- someone asked me what game I was playing (they recognized the music), and I showed them.

Now, no less than ten of the regulars there are playing it.  The artists.  The twin girls that are huge Final Fantasy freaks.  The gamers -- the "hardcore", MMO/FPS gamers.  The roleplayers.  That quiet guy who's nice and helpful but rarely speaks up.  I'm teaching them how to play, and much to my chagrin, some of them have already beaten the game -- one of the FF girls, in fact, beat it on her second day of playing.

Kornel, like the zombies we blow through in Phobos Base, your work has infected all my friends.  Good job.  :D

10
Pre-0.9.9 / [E] I held... the BIG GUN.
« on: December 03, 2006, 22:02 »
--------------------------------------------------------------
 DoomRL (v.0.9.8.5) roguelike post-mortem character dump
--------------------------------------------------------------

 Shanya, level 6 Human Soldier, killed by a cacodemon
 on level 17 of the Phobos base.
 He survived 74687 turns and scored 8892 points.
 He was too young to die!

 He killed 222 out of 244 hellspawn. (91%)
 He held his right to remain violent.

 He stormed the Chained Court.
 He ventured into the Halls of Carnage.
 He fought on Hell's Arena.
 He became a champion of Hell's Arena!
 He faced The Wall.
 He wandered into the Unholy Cathedral.

-- Statistics ------------------------------------------------

  Health -2/50   Experience 13174/6
  ToHit +6  ToDmg Ranged +2  ToDmg Melee +2

-- Traits ----------------------------------------------------

    Tough as nails (Level 2)
    Son of a bitch (Level 2)
    Eagle Eye      (Level 2)

-- Equipment -------------------------------------------------

    [a] [ Armor      ]   red armor [4/4] (52%)
    [b] [ Weapon     ]   plasma rifle (1d8)x8 [40/40]
    [c] [ Boots      ]   plasteel boots [8/8] (90%)
    [d] [ Prepared   ]   rocket launcher (4d4) [1/1]

-- Inventory -------------------------------------------------

    [a] chaingun (1d6)x5 [50/50]
    [b] BFG 9000 (8d8) [100/100]
    [c] 10mm ammo (x8)
    [d] 10mm ammo (x100)
    [e] 10mm ammo (x100)
    [f] rocket (x2)
    [g] rocket (x10)
    [h] rocket (x10)
    [i] rocket (x10)
    [j] rocket (x10)
    [k] power cell (x46)
    [l] power cell (x50)

-- Kills -----------------------------------------------------

    40 former humans
    36 former sergeants
    8 former captains
    16 imps
    34 demons
    28 lost souls
    32 cacodemons
    1 baron of hell
    1 hell knight

-- History ---------------------------------------------------

 He started his journey on the suface of Phobos.
 On level 2 he battled through the complex.
 Afterwards he fought on Hell's Arena.
 On level 3 he found hellish caves.
 On level 4 he battled through the complex.
 On level 5 he battled through a maze of rooms.
 On level 6 he found a hellish city.
 He then stormed the Chained Court.
 On level 7 he battled through the complex.
 On level 8 he battled through the complex.
 On level 9 he battled through the complex.
 On level 10 he battled through the complex.
 On level 11 he battled through the complex.
 He then ventured into the Halls of Carnage.
 On level 12 he found a hellish city.
 On level 13 he battled through the complex.
 Afterwards he witnessed the Wall.
 On level 14 he battled through the complex.
 On level 15 he found hellish caves.
 On level 16 he found hellish caves.
 Then he invaded the Unholy Cathedral.
 On level 17 he found hellish caves.
 There he finally was killed by a cacodemon.

-- General ---------------------------------------------------

  He's the first brave soul to have ventured into Hell...

--------------------------------------------------------------

Yes, it's right there, in the inventory.  The Big Fragging Gun itself.  However, that wasn't the most impressive thing I did...

I beat the Wall!  :D

It was sort of a fluke.  Earlier, I picked up the thermo -- I thought I was doing so well, I thought I had a ghost of a chance to see the Cyberdemon.  However, six squares away from the entrance to the Wall, was the Invincibility Globe.

I have NEVER beat the Wall.  It's too tough.  This time, I didn't frag around...  I used the Nuke immediately.

A hundred soldiers who had fallen before on the Wall got the last laughs as the explosions sounded...  :D

11
Someone might as well summarize these, to keep them from being brought up so often...  Bewarned, I gleaned these from online descritpions, some may be wrong.

From Doom 64:

*Arachnotrons were upgraded, having twin plasma rifles instead of a chaingun.  (A doomrl 'Arachnotron Mark II'?)
*Pain Elementals shot two Lost Souls at once.  (A doomrl 'agony elemental' after the 'pain elemental' is implemented?)
*Rottweilers.  Undead, demonic dogs; they are to pinky demons what pistol soldiers are to chaingunners.
*The Unmaker.  The damage done by this weapon varies based on how 'demonic' the target is; former humans take little damage, normal demons (the lost soul, the demon, the knight and baron) take full damage, partially robotic demons (the Cyberdemon and Arachnotron) take mild damage.  Powered by corpses of humans.

From Doom RPG:
*Hellhounds:  basically rottweilers, but could be tamed.

From Doom II (I think?):
*Commander Keen
*Dopefish
*Nazi zombies:  Apparently, there's a special place in Hell for Nazis.

From Doom Bible (original design document of Doom):
*BFG 2704 (40-shot plasma rifle with spread of shotgun)
*Chaos Field:  Temporary powerup; monsters in immediate area attack anything in sight, including each other.
*Deflector shield:  Deflects slow moving physical missiles (grenades and rockets), useless versus energy blasts, bullets, and claws.
*Energy fields:  Additional armor that only works versus energy weapons (and flame effects).
*Grenade launcher.  Apparently the design was used as the 'grenade pistol' in Q3A.
*Infrared Goggles (you can see 'heat signatures' through walls -- i.e., non-zombie demons).  Possibly implement a 'goggles' equipment slot?
*Interestingly, armor in the beta Doom worked like in DoomRL :D
*Shockshield:  Temporary powerup; improved defense versus energy damage, creatures in melee range take 'environmental' damage.  Possibly implement a 'shield/accessory' equipment slot?


From Doom 3:
*Air canister:  Some areas have toxic air...
*Chainsaw zombies: 3-5x as tough as a normal zombie, do about 33% more damage than a normal zombie, but melee only.
*Flaming zombies:  Zombies that deal area-effect damage and can start you on fire.
*Grenades:  No launchers, used like normal.
*Health station:  If undamaged, can be used an unlimited number of times to heal, up to normal health.  (In DoomRL, would be reward of a special level?)
*Maggot:  Like pinkies, but with a leap attack.
*Security bot:  Defends the player, but only while they stay on track.
*Soul cube:  Vampiric weapon.  However, each soulcube 'shot' requires five souls looted from human corpses to fire, and it can only store one shot at a time.
*Trite:  Demonic spiders whose main body is a human head.  In Doom 3, climbs on walls and ceilings; in DoomRL, might be hard to implement.  'Ticks' are like Trites but smaller, faster, and harder to hit.
*Wraith:  Imps with teleportation.  Teleportation is random, so sometimes they teleport right in front of you, but if they teleport to where they can snipe you with fireballs, they will.
*Zombies pick up weapons of opprotunity.

From Original Doom:
*Keycards (please don't hurt me)

12
Requests For Features / Weaken the rocket launcher
« on: January 06, 2006, 08:12 »
Could you reduce the damage of the rocket launcher from 4d4 to 2d8?

Only one point, but it seems like 'mooks' like former humans and imps don't survive it enough.

13
Requests For Features / Change 'Plasma Rifle' to 'Plasma Pistol'
« on: December 27, 2005, 18:32 »
Two reasons why I think it should be 'Plasma Pistol,' not 'Plasma Rifle':

1.  I always think that 'Plasma Rifle' is an error o_o;

2.  The 'Son of a gun' trait would apply to it, making that trait a bit more appealing.

14
Discussion / Scan of DoomRL being mentioned in CG Magazine
« on: December 17, 2005, 23:50 »
I FINALLY installed my scanner, so...

Here is the paragraph about DoomRL from that 'Remakes' special in Computer Games Magazine.  There was only one other roguelike mentioned, so.

http://www.furnation.com/almafeta/doomrl-article.jpg

15
Discussion / high-level monster XP values
« on: December 17, 2005, 21:11 »
Here are the XP values for the high-level monsters.

120:  Former human commander
150:  Cacodemon
200:  Hell knight
250:  Arachnotron/Baron of Hell
1000:  Cyberdemon

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