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Messages - Angle of Death

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Requests For Features / Re: New unique items
« on: May 11, 2009, 00:32 »
Elnar, the combo weapons I proposed were intended to provide a "contingency" weapon. A shotgunner mught use a Combat shotgun for longer range and a double for close. Carrying a rocket launcher for explosive work would require him to use up two or more inventory slots (weapon+ammo) on a weapon that won't be used too much, as the two shotguns will handle most situations. If he replaces the DS with Big Thunder, he will only have to carry the ammo. If he really doesn't need it very often, he can just stick to the single shot that's already loaded.

Likewise, a chaingunner that uses a Chaingun and a Rocket Launcher/PLasma Rifle/BFG will sometimes find himself in a situation where a shotgun blast would help a lot, for whatever reason. Using PAWS instead of the chaingun would give that ability.

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.

Requests For Features / Re: New unique items
« on: May 05, 2009, 13:16 »
Big Thunder
Pickup Quote:

Damage: (6d4)x3/(4d6)x2
Clip size: 2
Base fire time: 1
Base reload time: 2.0
Special reload: Toggles firing mode
Ammunition: Shotgun/Rocket
Accuracy: Shotgun/+0
Special: An upgraded double-barreled shotgun. The shotgun damage is increased slightly, but the main advantage is the ability to fire rockets. The rockets from this weapon have a maximum range of 8 squares. (If they don't hit something before then, they explode.) Essentially making this a shotgun/grenade launcher combo.

P.A.W.S. (Personal Assault Weapon System)

Damage: (2d4)x3/(6d4)
Clip size: 20/1
Base fire time: .8/1
Base reload time: 1.0/1.4
Special Reload: Toggles firing mode
Ammunition: 10mm/Shotgun
Accuracy: +2/Shotgun
Special: Basically a submachine gun with a rail-mounted shotgun. Similar to the weapons used in the movie Starship Troopers

Angel of Quake

"Where the hell am I? This isn't the war I signed up for!"

You are an elite soldier of Earth, sent against a ruthless alien foe. Too bad you wandered through that funny portal.

Pros: You start out with a Blaster instead of a pistol, the Bfg10K Is guaranteed to spawn in Hell's armory, and the Railgun appears on level 20.

Cons: Your weapons aren't quite right. They're not the ones you trained with in basic. You take a to-hit penalty with all weaons except the Blaster, Bfg10K, and Railgun, until you reach character level 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.

Discussion / Re: Share your tales of RAGE
« on: February 03, 2009, 23:39 »
Code: [Select]
  On level 9 he found Hell's Armory.
  On level 9 he found the Nuclear Plasma Rifle!
  On level 11 he found the Minigun!
  On level 14 he ventured into the Halls of Carnage.
  On level 15 he found the Malek's Armor!
  On level 16 he found the Hell Staff!
  On level 17 he found the Phaseshift Boots!
  On level 19 he finally was killed by a mancubus.

I was low on health figting a baron, so I used the Hell Staff to escape and give me time to use a medkit. I then heard a rocket sound and died, without ever seeing exactly where I ended up.

If you're faceing huge numbers of former humans, draw their fire at maximum range. Their piss-poor accuracy will take out several of them before you take too much damage. This can also work against shotgunners and imps, but the tougher monsters do too much damage for this tactic to work.

Discussion / Re: I want my wall!
« on: January 27, 2009, 03:01 »
I usually get it on that difficulty. To add insult to injury, I had two levels of whizkids and had a dozen reload and damage mods I was saving for the advanced rocket launcher there.

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?

Requests For Features / Re: New unique items
« on: January 26, 2009, 18:21 »
I had intended to make unique weapons graftable. They're so rare anyway that I don't think having one not take a slot would make much difference.

Requests For Features / Re: New unique items
« on: January 25, 2009, 01:35 »
For weapon grafting, I was thingking more along the lines of mounting it on the shoulder than the arm (so you could still use big guns logically.) What I don't know is how it would affect dualgunner.

Discussion / Re: An Idea of mine.... the BPD....
« on: January 25, 2009, 00:42 »

1. there are 3 kinds of railguns. one is seen on Stargate: Altlantis ; ultra-fast firing weapon that shoots some kind of slug. this is the "real" Railgun, or at least this is what the military calls a railgun. 2nd, the kind used in Doom, and also in Quake 3 Arena, and a few other games i can't recall, which is basically a handheld particle accelerator that fires a blast of plasma at insane speeds, allowing the weapon to penetrate anything. i am reffering to the DoomRL version of this form. 3rd and finally, the most common science fiction Railgun, the magnetic accelerator. this is the one you are talking about, which uses electromagnetic "rails" to accelerate a metal slug when a current is passed through the rails, pulling the bullet with an intense magnetic force, accelerating it to such speeds as to allow the slug to punch through walls and other obstacles with ease. there is a 4th, extremely rare version of the railgun that is precisely what the name suggests ; it fires a heavy metal rail somehow, which can penetrate and stay stuck, with its length making it like trying to pull a metal pipe out of a person, if you have ever seen Terminator 2, you know what that looks like. as i said, this 4th one is very rare. i cant remember where i saw it, but i don't think i saw it more than that one time.

A railgun is an induction-based weapon that accellerates an aluminum slug (that drives a heavier penetrator) along two metal "rails" hence the name. In thery, such a weapon would be both more powerful and faster firing than a weapon fired by chemical explosives.

Discussion / Re: Doom maps in DoomRL
« on: January 25, 2009, 00:35 »
It's the sidearm from Quake II, I believe.

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.

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