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Messages - nokturnal

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1
DiabloRL / Re: Shout at Diablo
« on: April 23, 2007, 13:39 »
rickvoid: the restarting feature has been thoroughly discussed, and i think most people disliked this idea, correct me if im wrong..

i suggest you check this thread (for some serious head bashing ;) ): http://forum.chaosforge.org/index.php?topic=407.0



2
DiabloRL / Re: Shout at Diablo
« on: April 21, 2007, 12:45 »
malek: well not 100% sure here but i think kornel already has stated that he will be looking at item generation and skills from d2?

n9103: pesonally i think TQ is a disgrace to the hack'n'slash genre. only thing that game had was nice graphics (when the game didnt bug out, which i did ALOT before the first, what 3 patches?), the game was just too easy to exploit. horribly imbalanced skills, boring not-so random generated items, and most importantly, no random generated areas.. seriously, i'd much rather play diablo1 than tq again, but hey, each to his own rightt :P

3
Discussion / Re: 1.0?
« on: April 21, 2007, 12:35 »
Thanks for the elaborate info Kornel! I feel so much more at ease now! :)
0.9.9.5 seems like a big one, rewrite of all the major systems at the second last release, are they that flawed? ;)

4
DiabloRL / Re: Shout at Diablo
« on: April 19, 2007, 07:31 »
Ok, someone's gotta take the other side here! ;)

I recently tried to play diablo1 again ..i mean i really, really tried, but i just couldnt!
Items, skills, gameplay ..EVERYTHING felt like a gimped d2. the items especially, felt like a big nothing compared to d2..
Please, please, take the story/atmosphere from d1, and ALL the rest from d2! :D

5
Discussion / 1.0?
« on: April 19, 2007, 07:22 »
any ETA on this? ..other than 'when its done' :)

6
Announcements / Re: New Forum theme!
« on: April 01, 2007, 16:07 »
LOL, my first reaction was "oh no, it's been hacked!"

7
AliensRL / Re: AliensRL 7DRL PLUS released!
« on: March 23, 2007, 10:32 »
oohh, my wish was granted! just trying it out :D

first impressions:
monster and weapon sound effects are way too loud compared to the music. i love the ambient theme, perfect dungeon crawler music, but its so low!

weapon switches, why not simply use one button 'w' and toggle the highlight as you do now?

i realise this is a 7dayrl but maybe sometime in the future, replace the doom sound effects plz? :)
on another sound note, might be copyright issues here of course, but when you die the bottom wav here really should be played :D:
http://new.wavlist.com/movies/306/index.html

havent gotten very far so this might already be implemented, but high points in medical skill could grant a slow health regeneration?

points noted by others:

mp5 too weak. lower fire rate w. more damage, or just better accuracy? ..dunno

minimap would be a nice addition, could also serve as a visual output for any future motion tracker device. i think the map should be black from the start, so you get a better sense of where you have been and not.
something like this would be cool: http://iceyboard.no-ip.org/images/paprika/grimgrad_pet_redcobra_graphical.gif

edit:
the 'first attack' that's been discussed, a cattle prod or SOMETHING :) to fend of that last heavily wounded alien right in front of you when you run out of ammo. maybe only a problem at the start?
edit2:
i am also experiencing cut off sounds every now and then
also, shouldnt the aliens blood be yellow or that just looks to weird?
max no. of healhpacks increased by medical skill?
how about firing modes, for the mp5 say, single, burst, auto?
the combat shotgun seems way too weak, i just had to load 2 full mags at point blank on a common worker? or is damage skill dependant?

8
Requests For Features / random secret areas/level end screen
« on: January 07, 2007, 06:09 »
now i know there are some secret areas already, but they're all static, right?
doom & doom2 had loads of secret areas, so i was thinking about how this could be applied in doomrl..
haven't come up with a real solid idea yet, so thoughts on this is welcome.
since all maps (at least as far as i've played :P)) are limited to the screen you see, i was thinking that you could put it sort of 'under the floor', an older thread i read, concerning keys and vaults came to mind..
secret floor vaults, could be hidden initially, and only seen after blowing up barrels over the spot.
or the spot could be hidden in rooms that are initially filled with lava/water/acid, revealed when pushing a button or such..
the only other way to place secrets, i could think of right on the spot, was having the secrets off screen, so the screen would actually scroll once you enter.. no idea if it would work well tho.

and the content then .., maybe stuff like the computer map, berserk and supercharge could be found here, and lessened in non-secret areas?

now this idea led me to the second one in the topic. if secrets were applied, it would be really cool to have level ending screens like in the originals, with kill, item and secret percentages. and a beautiful ascii map with a 'you are here ----->' :)

thoughts?

9
Discussion / Re: Fallout: Mods, 3, RL
« on: January 06, 2007, 05:50 »
Quote
It's Dos only and so far i know, DosBox don't give any sounds for Xp systems.

you mean for this particular game i suppose? i play other games in doxbox (in xp), and there the sound/music is fine.

10
DiabloRL / Re: Building a feature list for DiabloRL 0.5.0
« on: January 05, 2007, 03:26 »
Quote
The gambler which is additional shop in D2 is a very stupid idea. That means you can't have really good premium items in normal shops, like in D1, but you have to pay ridiculous amount of cash, only to find that the item wasn't of any use at all.

this i agree with, even tho i find gambling all your money away in d2 quite fun, i'd much rather have a better shop with a rare item or such, from time to time..

11
Discussion / Re: Request for Ideas : 2D combat in space
« on: January 05, 2007, 00:35 »
turn-based combat was what made me throw SR2 in the trash.
since trading etc is kind of a slow part of such a game, i really like the combat to be more action-oriented. personally im dreaming of an elite with shmup style combat, randomized levels on planets etc..

12
Discussion / Re: Chaosforge 2007
« on: January 05, 2007, 00:26 »
cool! rewinding is not at all important imo, and NO jumping into action anywhere! :D

13
Requests For Features / Re: On demons and weapons
« on: January 04, 2007, 17:29 »
in doom & doom2 i really liked how the monsters started fighting among each other if they accidentaly fired upon another

14
DiabloRL / Re: Suggestion for difficulty levels and game restart
« on: January 04, 2007, 17:00 »
Quote
*crosshandz*  You want and Everlaster mode and HardCore mode.  OH CRAP, I just figure it out. \m/

Quote
I agree: the game should be aimed (and thus balanced) so it's winnable in permadeath mode. Then, just for fun, add the other mode.

yes this is sorta what i was aiming for. drop rates could be lowered slightly in this mode, and any YAVP should of course clearly state that it was played in kiddie mode or whatever :)

15
Discussion / Re: What's your crawling playlist?
« on: January 04, 2007, 16:39 »
Quote
I like original music from DooM 1 and 2, so DooMRl i'm playing without external sound.

yeah, shame on you who mute the music in doomrl :P
for other rl's i like either creepy/ambient music, like:

FSOL, the Orb, Fallout1/2 soundtrack :D, Thomas Fehlmann, Bjorn Torske

or, heavy drum&bass such as:

Noisia, Black Sun Empire, Skynet, Phace, Arcon 2 etc..

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