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Topics - Anticheese

Pages: 1 [2]
16
Requests For Features / Campaign Mode
« on: February 07, 2006, 08:38 »
Hi, This is a suggestion for a campaign style mode of play in DoomRL.


Everyone here knows (or shound know) that all of the official incarnations of doom had campaign play, In Doom I and II it is best likened to what DoomRL is today, Doom III had active plotline.

What I suggest is the following, And I will start with features I would like to see added.

--

In order to make challenging (Not as-in hard) levels, I beleive that there should be an update to the game engine to allow for levels that are larger than the current limit, The best example I can think of is the multiple-screen levels found in www.t-o-m-e.net (Tome - Trouble of middle earth, An Angband varient).

This can allow for more filling campaign mode and eventually a semi-clone of Doom I and II (See more details later.)

In short, Update the game to accomadate bigger levels.

-

The next feature would be a Level Editor, I would imagine it not to be too hard to create a level editor, However the main problem is making it user friendly.

User friendlyness meaning such tools as "painting" (Having the selected tile of terrain allways added where the cursor is next, Like you were constantly pressing the add terain butten, But more automatic), Block fill, Etc.

Having a level editor would open up the door to user made campaigns.

Also, Perhaps the game could come bundled with all the Doom music and an option in each level to choose which bit of music is played?

Also if the graphics here (http://doomforum.chaosforge.org/index.php?action=vthread&forum=3  &topic=158) make it into the game, Perhaps a seperate program or integrated GUI would be in order.

--

Multi-Story levels, I know I have posted this one before, But it adds a ton of extra oppertunity in level design.

On an example like note, Say someone wanted to create a replica of the doom II level "Icon of Sin" (level 30, Final level), And you climbed the central pillar required to actually shoot the boss, is it possible to impliment the player falling down levels untill he hits something on a lower level?

--

Ok, Now onto campaign play.

We all know about how in Doom I and II you roved around the level pushing buttons, shooting things, Looting crates of ammo, etc, etc and when you were done you simply pushed the big red (Ok fine, 75% of the time it was green) button and got sent closer to hell.

The reason why I requested larger levels is because campaign mode on the scale DoomRL is now would quite frankly suck.

In campaign mode you would choose your difficulty/challenges/etc (Features we are told will make it into 0.9.9) and then select your campaign, Campaign mode in my mind would essentially consist of preconstructed levels and possibly classic doom-esque breaks in the action to review a piece of plotline.

Yes I know I am not exactly making it easier to imagine/create a campaign mode but what do you want me to do, Draw full ASCII maps of Doom I and II?

More on that note..

I also think that it would be really really neat if DoomRL came packaged with a semi-clone of the original Dooms, Or perhaps it could be a fan made package, Who knows?.

Thanks for your time.

17
Pre-0.9.9 / Yet another stupid death.
« on: February 01, 2006, 10:14 »
Well it seemed that the Medikit gods had truely blessed me, In 60% of the levels I found at least 3 medikits!

--------------------------------------------------------------
 DoomRL (v.0.9.8 (WIN-S)) roguelike post-mortem character dump
--------------------------------------------------------------

 Ryan, level 5 soldier, killed by a hell knight
 on level 11 of the Phobos base.
 He survived 44537 turns and scored 13235 points.

 He killed 224 out of 248 hellspawn. (90%)
 He held his right to remain violent.

 He stormed the Chained Court.
 He found the Hell's Armory.
 He fought on Hell's Arena.

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

  Health -1/70   Experience 10415/5
  ToHit +0  ToDmg Ranged +0  ToDmg Melee +0

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

    Ironman        (Level 2)
    Tough as nails (Level 3)

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

    [a] [ Armor      ]   nothing
    [ Weapon     ]   chaingun (1d6)x5 [39/50]
    [c] [ Boots      ]   protective boots [4/4] (92%)

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

    [a] rocket launcher (4d4) [1/1]
    rocket (x10)
    [c] rocket
    [d] power cell (x50)
    [e] power cell (x50)
    [f] power cell (x50)
    [g] power cell (x50)
    [h] power cell (x50)
    power cell (x30)
    [j] large med-pack
    [k] large med-pack
    [l] small med-pack
    [m] small med-pack
    [n] large med-pack
   
  • large med-pack
[p] large med-pack

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

    38 former humans
    34 former human sergeants
    13 former human captains
    43 imps
    32 demons
    39 lost souls
    1 cacodemon
    2 hell knights

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

 He started his journey on the suface of Phobos.
 On level 2 he battled through a maze of rooms.
 Afterwards he fought on Hell's Arena.
 On level 3 he battled through a maze of rooms.
 On level 4 he battled through a maze of rooms.
 On level 5 he found hellish caves.
 He then stormed the Chained Court.
 On level 6 he battled through a maze of rooms.
 On level 7 he found hellish caves.
 He then found Hell's Armory.
 On level 8 he battled through a maze of rooms.
 On level 9 he found a hellish city.
 On level 10 he found hellish caves.
 On level 11 he found a hellish city.
 There finally he was killed by a hell knight.

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

 Before him 69 brave souls have ventured into Phobos:
 64 of those were killed.
 And 2 couldn't handle the stress and commited a stupid suicide.

 Some rumours though, say that the Cyberdemon was killed already!
 Is he immortal? 3 souls claim to have killed him...
 3 killed the bastard and survived.

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


I was using a rocket launcher a few turns before that.

18
Requests For Features / Suggestion - Backpack slot.
« on: February 01, 2006, 09:27 »
Hi, I beleive that an additional equip slot (backpack) would make a good addition to DoomRL.

Currently we have:


Weapon
Armor
Boots.

--

In Doom I and II the marine could find backpacks that doubled his ammunition capacity, I think that there should be two main archtypes of backpacks (explained soon) with subtypes.

Type A - Ammunition

A.1 - Backpack. Adds +20% onto the maximum ammo you can store in any given pile in your inventory

A.2 - Same as the above, Except +50% bonus and -5% speed.

A.3 Double your capacity, -10% speed.

Of course there is endless expansion oppertunitys and one may choose to opt for a specialised backpack (one ammo type)

Type B - Weapon Loaders

Theese are practically an extension of your guns clip, Except you wear it.

B.1 - Rocket Pack - Gives say, 4 or 9 extra clip space in a rocket launcher when equipped.

B.2 Energy Pack - Plasma rifle space is improved by 50%

--

As you can see there are many ways, And balanced ones at that to work theese in the game.

19
Requests For Features / Multi Story Levels
« on: January 23, 2006, 21:54 »
Hi, I beleive that having multiple story's (floors) on some levels would make a  really neat addition.

In Doom I,II and III multi story levels were common and provided a third element to the challenge - The Z dimension.

I can see some ways to do this, Either by staircase that the character walks up on, Via elevator or by teleport.

Thoughts anyone?

20
Requests For Features / Little thing about Computer Maps
« on: January 19, 2006, 21:33 »
Ok, We all know how the computer map powerup (green ^) will reveal the whole map on that level? Well I think that it would be a better idea for all of the areas that have been revealed by the map but you have not explored them yet to be one shade of grey darker untill you actually explore them.

Not only that but the same thing happened in Doom I and II :-)

21
Requests For Features / Small feature to add to Nightmare mode
« on: January 14, 2006, 21:37 »
Hi, Kornel said that Former Humans and the likes only need one number tweaked so they can pick up weapons and use them for themselves (I.E Rocket Launcher, BFG, Etc)

I think that feature should be turned on with Nightmare, OR have a challenge mode with that feature on.

22
Discussion / Questions about Caceri (I know I spelt it wrong)
« on: January 11, 2006, 08:14 »
Hi, While reading the forums I have gathered that Kornel (Dev of DoomRL) is planning to release the engine used to build DoomRL: Caceri.

What I would like to know is an outline on how building new Roguelikes from Caceri will work and if the source of DoomRL will be included.

Thanks for your time

23
Bug Reports / Wierd crash [FIXED]
« on: January 03, 2006, 22:58 »
<a href="http://img509.imageshack.us/my.php?image=doomrlbug2zn.jpg" target="_blank" rel="nofollow"> <img src="http://img509.imageshack.us/img509/2062/doomrlbug2zn.th.jpg" border="0"  alt=""></a>

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