Chaosforge Forum

General => Play-By-Forum => Topic started by: raekuul on December 16, 2011, 19:45

Title: Doom: The Text Adventure
Post by: raekuul on December 16, 2011, 19:45
(Anybody can jump in and do stuff; I'll try to resolve things in the order that they're done.)
----
Thanks to Game Hunter, we have a "Quick Overview Section"!
Spoiler: Game Overview (click to show/hide)

----
The surface of Mars is dry and nearly barren. Looking up from the Hangar Grounds at Phobos Base, you can easily see where the Canals once lay.

You arrived on Phobos Base less than an hour ago, and you've been sizing up the situation from a safe location. One of UAC's experiments went, well, haywire, and unleashed some sort of hell upon Phobos Base.

Literally, hell. Some of your buddies from the Academy have been trying to shoot you dead ever since you got here. They appear to have become brainless, mindless, soulless sons of bitches. Nobody sane from inside Phobos Base is responding to your comm calls - all you've been getting is variations of "We're coming for you."

It looks like it will be all uphill from here.


INVENTORY:
100 HP
0 Armor Points
1 Standard-Issue Pistol
50 Bullets

VISIBLE ENEMIES:
No visible enemies

VISIBLE DOORS:
Entrance to Phobos Base - Hangar
Title: Re: Doom: The Text Adventure
Post by: Game Hunter on December 16, 2011, 20:04
LOOK PISTOL

IDKFA

OPEN DOOR

(Should I be using all caps? I feel like I should be using all caps, because that's totally how a text adventure would play out.)
Title: Re: Doom: The Text Adventure
Post by: raekuul on December 16, 2011, 20:19
All caps is fine.
-------
Your Pistol is a standard-issue pea-shooter. Both the UAC and the Marine Corps issue these to their people in case of human activity. The activity here on the Martian Bases, however, is decidedly not human, so you will want something with a bit more punch. Still, it's good in a pinch, and there weren't any of UAC's more advanced experiments here on Phobos Base anyway.
-------
You chant "IDKFA... IDKFA... IDKFA...", but it doesn't appear to do anything here.
-------
As you enter Phobos Base, the smell of carnage and death washes over you. Despite your training, you can't help but gag at the smell. Some things can never be gotten used to.

You tense up as you hear movement. There is a small place in the wall where you could probably hide; with any luck, you'll be able to shoot first without being shot at in return.


INVENTORY:
100 HP
0 Armor Points
1 Standard-Issue Pistol
50 Bullets

VISIBLE ENEMIES:
No visible enemies

VISIBLE DOORS:
Entrance to Phobos Base - Outside
Sliding Door - Hangar Room 2
Title: Re: Doom: The Text Adventure
Post by: IronBeer on December 16, 2011, 21:26
This could take a while, couldn't it?

>>Approach Door to Room 2
>>Open Door to Room 2
Title: Re: Doom: The Text Adventure
Post by: raekuul on December 16, 2011, 21:40
Yes. Yes it could. I'm probably going to stop this at the Bruiser Brothers, if we manage to get that far.
-------
The sliding door opens as you approach it; you would take this moment to marvel at the wonders of technology, but you suddenly find yourself face to face with two Former Humans!

INVENTORY:
100 HP
0 Armor Points
1 Standard-Issue Pistol
50 Bullets

VISIBLE ENEMIES:
Former Human #1 (100%) (0%) (-50%) (Pistol) (18)
Former Human #2 (100%) (0%) (+50%) (Pistol) (18)

VISIBLE DOORS:
Entrance to Phobos Base - Outside
Sliding Door - Hangar Room 2 (Open)
Title: Re: Doom: The Text Adventure
Post by: ParaSait on December 18, 2011, 08:53
What do those 5 stats between the brackets mean? I figured out the 1st and 4th but what's the rest mean?

Btw: This is a pretty fun idea but I'm a little afraid it'll get horribly repetitive. Cuz it's... y'know... Doom. :P
Title: Re: Doom: The Text Adventure
Post by: raekuul on December 18, 2011, 13:10
Quote
(100%) (0%) (-50%) (Pistol) (18)
(Health) (Armor) (Chance to Not Get Hit) (Weapon) (Ammo Carried)
Title: Re: Doom: The Text Adventure
Post by: ParaSait on December 18, 2011, 13:16
Alrighty, then. :D

EQUIP PISTOL
SHOOT FORMER HUMAN 2
Title: Re: Doom: The Text Adventure
Post by: raekuul on December 18, 2011, 13:50
If you don't specify a weapon with which to shoot, you'll default to using the pistol (or, if you don't have bullets, your strongest melee weapon). You don't need to explicitly "Equip" the pistol.

You shoot at Former Human #2. You hit Former Human #1 instead for 10 damage. Former Human #1's body ragequits.

Former Human #2 shoots at you. His shot misses.


INVENTORY:
100 HP
0 Armor Points
1 Standard-Issue Pistol
49 Bullets

VISIBLE ENEMIES:
Former Human #1 (Dead) (0%) (-50%) (Pistol) (18)
Former Human #2 (100%) (0%) (+50%) (Pistol) (17)

VISIBLE DOORS:
Entrance to Phobos Base - Outside
Sliding Door - Hangar Room 2 (Open)

OTHER:
10 Experience Points
Title: Re: Doom: The Text Adventure
Post by: ParaSait on December 18, 2011, 14:18
Heh... I "missed".
How much hp do they have exactly? And does the pistol always make 10 damage?

SHOOT FORMER HUMAN 2
Title: Re: Doom: The Text Adventure
Post by: raekuul on December 18, 2011, 16:43
#2 was standing sort-of behind #1. I should have called it "Chance to Avoid" rather than "Chance to Hit" from the beginning, it's largely there to help me remember positioning.

You shoot at Former Human #2. You hit for 1 damage.

Former Human #2 shoots at you. He misses.


INVENTORY:
100 HP
0 Armor Points
1 Standard-Issue Pistol
48 Bullets

VISIBLE ENEMIES:
Former Human #1 (Dead) (0%) (0%) (Pistol) (18)
Former Human #2 (90%) (0%) (0%) (Pistol) (16)

VISIBLE DOORS:
Entrance to Phobos Base - Outside
Sliding Door - Hangar Room 2 (Open)

OTHER:
10 Experience Points
Title: Re: Doom: The Text Adventure
Post by: IronBeer on December 18, 2011, 19:48
>>Keep firing at Former Human 2!
Title: Re: Doom: The Text Adventure
Post by: raekuul on December 18, 2011, 20:59
You shoot at Former Human #2. You miss.

Former Human 2 shoots at you. He hits for 8 damage.


INVENTORY:
92 HP
0 Armor Points
1 Standard-Issue Pistol
47 Bullets

VISIBLE ENEMIES:
Former Human #1 (Dead) (0%) (0%) (Pistol) (18)
Former Human #2 (90%) (0%) (0%) (Pistol) (15)

VISIBLE DOORS:
Entrance to Phobos Base - Outside
Sliding Door - Hangar Room 2 (Open)

OTHER:
10 Experience Points
4 Rage Points
Title: Re: Doom: The Text Adventure
Post by: ParaSait on December 18, 2011, 21:16
Argh... you think you can mess with me, former human, but you're WRONG! For I'm fucking DOOMGUUUY!
*pulls trigger in an epic way, in hope of having a higher critical hit chance*

SHOOT FORMER HUMAN 2

PS: 100 rage points = berserk? :P
PPS: Where's that place with the green armor in the starting room, anyway?
Title: Re: Doom: The Text Adventure
Post by: thelaptop on December 18, 2011, 21:29
ParaSait: It's to the left up the steps, same room as the switch to get to the Blue armour.
Title: Re: Doom: The Text Adventure
Post by: ParaSait on December 18, 2011, 21:42
Yeah I know. But I mean, why didn't he give the option to go there and pick it up. Or press the switch. :P
Title: Re: Doom: The Text Adventure
Post by: raekuul on December 19, 2011, 07:42
Because in this version, that branches off of Hangar Room 2. You're still in Hangar Room 1.
You deliberately aim at Former Human #2's head.

Former Human #2 fires. He hits for 3 damage.

You fire your gun into Former Human #2's head. He takes 9 damage. Former Human #2 finally returns to the lifestream.


INVENTORY:
89 HP
0 Armor Points
1 Standard-Issue Pistol
46 Bullets

VISIBLE ENEMIES:
Former Human #1 (Dead) (0%) (0%) (Pistol) (18)
Former Human #2 (Dead) (0%) (0%) (Pistol) (14)

VISIBLE DOORS:
Entrance to Phobos Base - Outside
Sliding Door - Hangar Room 2 (Open)

OTHER:
20 Experience Points
6.5 Rage Points
Title: Re: Doom: The Text Adventure
Post by: ParaSait on December 19, 2011, 10:06
Because in this version, that branches off of Hangar Room 2. You're still in Hangar Room 1.
Oh, ok. So the map isn't an exact replica of the original.

GET FORMER HUMAN 1 AMMO
GET FORMER HUMAN 2 AMMO
GO HANGAR ROOM 2
Title: Re: Doom: The Text Adventure
Post by: raekuul on December 19, 2011, 10:19
You obtain 32 bullets.

You enter Hangar Room 2. This is a spacious room, likely a commons for people in the event of inclement weather... or whatever weather could occur on this nearly barren space rock. Still, a shelter is a shelter. There are barrels strewn across the room.

You hear growling in the distance.


INVENTORY:
89 HP
0 Armor Points
1 Standard-Issue Pistol
78 Bullets

VISIBLE ENEMIES:
No Visible Enemies

VISIBLE DOORS:
Sliding Door - Hangar Room 1
Open Doorway - Armory
Tunnel - Hangar Room 3

OTHER:
20 Experience Points
6.5 Rage Points
Title: Re: Doom: The Text Adventure
Post by: ParaSait on December 19, 2011, 11:02
?
You forgot to update the HUD.
Title: Re: Doom: The Text Adventure
Post by: raekuul on December 19, 2011, 11:38
Fixed (the sad part is that I'm putting it in each resolution specifically so that I don't forget anything)
Title: Re: Doom: The Text Adventure
Post by: IronBeer on December 19, 2011, 12:14
>>Approach Door to Armory
>>Look into Armory
Title: Re: Doom: The Text Adventure
Post by: raekuul on December 19, 2011, 14:11
You peer into the Armory without actually entering it.

The armory is so named because there is a cache of body armor and medical supplies stored here. They look to be half-used, perhaps whatever's corrupted the men of Phobos Base doesn't care for med-kits and armor?

You see two Former Humans and a Former Sargent, off in the distance. They do not appear to see you.


INVENTORY:
89 HP
0 Armor Points
1 Standard-Issue Pistol
78 Bullets

VISIBLE ENEMIES:
Former Human #3 (100%) (10%) (-130%*) (Pistol) (18)
Former Human #4 (100%) (10%) (-130%*) (Pistol) (18)
Former Sargent #1 (100%) (10%) (-60%*) (Shotgun) (12)

*denotes they cannot see you

VISIBLE DOORS:
Sliding Door - Hangar Room 1
Open Doorway - Armory
Tunnel - Hangar Room 3

OTHER:
20 Experience Points
6.5 Rage Points
Title: Re: Doom: The Text Adventure
Post by: ParaSait on December 19, 2011, 14:30
We need armor. And that shotgun.

ENTER ARMORY (get closer to the enemies)
SHOOT FORMER SERGEANT 1
Title: Re: Doom: The Text Adventure
Post by: raekuul on December 19, 2011, 16:39
You enter the Armory.

You shoot at Former Sargent 1. You hit for 3 damage!

The three Formers turn around in surprise!


INVENTORY:
89 HP
0 Armor Points
1 Standard-Issue Pistol
77 Bullets

VISIBLE ENEMIES:
Former Human #3 (100%) (10%) (-30%) (Pistol) (18)
Former Human #4 (100%) (10%) (-30%) (Pistol) (18)
Former Sargent #1 (80%) (0%) (40%) (Shotgun) (12)

VISIBLE DOORS:
Open Doorway - Hangar Room 2

OTHER:
20 Experience Points
6.5 Rage Points
Title: Re: Doom: The Text Adventure
Post by: Deathwind on December 19, 2011, 20:46
keep filling the sargent with lead
Title: Re: Doom: The Text Adventure
Post by: raekuul on December 19, 2011, 22:14
You shoot at Former Sargent 1. You hit for 1 damage.

Former Human #3 shoots at you. He hits for 2 damage.

Former Human #4 shoots at you. He misses.

The Former Sargent shoots in your direction. Former Human #3 is caught in the blast! He takes 4 damage. Former Human #4 avoids being caught in the blast. You are caught in the blast! You take 3 damage.


INVENTORY:
84 HP
0 Armor Points
1 Standard-Issue Pistol
76 Bullets

VISIBLE ENEMIES:
Former Human #3 (70%) (0%) (-30%) (Pistol) (17)
Former Human #4 (100%) (10%) (-30%) (Pistol) (17)
Former Sargent #1 (80%) (0%) (40%) (Shotgun) (11)

VISIBLE DOORS:
Open Doorway - Hangar Room 2

OTHER:
20 Experience Points
9 Rage Points

Rage Points can be saved to trigger the Berserk state, or can be used for special abilities.
Over Points increase the potency of healing items.
Title: Re: Doom: The Text Adventure
Post by: ParaSait on December 20, 2011, 05:17
Man I'll be glad if we can stop using that pea shooter.
Also, the sarge's shotgun blast thing seems to give an interesting tactical bit against those harder to hit formers. Instead of killing him, I think this turn I try to...

SHOOT FORMER HUMAN 4
Title: Re: Doom: The Text Adventure
Post by: raekuul on December 20, 2011, 07:00
Actually (and I really need to find a way to make this clearer in fewer words) the Formers are standing between you and the Sargent - the -30% means that you'd only need to roll a 7 as opposed to a 10 on the hit roll (yep, it's a d20), whereas his 40% means you need at least a 14.

You shoot at Former Human #4. You hit for 1 damage.

Former Human #3 shoots at Former Sargent. He hits for 2 damage.

Former Human #4 shoots at you. He misses.

The former Sargent reloads his shotgun.


INVENTORY:
84 HP
0 Armor Points
1 Standard-Issue Pistol
75 Bullets

VISIBLE ENEMIES:
Former Human #3 (70%) (0%) (-30%) (Pistol) (16)
Former Human #4 (100%) (0%) (-30%) (Pistol) (16)
Former Sargent #1 (60%) (0%) (40%) (Shotgun) (11)

VISIBLE DOORS:
Open Doorway - Hangar Room 2

OTHER:
20 Experience Points
9 Rage Points

Pistols deal d10 damage, Shotguns fire a spread of 5 'fragments' that do d5 damage each (though the only way to take a full 5d5 blast is at point blank range - most of the time you're getting caught by 2 or 3 fragments - if you've played Might and Magic 6, think of the Shrapmetal spell.)
Title: Re: Doom: The Text Adventure
Post by: Bloax on December 20, 2011, 09:47
Shouldn't it be 82 HP, since previous turn was 84, and you got hit 2 this turn.
Title: Re: Doom: The Text Adventure
Post by: Game Hunter on December 20, 2011, 10:18
OOC time!
Shouldn't it be 82 HP, since previous turn was 84, and you got hit 2 this turn.
You shoot at Former Human #4. You hit for 1 damage.

Former Human #3 shoots at Former Sargent. He hits for 2 damage.

We didn't actually take any damage: FH #4 took a hit and so did FS #1. Apparently this game allows for monster infighting.

@raekuul: If you want to make an easy-to-read listing of statistics for the enemies, try using a tabular form. Like so:

EnemyHPArmorTo-HitWeapon/AttackIn Inventory
Former Human #370%0%+3PistolBullet (16)
Former Human #4100%0%+3PistolBullet (16)
Former Sergeant #160%0%-4ShotgunShell (11)

Obviously I'm guessing at some of the stats but you get the idea. The to-hit is probably best to explain as "roll d20, if 10+(modifier) is greater than or equal to roll, then it is a hit". In this way we can use positive numbers for a better to-hit chance, which is often preferable. (Percentages only work if you use them appropriately. Given a base 10 on a d20 there's already a 50% chance to miss: the current appearance would indicate addition/subtraction. Thus, adding 40% would make it 90% total chance to-miss, which is incorrect. You could also expect multiplication/division, but then you'd want to use 1 as a baseline and make the multipler lower/higher for lesser/greater chances to miss. All in all, if we're going to think in terms of dice, we may as well use integers.)

Okay, back to IC!

Well there is definitely some mutiny going on. Let's see if we can't take advantage of the situation.

GO TO HANGER ROOM 2
LISTEN INTO ARMORY FOR DEATH NOISE
Title: Re: Doom: The Text Adventure
Post by: raekuul on December 20, 2011, 10:43
Former Human #4 follows you into Hangar Room 2.

You hear a pistol firing! You hear a shotgun firing!


INVENTORY:
84 HP
0 Armor Points
1 Standard-Issue Pistol
75 Bullets
20 Experience Points
9 Rage Points

VISIBLE DOORS:
Open Doorway - Hangar Room 2

EnemyHealthArmorTo-Hit AdjustmentWeaponMisc Inventory
Former Human #4100%0%+/- 0Pistol16 Bullets

Fully merged Misc Stats and Inventory; Enemy Information is now the last entry in the pHUD.
Title: Re: Doom: The Text Adventure
Post by: ParaSait on December 20, 2011, 12:23
SHOOT FORMER HUMAN 4

Hey, by the way... RP gain = damage taken / 2? I think we have 1 RP too much.
Title: Re: Doom: The Text Adventure
Post by: raekuul on December 20, 2011, 12:58
Hmm.. yeah, we do. you should have had 5.5 rage points most of Page 2 instead of 6.5.

You shoot at Former Human #4. You hit for 10 damage. Former Human #4 is down and dying... again...

You hear a pistol firing! You hear a shotgun firing! You hear the distinctive thud of something fleshy falling to the floor!


INVENTORY:
84 HP
0 Armor Points
1 Standard-Issue Pistol
74 Bullets
40 Experience Points
8 Rage Points

VISIBLE DOORS:
Open Doorway - Hangar Room 2

EnemyHealthArmorTo-Hit AdjustmentWeaponMisc Inventory
Former Human #4Dead0%+/- 0Pistol16 Bullets
Title: Re: Doom: The Text Adventure
Post by: ParaSait on December 20, 2011, 13:38
Nice.
I hope the sarge bit the dust over there. (ed: hmm, wait, no, he didn't... shotgun fired last)

GET FORMER HUMAN 4 AMMO
ENTER ARMORY*

(*=unless the remaining enemy comes to see me here)
Title: Re: Doom: The Text Adventure
Post by: raekuul on December 20, 2011, 14:28
You collect 16 bullets.

You enter the Armory. The Former Sargent fires a solid shell at you. It hits you for 4 damage. You learn how to fire a Solid Shell with a Shotgun!


INVENTORY:
80 HP
0 Armor Points
1 Standard-Issue Pistol
90 Bullets
40 Experience Points
10 Rage Points

VISIBLE DOORS:
Open Doorway - Hangar Room 2

OTHER:
15 Bullets

EnemyHealthArmorTo-Hit AdjustmentWeaponMisc Inventory
Former Sargent #160%0%+/- 0Shotgun8 Shells
Title: Re: Doom: The Text Adventure
Post by: ParaSait on December 20, 2011, 16:03
Thanks for showing me how to fire that thing...
*cocks pistol*
... I'll take it over from now.

SHOOT FORMER SERGEANT 1
Title: Re: Doom: The Text Adventure
Post by: raekuul on December 20, 2011, 17:41
Witty banter. Nice. Too bad you're not a dashing swordsman :P

You shoot at Former Sergeant 1. You miss.

The former Sergeant reloads his shotgun.


INVENTORY:
80 HP
0 Armor Points
1 Standard-Issue Pistol
89 Bullets
40 Experience Points
10 Rage Points

VISIBLE DOORS:
Open Doorway - Hangar Room 2

OTHER:
15 Bullets

EnemyHealthArmorTo-Hit AdjustmentWeaponMisc Inventory
Former Sargent #160%0%+/- 0Shotgun7 Shells
Title: Re: Doom: The Text Adventure
Post by: Bloax on December 21, 2011, 05:21
Shoot the sergeant again.
How? Very carefully.
Title: Re: Doom: The Text Adventure
Post by: raekuul on December 21, 2011, 06:56
You deliberately take aim at the Former Sergeant.

The Former Sergeant fires! You take 15 damage.

You shoot the Former Sergeant for 8 damage. The Former Sergeant finally gives up the ghost.


INVENTORY:
80 HP
0 Armor Points
1 Standard-Issue Pistol
88 Bullets
52 Experience Points
17.5 Rage Points
2 Over Points

VISIBLE DOORS:
Open Doorway - Hangar Room 2

OTHER:
15 Bullets
1 Shotgun
7 Shells
Title: Re: Doom: The Text Adventure
Post by: Bloax on December 21, 2011, 10:01
Ouch?

Pick up the shotgun and shells.

"Hotshot buckshot, hehe.."
Title: Re: Doom: The Text Adventure
Post by: ParaSait on December 21, 2011, 10:02
Ouch, that hurt for sure... you didn't update the hp stat though. :P
But what are over points?

GET ALL
SEARCH ROOM (for those medical supplies and armor)

Edit: Whoops, got ninja'd.
My post is better though, cause I pick up the bullets as well and I look for the meds and armor. :P
Title: Re: Doom: The Text Adventure
Post by: raekuul on December 21, 2011, 10:09
I'm always forgetting something...

You obtain 1 Shotgun, 7 Shotgun Shells, 15 Bullets, 2 Stimpacks, 1 Empty Modification Toolkit, and 1 Standard-Issue Armor.

INVENTORY:
65 HP
0 Armor Points
1 Standard-Issue Pistol
1 Shotgun
1 Standard-Issue Armor
Stimpack (2)
Mod Toolkit (0/0/0/0)
103 Bullets
7 Shells
52 Experience Points
17.5 Rage Points
2 Over Points

VISIBLE DOORS:
Open Doorway - Hangar Room 2

Title: Re: Doom: The Text Adventure
Post by: Game Hunter on December 21, 2011, 10:17
LOOK ARMORY

LOOK SHOTGUN
RELOAD SHOTGUN

LOOK STANDARD-ISSUE ARMOR
LOOK STIMPACK
LOOK MOD TOOLKIT

VIEW SKILLS

(Because it's a text adventure, and we always look at absolutely everything. I do NOT want to miss the piece of string that we'll need 30 rooms from now.)
Title: Re: Doom: The Text Adventure
Post by: ParaSait on December 21, 2011, 10:30
(Because it's a text adventure, and we always look at absolutely everything. I do NOT want to miss the piece of string that we'll need 30 rooms from now.)
I think you're just trolling on him and make him have to type a lot of text. :P
Title: Re: Doom: The Text Adventure
Post by: raekuul on December 21, 2011, 11:54
I'm actually glad he's doing this; Markipz would just have skipped everything important. Hell, I had to railroad him into picking up the Amulet when I did a text-adventure version of The Immortal, and that's supposed to be impossible to skip!

Besides, this is still Doom. How critically important could one piece of string be?

The armory is so named because there is a cache of body armor and medical supplies stored here. They look to be half-used, perhaps whatever's corrupted the men of Phobos Base doesn't care for med-kits and armor?

This Shotgun appears to be the standard-issue shotgun given to all Sergeants. It has three firing settings - Standard, Solid Slug, and Crowd Control. You've seen firsthand how powerful the Standard setting is at close range.

The shotgun is already reloaded; your wrists are not sprained, so there is nothing slowing you down when you fire or reload.

This standard-issue Armor appears to be the standard-issue armor that UAC gives to most of its people. It's green. Lightweight and durable, it can lessen the impact of bullets a little.

The Stimpack is a UAC first-aid kit, designed to be quickly used for health restoration. You could probably only recover a small amount of health from it, but there are tools inside to instantly mend broken legs and sprained wrists. Interesting that UAC includes those tools in both their Stimpack and Medkit.

Your Mod Toolkit contains the tools necessary to modify your weapons and armor... but only those tools necessary. It appears that you'd have to find actual Mod Packs on your own.


SKILLS:
Shoot Pistol (1 Bullet, 0 Rage, Normal Speed)
Aimed Shot P (1 Bullet, 0 Rage, Delayed Speed)
Shoot Shotgun (1 Shell, 0 Rage, Normal Speed)
Solid Slug (1 Shell, 0 Rage, Normal Speed)
Solid Shell (1 Shell, 3 Rage, Normal Speed)
Crowd Control (1 Shell, 0 Rage, Delayed Speed)
Boosted Healing (Automatic, Over Points are consumed to increase HP recovery when using healing items)
Title: Re: Doom: The Text Adventure
Post by: Game Hunter on December 21, 2011, 14:45
Besides, this is still Doom. How critically important could one piece of string be?
I've probably DOOMed us all with this mention of a piece of string.

I dunno, doesn't seem to be anything else in particular to look at here (unless looking also involves dice rolls and we want to wait for a 20). Let's move on!

GO HANGER ROOM 2
LOOK BARREL

And I recall there being some growling in this room, not necessarily from the armory, so...

APPROACH HANGER ROOM 3
LISTEN (or maybe WAIT, I'm not sure if sounds are detected automatically)
Title: Re: Doom: The Text Adventure
Post by: Deathwind on December 21, 2011, 15:41
EQUIP GREEN ARMOR
Title: Re: Doom: The Text Adventure
Post by: raekuul on December 21, 2011, 16:07
You return to Hangar Room 2. You hear growling in the distance.

Those guys at OSHA never did like what UAC was doing with their leftover goop. The barrels are full of moderately explosive green slime. A nice, good shock oughta make for some fireworks. Just don't stand too close to one when it goes up in flames.

You approach Hangar Room 3. You hear growling in the distance. You see a Former Sergeant and a Former Human arguing with each other, guns drawn.

You equip the Green Armor. You now have 100 Armor Points! Your Armor Rating is now 1


INVENTORY:
65 HP
Armor Rating 1
100 Armor Points
1 Standard-Issue Pistol
1 Shotgun
1 Standard-Issue Armor
Stimpack (2)
Mod Toolkit (0/0/0/0)
103 Bullets
7 Shells
52 Experience Points
17.5 Rage Points
2 Over Points

VISIBLE DOORS:
Hangar Room 3
Hangar Room 1
Armory

A note on Armor: Your armor takes the full brunt of the damage, and you take Armor Rating less damage per die roll (as long as you have at least one Armor Point left for that die roll). For example, with Armor Rating 1, a Pistol can do a maximum of 9 damage (1d10-1), while a point-blank shot from a shotgun can only do 20 damage ((1d5-1)x5 at point blank range) - as long as your armor survives the attack, anyway. And yes, it is possible to take 0 damage if your armor rating is nonzero.

And before I forget to mention: There is an Onyx mod pack to be found if we get far enough, as well as a mod pack of my own creating that prevents you from taking any damage to HP as long as you have the Armor Points to cover the attack - which, since anything with an Onyx Pack has infinite Armor Points, would be broken if I didn't have a limitation on those two mod packs.
Title: Re: Doom: The Text Adventure
Post by: Bloax on December 22, 2011, 01:47
Take a peek at formers. (Stats please?)
Title: Re: Doom: The Text Adventure
Post by: raekuul on December 22, 2011, 08:52
EnemyHPArmorTo-HitWeaponIn Inventory
Former Human #550%0%-1Pistol18
Former Sergeant #250%50%+1Shotgun12
Title: Re: Doom: The Text Adventure
Post by: Bloax on December 22, 2011, 09:23
I'll just go ahead and be nasty.
Set shotgun to standard mode (should already be set to that)
Shoot Sargeant #2 in a fashion to hit Mr. #5 (Since they're standing close to eachother.)

"Boom baby."
Title: Re: Doom: The Text Adventure
Post by: Game Hunter on February 15, 2012, 08:01
I noticed raekuul's been active lately with some degree of frequency, so I'm curious if we could get this moving again. It's pretty fun!
Title: Re: Doom: The Text Adventure
Post by: raekuul on February 15, 2012, 09:13
You fire your shotgun. The former sergeant is caught in the blast! The former human is caught in the blast! The former sergeant takes 7 damage! The former sergeant perishes in a cloud of gore. The former human takes 6 damage! The former human loses the will to live.

You enter Hangar Room 3. There is a shotgun, a pistol, 12 shells, and 18 bullets just laying around for anyone to take. There's something funny about this room, but you're not sure what.


INVENTORY:
65 HP
Armor Rating 1
100 Armor Points
1 Standard-Issue Pistol
1 Shotgun
1 Standard-Issue Armor
Stimpack (2)
Mod Toolkit (0/0/0/0)
103 Bullets
6 Shells
65 Experience Points
17.5 Rage Points
5 Over Points

VISIBLE DOORS:
Hangar Room 2
Hangar Room 4

EnemyHPArmorTo-HitWeaponIn Inventory
Title: Re: Doom: The Text Adventure
Post by: Game Hunter on February 17, 2012, 10:09
Well this is probably a trap room, so let's be careful about advancing...

USE STIMPACK
MOVE TO SHELLS
GET SHELLS (if nothing would interrupt this action)
Title: Re: Doom: The Text Adventure
Post by: raekuul on February 17, 2012, 11:22
You use your Stimpack. You recover 15 HP!

You move to the shells in the middle. You take the shells. You get 12 shotgun shells!

 There's something funny about this room, but you're not sure what.


INVENTORY:
80 HP
Armor Rating 1
100 Armor Points
1 Standard-Issue Pistol
1 Shotgun
1 Standard-Issue Armor
Stimpack (2)
Mod Toolkit (0/0/0/0)
103 Bullets
18 Shells
65 Experience Points
17.5 Rage Points
0 Over Points

VISIBLE DOORS:
Hangar Room 2
Hangar Room 4
Title: Re: Doom: The Text Adventure
Post by: IronBeer on February 17, 2012, 11:41
>>Carefully examine room. Try to find hidden switches or suspicious wall nooks.
Title: Re: Doom: The Text Adventure
Post by: raekuul on February 17, 2012, 12:05
Out of the corner of your eye, you see a big green button.

INVENTORY:
80 HP
Armor Rating 1
100 Armor Points
1 Standard-Issue Pistol
1 Shotgun
1 Standard-Issue Armor
Stimpack (2)
Mod Toolkit (0/0/0/0)
103 Bullets
18 Shells
65 Experience Points
17.5 Rage Points
0 Over Points

VISIBLE DOORS:
Hangar Room 2
Hangar Room 4
Title: Re: Doom: The Text Adventure
Post by: Game Hunter on February 17, 2012, 12:30
"Button, button. Who's got the button?"

MOVE TO BUTTON
LOOK BUTTON
PUSH BUTTON

(Also, unless we get to re-use stimpacks, we should have less than before after consuming one.)
Title: Re: Doom: The Text Adventure
Post by: raekuul on February 17, 2012, 12:55
Ah, good catch. *fixes*

You move next to the Big Green Button.

You investigate the Big Green Button. It's big. It's green. It's on the arm of a comfy chair. You have no idea what this button is for.

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


INVENTORY:
80 HP
Armor Rating 1
100 Armor Points
1 Standard-Issue Pistol
1 Shotgun
1 Standard-Issue Armor
Stimpack (1)
Mod Toolkit (0/0/0/0)
103 Bullets
18 Shells
65 Experience Points
17.5 Rage Points
0 Over Points

VISIBLE DOORS:
Hangar Room 2
Hangar Room 4
Title: Re: Doom: The Text Adventure
Post by: Game Hunter on February 20, 2012, 07:57
(Weird, I was expecting more people to get into it. I don't mind back-and-forth but it was pretty active in this thread just before the break.)

Well I don't want to make this boring so...

SIT IN COMFY CHAIR

Let's just hope we don't die outright.
Title: Re: Doom: The Text Adventure
Post by: raekuul on February 20, 2012, 10:44
You sit in the big comfy chair. You relax. The chair is vibrating. The room is vibrating. You are vibrating.

INVENTORY:
80 HP
Armor Rating 1
100 Armor Points
1 Standard-Issue Pistol
1 Shotgun
1 Standard-Issue Armor
Stimpack (1)
Mod Toolkit (0/0/0/0)
103 Bullets
18 Shells
65 Experience Points
17.5 Rage Points
0 Over Points

VISIBLE DOORS:
Hangar Room 2
Hangar Room 4
Title: Re: Doom: The Text Adventure
Post by: shark20061 on February 20, 2012, 12:13
WAIT

(???Maybe???)
Title: Re: Doom: The Text Adventure
Post by: thelaptop on February 20, 2012, 13:07
(Please don't tell me that we are going to mesh some DNF stuff in?  Sitting on comfy chair?  Vibrating?

O.O??)
Title: Re: Doom: The Text Adventure
Post by: raekuul on February 20, 2012, 15:07
Let me put it this way. Don't. Touch. The green. Button. (http://www.4shared.com/video/nfqdFSWe/Rockos_Modern_Life_-_1x05_-_Po.html)

You continue to sit in the big comfy chair. You relax. The chair is vibrating. The room is vibrating. You are vibrating. The imp is vibrating.

INVENTORY:
80 HP
Armor Rating 1
100 Armor Points
1 Standard-Issue Pistol
1 Shotgun
1 Standard-Issue Armor
Stimpack (1)
Mod Toolkit (0/0/0/0)
103 Bullets
18 Shells
65 Experience Points
17.5 Rage Points
0 Over Points

VISIBLE DOORS:
Hangar Room 2
Hangar Room 4

EnemyHPArmorTo-HitWeaponIn Inventory
Imp #1100%0%0ClawsN/A
Title: Re: Doom: The Text Adventure
Post by: ZZ on February 21, 2012, 01:30
STAND UP

READY SHOTGUN
SHOOT IMP
Title: Re: Doom: The Text Adventure
Post by: Kamikaze14 on February 21, 2012, 05:11
STAY SEATED

READY SHOTGUN
SHOOT IMP
Fixed
Title: Re: Doom: The Text Adventure
Post by: raekuul on February 21, 2012, 06:31
You are too relaxed to think about pulling out your guns. The chair is vibrating. The room is vibrating. You are vibrating. The imp is vibrating. The imp is vibrating.

INVENTORY:
80 HP
Armor Rating 1
100 Armor Points
1 Standard-Issue Pistol
1 Shotgun
1 Standard-Issue Armor
Stimpack (1)
Mod Toolkit (0/0/0/0)
103 Bullets
18 Shells
65 Experience Points
17.5 Rage Points
0 Over Points

VISIBLE DOORS:
Hangar Room 2
Hangar Room 4

EnemyHPArmorTo-HitWeaponIn Inventory
Imp #1100%0%0ClawsN/A
Imp #2100%0%0ClawsN/A
Title: Re: Doom: The Text Adventure
Post by: Game Hunter on February 21, 2012, 08:45
I don't think trying to push the button, in hopes that it might work as an on/off button, could make things any worse...

LOOK IMP
PUSH BUTTON
Title: Re: Doom: The Text Adventure
Post by: raekuul on February 21, 2012, 11:15
You look at the imp.

IMPS are the foot soldiers of Hell, as it were. While not dangerous on their own, in groups they can quickly overwhelm the unprepared. You've heard rumors that some imps are quite capable of throwing fire around like it was a water balloon. The imp is vibrating, mesmerized.

You push the button again. The chair stops vibrating. The room stops vibrating. You stop vibrating. The imp stops vibrating. The imp stops vibrating. The imp stops vibrating. You tense up.

INVENTORY:
80 HP
Armor Rating 1
100 Armor Points
1 Standard-Issue Pistol
1 Shotgun
1 Standard-Issue Armor
Stimpack (1)
Mod Toolkit (0/0/0/0)
103 Bullets
18 Shells
65 Experience Points
17.5 Rage Points
0 Over Points

VISIBLE DOORS:
Hangar Room 2
Hangar Room 4

EnemyHPArmorTo-HitWeaponIn Inventory
Imp #1100%0%0ClawsN/A
Imp #2100%0%0ClawsN/A
Imp #3100%0%0ClawsN/A
Title: Re: Doom: The Text Adventure
Post by: Uitë on February 21, 2012, 11:57
STAND UP
PUSH GREEN BUTTON
READY SHOTGUN
Title: Re: Doom: The Text Adventure
Post by: raekuul on February 21, 2012, 14:07
You stand up. The imps follow your movement but do not act.

You press the button. The chair starts vibrating. The room starts vibrating. You start vibrating. The imp starts vibrating. The imp starts vibrating. The imp starts vibrating. You see an imp pop into existence.

You ready your shotgun. The imps turn their backs to you and mimic your movements.


INVENTORY:
80 HP
Armor Rating 1
100 Armor Points
1 Standard-Issue Pistol
1 Shotgun
1 Standard-Issue Armor
Stimpack (1)
Mod Toolkit (0/0/0/0)
103 Bullets
18 Shells
65 Experience Points
17.5 Rage Points
0 Over Points

VISIBLE DOORS:
Hangar Room 2
Hangar Room 4

EnemyHPArmorTo-HitWeaponIn Inventory
Imp #1100%0%0ClawsN/A
Imp #2100%0%0ClawsN/A
Imp #3100%0%0ClawsN/A
Imp #4100%0%0ClawsN/A
Title: Re: Doom: The Text Adventure
Post by: thelaptop on February 21, 2012, 15:11
AIM AT IMP #1, FIRE SHOTGUN
Title: Re: Doom: The Text Adventure
Post by: raekuul on February 21, 2012, 18:22
You aim at imp #1. Imp #2 aims at imp #1. Imp #3 aims at imp #1. Imp #4 aims at imp #1.

You fire at imp #1. You hit for 11 damage.

Imp #1 just stands there, mesmerized.

Imp #2 fires at imp #1. It hits for 4 damage.

Imp #3 fires at imp #1. It misses.

Imp #4 fires at imp #1. It misses.


INVENTORY:
80 HP
Armor Rating 1
100 Armor Points
1 Standard-Issue Pistol
1 Shotgun
1 Standard-Issue Armor
Stimpack (1)
Mod Toolkit (0/0/0/0)
103 Bullets
17 Shells
65 Experience Points
17.5 Rage Points
0 Over Points

VISIBLE DOORS:
Hangar Room 2
Hangar Room 4

EnemyHPArmorTo-HitWeaponIn Inventory
Imp #125%0%0ClawsN/A
Imp #2100%0%0ClawsN/A
Imp #3100%0%0ClawsN/A
Imp #4100%0%0ClawsN/A
Title: Re: Doom: The Text Adventure
Post by: Matt_S on February 21, 2012, 18:56
I think I'll join in here, starting with a little shell conservation...

SHOOT IMP #2 WITH HANDGUN.

I would punch but I dunno if the other imps will use melee or shoot.
Title: Re: Doom: The Text Adventure
Post by: raekuul on February 21, 2012, 21:06
You shoot Imp #2 with your pistol. You hit for 1 damage.

Imp #1 seems to understand what's going on now. He attacks you and hits for 10 damage.

Imp #2 attacks Imp #1. He misses.

Imp #3 attacks Imp #2. He misses.

Imp #4 attacks Imp #1. He hits for 5 damage. Imp #1 goes out with a bang!


INVENTORY:
71 HP
Armor Rating 1
90 Armor Points
1 Standard-Issue Pistol
1 Shotgun
1 Standard-Issue Armor
Stimpack (1)
Mod Toolkit (0/0/0/0)
103 Bullets
17 Shells
85 Experience Points
22.5 Rage Points
0 Over Points

VISIBLE DOORS:
Hangar Room 2
Hangar Room 4

EnemyHPArmorTo-HitWeaponIn Inventory
Imp #1Dead0%0ClawsN/A
Imp #295%0%0ClawsN/A
Imp #3100%0%0ClawsN/A
Imp #4100%0%0ClawsN/A
Title: Re: Doom: The Text Adventure
Post by: shark20061 on February 21, 2012, 21:26
Perhaps we should USE CROWD CONTROL SKILL ON IMPS???

How should that really be worded anyway?
Title: Re: Doom: The Text Adventure
Post by: Uitë on February 22, 2012, 05:03
RELOAD SHOTGUN

SHOOT IMP #4
Title: Re: Doom: The Text Adventure
Post by: raekuul on February 22, 2012, 06:42
You shoot at imp 4 with your shotgun. Imp 2 is caught in the blast! Imp 3 avoids being caught in the blast. Imp 4 avoids being caught in the blast. Imp 2 takes 12 damage!

Imp 2 realizes what's going on, and attacks you! He hits for 4 damage!

Imp 3 attacks Imp 2. He misses.

Imp 4 attacks Imp 2. He misses.


INVENTORY:
68 HP
Armor Rating 1
86 Armor Points
1 Standard-Issue Pistol
1 Shotgun
1 Standard-Issue Armor
Stimpack (1)
Mod Toolkit (0/0/0/0)
102 Bullets
16 Shells
85 Experience Points
24.5 Rage Points
0 Over Points

VISIBLE DOORS:
Hangar Room 2
Hangar Room 4

EnemyHPArmorTo-HitWeaponIn Inventory
Imp #1Dead0%0ClawsN/A
Imp #235%0%0ClawsN/A
Imp #3100%0%0ClawsN/A
Imp #4100%0%0ClawsN/A
Title: Re: Doom: The Text Adventure
Post by: Game Hunter on February 22, 2012, 09:57
SET SHOTGUN TO CROWD CONTROL (assuming shark's input didn't get crowd control going already)
RELOAD SHOTGUN (Is this necessary? It hasn't seemed to factor into your output during the battle, although back when I tried it in the armory the game mentioned that it didn't need to be reloaded, suggesting that there would be times when you would.)
SHOOT IMP #3 WITH SHOTGUN
Title: Re: Doom: The Text Adventure
Post by: raekuul on February 22, 2012, 11:16
Pretty much the only time reloading isn't automatic is if you're actually injured (i.e. a sprained wrist) as opposed to simply wounded.

You switch to Crowd Control. Imp #2 attacks you, but misses.

Imp #3 attacks imp #2 and hits for 8 damage!

Imp #4 attacks imp #2 and hits for 6 damage!

You fire your shotgun into the crowd. Imp #3 takes 5 damage. Imp #4 takes 3 damage. Imp #2 takes 7 damage. Imp #2 is dead and loving it!


INVENTORY:
68 HP
Armor Rating 1
86 Armor Points
1 Standard-Issue Pistol
1 Shotgun
1 Standard-Issue Armor
Stimpack (1)
Mod Toolkit (0/0/0/0)
102 Bullets
15 Shells
105 Experience Points
24.5 Rage Points
0 Over Points

VISIBLE DOORS:
Hangar Room 2
Hangar Room 4

EnemyHPArmorTo-HitWeaponIn Inventory
Imp #1Dead0%0ClawsN/A
Imp #2Dead0%0ClawsN/A
Imp #375%0%0ClawsN/A
Imp #485%0%0ClawsN/A
Title: Re: Doom: The Text Adventure
Post by: Game Hunter on February 22, 2012, 13:13
No reason not to just keep firing.

SHOOT IMP #3 WITH SHOTGUN
Title: Re: Doom: The Text Adventure
Post by: raekuul on February 22, 2012, 14:14
You shoot at Imp 3. Imp 3 is caught in the blast! Imp 4 is caught in the blast! Imp 3 takes 3 damage! Imp 4 takes 7 damage!

Imp 3 realizes what is going on! Imp 3 attacks you, and hits for 11 damage!

Imp 4 realizes what is going on! Imp 4 attacks you, but misses!


INVENTORY:
58 HP
Armor Rating 1
75 Armor Points
1 Standard-Issue Pistol
1 Shotgun
1 Standard-Issue Armor
Stimpack (1)
Mod Toolkit (0/0/0/0)
102 Bullets
14 Shells
105 Experience Points
30 Rage Points
0 Over Points

VISIBLE DOORS:
Hangar Room 2
Hangar Room 4

EnemyHPArmorTo-HitWeaponIn Inventory
Imp #1Dead0%0ClawsN/A
Imp #2Dead0%0ClawsN/A
Imp #360%0%0ClawsN/A
Imp #450%0%0ClawsN/A
[/quote]
Title: Re: Doom: The Text Adventure
Post by: Steve on February 22, 2012, 15:12
I figure I might as well join in.

SHOOT IMP #3 WITH SHOTGUN
Title: Re: Doom: The Text Adventure
Post by: raekuul on February 22, 2012, 15:38
You shoot at Imp 3. Imp 3 manages to avoid being caught in the blast. Imp 4 gets caught in the blast for 6 damage!

Imp 3 attacks you, and hits for 9 damage!

Imp 4 attacks you, but misses.


INVENTORY:
50 HP
Armor Rating 1
66 Armor Points
1 Standard-Issue Pistol
1 Shotgun
1 Standard-Issue Armor
Stimpack (1)
Mod Toolkit (0/0/0/0)
102 Bullets
13 Shells
105 Experience Points
34.5 Rage Points
0 Over Points

VISIBLE DOORS:
Hangar Room 2
Hangar Room 4

EnemyHPArmorTo-HitWeaponIn Inventory
Imp #1Dead0%0ClawsN/A
Imp #2Dead0%0ClawsN/A
Imp #360%0%0ClawsN/A
Imp #420%0%0ClawsN/A
Title: Re: Doom: The Text Adventure
Post by: Steve on February 22, 2012, 16:07
And again.

SHOOT IMP #3 WITH SHOTGUN
Title: Re: Doom: The Text Adventure
Post by: Motorheadbanger on February 22, 2012, 18:01
To death.
Title: Re: Doom: The Text Adventure
Post by: raekuul on February 22, 2012, 20:33
You shoot at Imp 3. Imp 3 gets caught in the blast for 11 damage! Imp 4 manages to avoid being caught in the blast!

Imp 3 attacks you, but misses.

Imp 4 attacks you, and hits for 10 damage!


INVENTORY:
41 HP
Armor Rating 1
56 Armor Points
1 Standard-Issue Pistol
1 Shotgun
1 Standard-Issue Armor
Stimpack (1)
Mod Toolkit (0/0/0/0)
102 Bullets
12 Shells
105 Experience Points
39.5 Rage Points
0 Over Points

VISIBLE DOORS:
Hangar Room 2
Hangar Room 4

EnemyHPArmorTo-HitWeaponIn Inventory
Imp #1Dead0%0ClawsN/A
Imp #2Dead0%0ClawsN/A
Imp #35%0%0ClawsN/A
Imp #420%0%0ClawsN/A

Hint: another use of crowd control should be enough to finish this; Imp 3 has 1 hit point remaining, and Imp 4 has 4 hit points remaining.
Title: Re: Doom: The Text Adventure
Post by: Steve on February 22, 2012, 20:36
Since there is nothing better to do...

CROWD CONTROL IMP #3 WITH SHOTGUN

On a related note, What's the difference between solid slug and solid shell?
Title: Re: Doom: The Text Adventure
Post by: raekuul on February 23, 2012, 06:38
One of them doesn't explode on impact.

You prepare to use some more Crowd Control

Imp 3 attacks you, but misses.

Imp 4 attacks you, and hits for 11 damage.

You fire. Imp 3 takes 7 damage. Imp 3 got what was coming to him. Imp 4 takes 8 damage. Imp 4 has a total existence failure.

You level up! You feel tougher. You feel more perceptive.


INVENTORY:
36 HP
Armor Rating 1
45 Armor Points
1 Standard-Issue Pistol
1 Shotgun
1 Standard-Issue Armor
Stimpack (1)
Mod Toolkit (0/0/0/0)
102 Bullets
11 Shells
25 Experience Points
45 Rage Points
10 Over Points

VISIBLE DOORS:
Hangar Room 2
Hangar Room 4
Title: Re: Doom: The Text Adventure
Post by: Steve on February 23, 2012, 11:05
Seeing as there is no immediate threat and the floor is all jittery...

PRESS GREEN BUTTON

And who knew leveling up would hurt so much?

USE STIMPACK

And since I have less trouble noticing important details...

SEARCH HANGAR ROOM #3
SEARCH HANGAR ROOM #2
SEARCH HANGAR ROOM #1
SEARCH ARMORY
Title: Re: Doom: The Text Adventure
Post by: raekuul on February 23, 2012, 13:39
You press the green button. The chair stops vibrating. The room stops vibrating. You stop vibrating.

You use the stimpack. You recover 20 hp.

Your search of Hangar Room #3 produces one Stimpack.

Your search of Hangar Room #2 produces nothing.

Your search of Hangar Room #1 produces nothing.

Your search of the Armory produces one Stimpack and one Green Armor.


INVENTORY:
56 HP
Armor Rating 1
45 Armor Points
1 Standard-Issue Pistol
1 Shotgun
2 Standard-Issue Armor
Stimpack (2)
Mod Toolkit (0/0/0/0)
102 Bullets
11 Shells
25 Experience Points
45 Rage Points
0 Over Points
Title: Re: Doom: The Text Adventure
Post by: ZZ on February 23, 2012, 13:53
LOOK MAP
Title: Re: Doom: The Text Adventure
Post by: raekuul on February 23, 2012, 20:04
I'm always forgetting something...

You do not have a map to look at!

INVENTORY:
56 HP
Armor Rating 1
45 Armor Points
1 Standard-Issue Pistol
1 Shotgun
2 Standard-Issue Armor
Stimpack (2)
Mod Toolkit (0/0/0/0)
102 Bullets
11 Shells
25 Experience Points
45 Rage Points
0 Over Points

VISIBLE DOORS:
Hangar Room 2
Title: Re: Doom: The Text Adventure
Post by: Steve on February 23, 2012, 20:36
I'll be damned if this works but it's worth a shot.

WISH FOR AUTOMAP

Next step is more likely to have positive results.

STAND OUTSIDE HANGAR ROOM #4 DOOR
LISTEN
PEEK INSIDE HANGAR ROOM #4
Title: Re: Doom: The Text Adventure
Post by: bardysya on March 09, 2012, 07:23
Player is dead? Or worse? Maybe continue our quest...
Title: Re: Doom: The Text Adventure
Post by: raekuul on March 09, 2012, 13:18
I keep losing track of the thread.

You wish for an automap. Somehow, you receive the schematics for an automobile. If it wasn't for the lack of gasoline, you might be able to make some use of this.

You move to Hangar Room #3. You stand outside the door to Hangar Room #4.

You listen. You hear light breathing.

You take a peek inside Hangar Room #4. It is too dark to see anything.


INVENTORY:
56 HP
Armor Rating 1
45 Armor Points
1 Standard-Issue Pistol
1 Shotgun
2 Standard-Issue Armor
Stimpack (2)
Mod Toolkit (0/0/0/0)
Automobile Schematic
102 Bullets
11 Shells
25 Experience Points
45 Rage Points
0 Over Points
Title: Re: Doom: The Text Adventure
Post by: Deathwind on March 09, 2012, 13:32
shotgun blast into the darkness
Title: Re: Doom: The Text Adventure
Post by: raekuul on March 09, 2012, 18:04
You cast magic missile fire your shotgun into the darkness. Aside from making a lot of noise, it does not seem to have had any effect.

INVENTORY:
56 HP
Armor Rating 1
45 Armor Points
1 Standard-Issue Pistol
1 Shotgun
2 Standard-Issue Armor
Stimpack (2)
Mod Toolkit (0/0/0/0)
Automobile Schematic
102 Bullets
10 Shells
25 Experience Points
45 Rage Points
0 Over Points
Title: Re: Doom: The Text Adventure
Post by: ih8regin on March 10, 2012, 00:28
RELOAD SHOTGUN
RELOAD PISTOL (didn't keep track of this, probably it's reloaded already)
ARM SHOTGUN
ENTER HANGAR ROOM #4 AND STEP LEFT (so that the doomguy won't be seen alight)
Title: Re: Doom: The Text Adventure
Post by: raekuul on March 10, 2012, 08:37
You reload your guns.

You arm yourself with the Shotgun*.

You enter Hangar Room #4. It is too dark to see much of anything. You quickly sidestep to the left. There is the sound of light breathing here.


*Until you "Arm" yourself with a different weapon, any generic shooting commands will be performed with the shotgun.

INVENTORY:
56 HP
Armor Rating 1
45 Armor Points
1 Standard-Issue Pistol
1 Shotgun
2 Standard-Issue Armor
Stimpack (2)
Mod Toolkit (0/0/0/0)
Automobile Schematic
102 Bullets
10 Shells
25 Experience Points
45 Rage Points
0 Over Points
Title: Re: Doom: The Text Adventure
Post by: bardysya on March 10, 2012, 09:03
LOOK AROUND
TRY TO FIND ANY SWITCH
Title: Re: Doom: The Text Adventure
Post by: raekuul on March 10, 2012, 10:00
You look around. You don't see much of anything, as it is too dark. You do not see any switches. You do, however, see a Darkvision Goggles (5)
Title: Re: Doom: The Text Adventure
Post by: bardysya on March 10, 2012, 10:12
COME TO DARKVISION GOOGLES
WEAR DARVISION GOOGLES
Title: Re: Doom: The Text Adventure
Post by: raekuul on March 10, 2012, 11:54
You take the Darkvision Goggles (5).

You put on the Darkvision Goggles (5). This room, as it transpires, is full of sleeping former humans.


INVENTORY:
56 HP
Armor Rating 1
45 Armor Points
1 Standard-Issue Pistol
1 Shotgun
2 Standard-Issue Armor
Stimpack (2)
Mod Toolkit (0/0/0/0)
Automobile Schematic
Darkvision Goggles (5)
102 Bullets
10 Shells
25 Experience Points
45 Rage Points
0 Over Points
Title: Re: Doom: The Text Adventure
Post by: thelaptop on March 10, 2012, 13:32
FIRE SHOTGUN AT NEAREST FORMER HUMAN

(heheheh... let's see what happens)
Title: Re: Doom: The Text Adventure
Post by: raekuul on March 10, 2012, 14:51
You shoot the nearest former human in the head with a shotgun. It perishes. The former human behind it perishes. The former human behind it perishes.

There is a sleeping former human here.


INVENTORY:
56 HP
Armor Rating 1
45 Armor Points
1 Standard-Issue Pistol
1 Shotgun
2 Standard-Issue Armor
Stimpack (2)
Mod Toolkit (0/0/0/0)
Automobile Schematic
Darkvision Goggles (4)
102 Bullets
9 Shells
25 Experience Points
45 Rage Points
0 Over Points
Title: Re: Doom: The Text Adventure
Post by: Mahreen on March 10, 2012, 14:54
INVITE THE SLEEPING FORMER HUMAN TO THE TEA PARTY
Title: Re: Doom: The Text Adventure
Post by: shark20061 on March 10, 2012, 16:02
Spoiler (click to show/hide)
Title: Re: Doom: The Text Adventure
Post by: raekuul on March 10, 2012, 17:34
Good catch; I had momentarily forgotten that I was supposed to be keeping track of such things. Also, a note on reloading: As long as your arms are intact, reloading is automatic - you only need to declare reloading if you have a sprained wrist or broken arm.

With what, your bare hands?

INVENTORY:
56 HP
Armor Rating 1
45 Armor Points
1 Standard-Issue Pistol
1 Shotgun
2 Standard-Issue Armor
Stimpack (2)
Mod Toolkit (0/0/0/0)
Automobile Schematic
Darkvision Goggles (4)
102 Bullets
9 Shells
25 Experience Points
45 Rage Points
0 Over Points
Title: Re: Doom: The Text Adventure
Post by: Matt_S on March 10, 2012, 19:00
SHOOT FORMER HUMAN WITH PISTOL.
Title: Re: Doom: The Text Adventure
Post by: raekuul on March 10, 2012, 20:00
You shoot the former human in the head. It also perishes.

On further inspection of the room, this appears to have been converted into a sort of barracks area for the creatures that once were human. There is a switch on the far wall.


INVENTORY:
56 HP
Armor Rating 1
45 Armor Points
1 Standard-Issue Pistol
1 Shotgun
2 Standard-Issue Armor
Stimpack (2)
Mod Toolkit (0/0/0/0)
Automobile Schematic
Darkvision Goggles (3)
101 Bullets
9 Shells
25 Experience Points
45 Rage Points
0 Over Points
Title: Re: Doom: The Text Adventure
Post by: Matt_S on March 10, 2012, 20:14
USE SWITCH
Title: Re: Doom: The Text Adventure
Post by: raekuul on March 11, 2012, 06:43
You use the switch. Lights turn on, and your Darkvision Goggles automatically turn themselves off.

INVENTORY:
56 HP
Armor Rating 1
45 Armor Points
1 Standard-Issue Pistol
1 Shotgun
2 Standard-Issue Armor
Stimpack (2)
Mod Toolkit (0/0/0/0)
Automobile Schematic
Darkvision Goggles (3)
101 Bullets
9 Shells
25 Experience Points
45 Rage Points
0 Over Points
Title: Re: Doom: The Text Adventure
Post by: Uitë on March 11, 2012, 07:03
Aww, no experience for murdering sleeping formers? Shame.

INSPECT ROOM
Title: Re: Doom: The Text Adventure
Post by: raekuul on March 11, 2012, 07:41
No EXP for killing anything not capable of killing you.

You inspect the room. You find a Medikit and a Blue Mod Box. You find a concealed door!

INVENTORY:
56 HP
Armor Rating 1
45 Armor Points
1 Standard-Issue Pistol
1 Shotgun
2 Standard-Issue Armor
Stimpack (2)
Medikit
Mod Toolkit (1/0/0/0)
Automobile Schematic
Darkvision Goggles (3)
101 Bullets
9 Shells
25 Experience Points
45 Rage Points
0 Over Points

EXITS:
Hangar Room #3
???
Title: Re: Doom: The Text Adventure
Post by: bardysya on March 11, 2012, 07:44
OPEN CONCEALED DOOR
ENTER CONCEALED ROOM
Title: Re: Doom: The Text Adventure
Post by: raekuul on March 11, 2012, 08:49
You open the concealed door. You enter the room. You find a strange looking device on the floor.

You get the feeling that somebody is watching you...


INVENTORY:
56 HP
Armor Rating 1
45 Armor Points
1 Standard-Issue Pistol
1 Shotgun
2 Standard-Issue Armor
Stimpack (2)
Medikit
Mod Toolkit (1/0/0/0)
Automobile Schematic
Darkvision Goggles (3)
101 Bullets
9 Shells
25 Experience Points
45 Rage Points
0 Over Points

EXITS:
Hangar Room #4
Title: Re: Doom: The Text Adventure
Post by: Mahreen on March 11, 2012, 08:59
Look around!
Title: Re: Doom: The Text Adventure
Post by: raekuul on March 11, 2012, 13:20
You look around. You can no longer see the door as anything other than wall, though you know roughly where it is. The only things you can see in this room are the strange device and a light fixture.

You get the feeling that somebody is watching you...
Title: Re: Doom: The Text Adventure
Post by: Uranium on March 11, 2012, 13:24
CONTEMPLATE LIFE
EXAMINE STRANGE DEVICE
Title: Re: Doom: The Text Adventure
Post by: Game Hunter on March 11, 2012, 15:43
Really? No one's gonna check the mod we just got?

LOOK BLUE MOD BOX
Title: Re: Doom: The Text Adventure
Post by: raekuul on March 11, 2012, 16:20
You contemplate life. You wonder if the hell you are currently condemned to is retribution for misdeeds in a past life. Or in the past of this life. Whatever.

You examine the strange device. It is a cube, approximately four inches wide, with a blue button on one face. The device is not anchored to anything. It has a worn off logo that resembles the UAC emblem, though you can't clearly make out the words.

You extract your Blue Mod Box and inspect it. The materials contained within can be used as makeshift armor repair, or can be adapted to increase how much power one of your weapons can deal. There is only enough material for one meaningful modification.

You get the feeling that somebody is watching you...


INVENTORY:
56 HP
Armor Rating 1
45 Armor Points
1 Standard-Issue Pistol
1 Shotgun
2 Standard-Issue Armor
Stimpack (2)
Medikit
Mod Toolkit (1/0/0/0)
Automobile Schematic
Darkvision Goggles (3)
101 Bullets
9 Shells
25 Experience Points
45 Rage Points
0 Over Points

EXITS:
Hangar Room #4 (Concealed)
Title: Re: Doom: The Text Adventure
Post by: ih8regin on March 11, 2012, 20:30
SEARCH STRANGE ROOM

It's best to see if there are cameras or other stuff around. I don't like this feeling.
Title: Re: Doom: The Text Adventure
Post by: raekuul on March 12, 2012, 07:48
You look around. You can no longer see the door as anything other than wall, though you know roughly where it is. The only things you can see in this room are the strange device and a light fixture.

You get the feeling that somebody is watching you...
Title: Re: Doom: The Text Adventure
Post by: thelaptop on March 12, 2012, 08:36
SHOOT LIGHT FIXTURE WITH PISTOL
Title: Re: Doom: The Text Adventure
Post by: raekuul on March 12, 2012, 09:04
I hope you know what you're doing, as you only have 3 actions of Darkvision Goggles left...

You shoot the light fixture. The lights go out, and your Darkvision Goggles kick in automatically.

You no longer feel watched. You feel paranoid.



INVENTORY:
56 HP
Armor Rating 1
45 Armor Points
1 Standard-Issue Pistol
1 Shotgun
2 Standard-Issue Armor
Stimpack (2)
Medikit
Mod Toolkit (1/0/0/0)
Automobile Schematic
Darkvision Goggles (3)
100 Bullets
9 Shells
25 Experience Points
45 Rage Points
0 Over Points

EXITS:
Hangar Room #4 (Concealed)
Title: Re: Doom: The Text Adventure
Post by: Klear on March 12, 2012, 09:13
CONTEMPLATE DEATH
PUSH THE BLUE BUTTON
Title: Re: Doom: The Text Adventure
Post by: raekuul on March 12, 2012, 10:36
You contemplate death. If Hell is where you're going anyway, would it really matter if you arrived there dead or not?

You push the blue button. Space distorts around you, and you feel yanked away in a direction that does not exist...

As you regain an awareness of your surroundings, you realize that you are in a different part of Phobos. The familiar face of Mars hangs low in the sky with Deimos cowering behind the red planet. How long have you spent at the Hangar?

You become dimly aware of a stinging sensation, as well as of an itching feeling. It feels as though something is poking you. Your Darkvision Goggles appear to have turned themselves off at some point, though you cannot tell immediately how much longer they will last.


INVENTORY:
?? HP
Armor Rating 1
45 Armor Points
1 Standard-Issue Pistol
1 Shotgun
2 Standard-Issue Armor
Stimpack (2)
Medikit
Mod Toolkit (1/0/0/0)
Automobile Schematic
Darkvision Goggles (?)
100 Bullets
9 Shells
25 Experience Points
45 Rage Points
0 Over Points

EXITS:
???
Title: Re: Doom: The Text Adventure
Post by: Klear on March 12, 2012, 10:47
LOOK AROUND, ESPECIALLY ON THE GROUND.
Title: Re: Doom: The Text Adventure
Post by: raekuul on March 12, 2012, 11:13
You look around.

You are outdoors, though where you are in relation to the UAC base is not something you know. It appears to be a secluded valley or crater or some other form of temporary shelter. The ground is surprisingly flat, and you discover that the source of the poking and stinging is what appears to be a person cleaning and treating your wounds. The person pushes your head back so that you are laying straight. The person continues working at your wounds. You cannot seem to determine the source of the itching sensation from your brief look around.

Strangely enough, the person has left the Darkvision Goggles on your face.
Title: Re: Doom: The Text Adventure
Post by: Uitë on March 12, 2012, 11:41
TALK TO PERSON
Title: Re: Doom: The Text Adventure
Post by: raekuul on March 13, 2012, 06:42
What do you talk about?
Title: Re: Doom: The Text Adventure
Post by: Klear on March 13, 2012, 06:47
SAY "Who the hell are you?"
EXAMINE THE PERSON CAREFULLY
Title: Re: Doom: The Text Adventure
Post by: raekuul on March 13, 2012, 09:11
You do not get a response, but the person keeps working at your wounds. As he moves into your field of vision, he opens his mouth and reveals that his tongue has been removed. He makes a "V" sign with his fingers and smiles, then continues patching you up.
Title: Re: Doom: The Text Adventure
Post by: ih8regin on March 13, 2012, 10:25
WAIT UNTIL HEALED OR DANGER

(aka 'run in place' in DoomRL, but provided we're getting patched up, we have a kind of regen-HP)
Title: Re: Doom: The Text Adventure
Post by: Klear on March 13, 2012, 10:45
I'm not so sure we are being healed, since the last status said "?? HP".

FEEL PARANOID AGAIN
Title: Re: Doom: The Text Adventure
Post by: Uitë on March 13, 2012, 11:18
He's not turning us into some sort of cybernetic abomination, is he?
Title: Re: Doom: The Text Adventure
Post by: raekuul on March 13, 2012, 12:56
You start feeling paranoid again.

He finishes patching you up. He points you to a mirror and a bed.


INVENTORY:
105 HP
Armor Rating 1
45 Armor Points
1 Standard-Issue Pistol
1 Shotgun
2 Standard-Issue Armor
Stimpack (2)
Medikit
Mod Toolkit (1/0/0/0)
Automobile Schematic
Darkvision Goggles (?)
100 Bullets
9 Shells
25 Experience Points
45 Rage Points
0 Over Points

EXITS:
???
Title: Re: Doom: The Text Adventure
Post by: Uitë on March 13, 2012, 14:51
EXAMINE ROOM
Title: Re: Doom: The Text Adventure
Post by: Game Hunter on March 13, 2012, 14:52
LOOK MIRROR
LOOK SELF IN MIRROR (assuming LOOK MIRROR doesn't take care of this)
LOOK BED
LOOK UNDER BED
Title: Re: Doom: The Text Adventure
Post by: raekuul on March 13, 2012, 19:29
You examine your surroundings. There are three beds, a mirror, a fair amount of medical equipment, and a detongued human here.

You look in the mirror. Nothing about your reflection seems to be out of the ordinary. You need to shave.

You look at yourself in the mirror. Nothing about your reflection seems to be out of the ordinary. You need to shave.

You look at the bed. It looks comfortable.

You look under the bed. You find Porno.
Title: Re: Doom: The Text Adventure
Post by: bardysya on March 14, 2012, 03:28
LOOK FOR TELEVISION
Title: Re: Doom: The Text Adventure
Post by: Uitë on March 14, 2012, 04:12
LOOK FOR EXITS
Title: Re: Doom: The Text Adventure
Post by: raekuul on March 14, 2012, 06:16
You look for a television, but cannot find one.

You look for somewhere to go. The HANGAR is to the south. The NUCLEAR PLANT is to the west.
Title: Re: Doom: The Text Adventure
Post by: Matt_S on March 14, 2012, 08:53
GO TO HANGAR

I'm shocked that Doomguy wasn't turned into an abomination.
Title: Re: Doom: The Text Adventure
Post by: raekuul on March 14, 2012, 10:06
Are you sure you want to return to the Hangar?
Title: Re: Doom: The Text Adventure
Post by: Uitë on March 14, 2012, 10:28
We're here, aren't we?

Spoiler (click to show/hide)

GO TO NUCLEAR PLANT
Title: Re: Doom: The Text Adventure
Post by: Klear on March 14, 2012, 10:58
if it's not too late:

KEEP AN EYE ON THE TONGUELESS GUY WHILE LEAVING
Title: Re: Doom: The Text Adventure
Post by: Matt_S on March 14, 2012, 11:59
Eh, I must not be following this very well.  I thought there was more stuff to find in the Hangar.
Title: Re: Doom: The Text Adventure
Post by: raekuul on March 14, 2012, 12:30
You leave for the Nuclear Plant.

You have arrived at a fission power plant that was built to power UAC's Phobos Base. If this place is anything like the Hangar, it would probably be best to just destroy this place outright. The building, oddly, is unguarded from the outside.

INVENTORY:
105 HP
Armor Rating 1
45 Armor Points
1 Standard-Issue Pistol
1 Shotgun
2 Standard-Issue Armor
Stimpack (2)
Medikit
Mod Toolkit (1/0/0/0)
Automobile Schematic
Darkvision Goggles (?)
Porno
100 Bullets
9 Shells
25 Experience Points
45 Rage Points
0 Over Points

EXITS:
Nuclear Plant 1
Title: Re: Doom: The Text Adventure
Post by: Uranium on March 14, 2012, 12:34
LOOK PORNO (oho!)
LOOK BUILDING
APPROACH BUILDING
Title: Re: Doom: The Text Adventure
Post by: raekuul on March 14, 2012, 13:27
(After a quick trip to TVTropes to make sure I got the terminology at least somewhat correct...)

You look at the porno. Yep, that's porno alright!

You look at the building. The building, oddly, is unguarded from the outside. There are a number of high-tension power lines running from this place to the various other installations on Phobos. The Cooling Towers are clearly visible from where you are, and have the UAC Emblem prominently featured on the eastern "face" of the easternmost tower. You can't easily pick out where the actual reactor would be.

You approach the building. The building looms ominously.


INVENTORY:
105 HP
Armor Rating 1
45 Armor Points
1 Standard-Issue Pistol
1 Shotgun
2 Standard-Issue Armor
Stimpack (2)
Medikit
Mod Toolkit (1/0/0/0)
Automobile Schematic
Darkvision Goggles (?)
Porno
100 Bullets
9 Shells
25 Experience Points
45 Rage Points
0 Over Points

EXITS:
Nuclear Plant 1
Title: Re: Doom: The Text Adventure
Post by: Matt_S on March 14, 2012, 17:25
ENTER BUILDING
Title: Re: Doom: The Text Adventure
Post by: ParaSait on March 14, 2012, 18:44
You look at the porno. Yep, that's porno alright!
Bah. I was expecting a temporary +10% strength modifier effect or something. :P
Title: Re: Doom: The Text Adventure
Post by: raekuul on March 14, 2012, 20:18
You enter the building.

This is a large room with a smaller room in the middle of it. It looks like this was the security center once upon a time. The smell of death is strong here. The room is too wide for you to see all of it from where you are, but it sounds like there are people moving towards your position, possibly alerted to your presence by the opening of the front door.


INVENTORY:
105 HP
Armor Rating 1
45 Armor Points
1 Standard-Issue Pistol
1 Shotgun
2 Standard-Issue Armor
Stimpack (2)
Medikit
Mod Toolkit (1/0/0/0)
Automobile Schematic
Darkvision Goggles (?)
Porno
100 Bullets
9 Shells
25 Experience Points
45 Rage Points
0 Over Points

EXITS:
Nuclear Plant Outside
Nuclear Plant 2 West
Nuclear Plant 2 East
Nuclear Plant 3
Nuclear Plant 4
Title: Re: Doom: The Text Adventure
Post by: ih8regin on March 14, 2012, 23:22
GO TO OUTSIDE
WAIT AT THE CLOSEST WALL FACING THE ENTRANCE UNTIL ANYTHING COME

I expect this alert to be enemies. Is it DOOM or something else? :) So if they will peek outside, the Doomguy could sneak up on them and shoot if threat.
Title: Re: Doom: The Text Adventure
Post by: Game Hunter on March 22, 2012, 08:23
*bump*

And also, since I'm curious as to the state of our goggles...

LOOK DARKVISION GOGGLES
Title: Re: Doom: The Text Adventure
Post by: raekuul on March 22, 2012, 10:06
You head outside. You stake a position to where you can shoot down anything that comes through the door.

You inspect your Darkvision Goggles. You don't know how long you were in the dark before you materialized near the strange tongueless old man, so you do not know for certain how much, if any, power remains for them to function. As high tech as these things are, they still only run on alkaline batteries.

You tense up when you hear a noise on the other side of the door, but the door does not open.


INVENTORY:
105 HP
Armor Rating 1
45 Armor Points
1 Standard-Issue Pistol
1 Shotgun
2 Standard-Issue Armor
Stimpack (2)
Medikit
Mod Toolkit (1/0/0/0)
Automobile Schematic
Darkvision Goggles (?)
Porno
100 Bullets
9 Shells
25 Experience Points
45 Rage Points
0 Over Points

EXITS:
Nuclear Plant 1
Title: Re: Doom: The Text Adventure
Post by: Numbernaut on March 22, 2012, 10:17
LOOK DOOR
PUT EAR AGAINST WALL AND LISTEN
Title: Re: Doom: The Text Adventure
Post by: Kabrinski on March 22, 2012, 13:14
Move to the side of the door and listen. Ready shotgun and prepare to blow the head off of anything that comes out of it.
Title: Re: Doom: The Text Adventure
Post by: raekuul on March 25, 2012, 21:55
You look at the door. The door is probably too solid to blow apart with standard ordinance. At the same time, however, the mere act of opening the door would make about as much noise as blowing it up would, so stealth is probably not an option at this point.

You put your ear up to the wall and listen. You hear a wall. Behind the wall, you hear the grunts of mindless beings attempting to open the door.

You move to the side of the door and listen. You ready your shotgun.
Title: Re: Doom: The Text Adventure
Post by: ih8regin on March 25, 2012, 22:51
So, the stupid formers can't open the door? How stupid.

OPEN THE DOOR AND STEP TO THE SIDE

Shotgun armed. Now, put down your weapons and get outta there one by one, a step to the side is treated as an attempt to escape, violators will be shot!
Title: Re: Doom: The Text Adventure
Post by: thelaptop on March 26, 2012, 10:03
LOOK AT PUMPKIN

/me grins
Title: Re: Doom: The Text Adventure
Post by: Klear on March 26, 2012, 10:17
LOOK AT PUMPKIN

/me grins

Nonsense... we haven't even retrieved arms yet.
Title: Re: Doom: The Text Adventure
Post by: Numbernaut on March 26, 2012, 11:55
LOOK AT SHELLS
LOOK AT PISTOL CLIP
LOOK AT ARMOR
Title: Re: Doom: The Text Adventure
Post by: raekuul on March 26, 2012, 12:42
You open the door and immediately sidestep. You assume command and order the humans to drop their arms and leave. Three quite literally unarmed former humans shamble away from the place for what remains of their mockery of life.

You look at the pumpkin. It is a brownish-orange, about a foot in diameter, and weighs about 17 pounds. What it's doing in your inventory is anyone's guess, but it would be a waste to just leave it here.

You look at your shotgun shells. You have nine.

You look at your bullets. All together, you have one hundred bullets.

You look at your armor. The armor you are wearing is a heavily damaged basic UAC armor. The armor in your pack is a brand-new basic UAC armor.


INVENTORY:
105 HP
Armor Rating 1
45 Armor Points
1 Standard-Issue Pistol
1 Shotgun
2 Standard-Issue Armor
Stimpack (2)
Medikit
Mod Toolkit (1/0/0/0)
Automobile Schematic
Darkvision Goggles (?)
Porno
Pumpkin
100 Bullets
9 Shells
25 Experience Points
45 Rage Points
0 Over Points

EXITS:
Nuclear Plant 1
Title: Re: Doom: The Text Adventure
Post by: shark20061 on March 26, 2012, 12:55
You assume command and order the humans to drop their arms and leave. Three quite literally unarmed former humans shamble away from the place for what remains of their mockery of life.

PICK UP (all 6?) ZOMBIE ARMS

(why?  I don't know, maybe we can throw them :D :D :D :D :D :D)

EDIT: ...unless they were (h)armless to begin with, hehe.
Title: Re: Doom: The Text Adventure
Post by: Pricklyman on March 28, 2012, 04:59
harmless...oh dear lord. But anyway.

EQUIP PISTOL
LOAD PISTOL (if needed)
SHOOT FORMERS SYSTEMATICALLY IN THE HEAD
INBETWEEN SHOOTINGS, WAVE GUN AND THREATEN, WITH THE PURPOSES OF INTIMIDATION
Title: Re: Doom: The Text Adventure
Post by: Kabrinski on March 28, 2012, 06:43
Okay...

I'd just ignore em. They ain't got no arms and there's no point in either wasting ammo or generating noise.
Title: Re: Doom: The Text Adventure
Post by: Game Hunter on March 28, 2012, 08:37
Yes, don't forget this:
No EXP for killing anything not capable of killing you.
So unless it's purely for sport or fun, we don't have reason to kill anything that can't fight back. (Also, IIRC, equipping and reloading aren't necessary to state and are done automatically: when you're shooting, you specify whichever weapon is used for that shot.)

raekuul: Maybe you should compile all the "gaming mechanics" information in the OP so people don't have to thread-dig for every tidbit. In fact, I could get the information together and PM it to you, if you don't have time.

Also, in order to keep this moving, after everyone else is done with their thing:

GO NUCLEAR PLANT 1
Title: Re: Doom: The Text Adventure
Post by: raekuul on March 28, 2012, 11:01
If you would, that would be nice ^^;

The arms refuse to become one with your inventory screen. They head off in random directions, away from the Nuclear Plant.

You shoot all three of the Former Humans in the head, one by one. As you shoot, you practice being intimidating.

You enter the Nuclear Plant.


INVENTORY:
105 HP
Armor Rating 1
45 Armor Points
1 Standard-Issue Pistol
1 Shotgun
2 Standard-Issue Armor
Stimpack (2)
Medikit
Mod Toolkit (1/0/0/0)
Automobile Schematic
Darkvision Goggles (?)
Porno
Pumpkin
97 Bullets
9 Shells
25 Experience Points
45 Rage Points
0 Over Points

EXITS:
Nuclear Plant Outside
Nuclear Plant 2 West
Nuclear Plant 2 East
Nuclear Plant 3
Nuclear Plant 4
Title: Re: Doom: The Text Adventure
Post by: Klear on March 28, 2012, 11:59
LOOK AROUND, TRY TO FIGURE OUT WHICH WAY TO THE CONTROL CENTRE (the plant has a control centre, right?)

SHOUT "I'M COMMING FOR YOU YOU BASTARDS!" TO BOOST EGO.
Title: Re: Doom: The Text Adventure
Post by: shark20061 on March 28, 2012, 13:16
Spoiler: psssst (click to show/hide)
Title: Re: Doom: The Text Adventure
Post by: raekuul on March 28, 2012, 13:43
Thanks for the catch. I always forget to update the counter.

You look around, but you don't know this place from Gomorrah. A map would probably be useful.

You shout. Your ego gets a +20% boost. Your coolness factor gets a 20% boost. Your stealth takes a 34% penalty. Make a SAN... oh, wait, wrong game. Your shout attracts the attention of two former sergeants.


INVENTORY:
105 HP
Armor Rating 1
45 Armor Points
1 Standard-Issue Pistol
1 Shotgun
2 Standard-Issue Armor
Stimpack (2)
Medikit
Mod Toolkit (1/0/0/0)
Automobile Schematic
Darkvision Goggles (?)
Porno
Pumpkin
97 Bullets
9 Shells
25 Experience Points
45 Rage Points
0 Over Points

EXITS:
Nuclear Plant Outside
Nuclear Plant 2 West
Nuclear Plant 2 East
Nuclear Plant 3
Nuclear Plant 4

EnemyHPArmorTo-HitWeapon/AttackIn Inventory
Former Sergeant #1100%30%+/-0ShotgunShell (10)
Former Sergeant #2100%30%+/-0ShotgunShell (10)

Since we're in a new area, the monster numbers have reset.
Title: Re: Doom: The Text Adventure
Post by: thelaptop on March 28, 2012, 14:10
FIRE SHOTGUN AT SERGEANT #1
FIRE SHOTGUN AT SERGEANT #2
Title: Re: Doom: The Text Adventure
Post by: raekuul on March 28, 2012, 15:06
You fire your shotgun at Former Sergeant #1. You catch him in the blast for 11 damage! Former Sergeant #1 perishes without a second thought. You catch #2 in the blast for 2 damage!

Former Sergeant #2 fires at you. He hits for 11 damage!

You fire your shotgun at Former Sergeant #2. You score a critical hit for a whopping 46 damage! Former Sergeant #2's armor is obliterated! Former Sergeant #2 is no more.


INVENTORY:
95 HP
Armor Rating 1
34 Armor Points
1 Standard-Issue Pistol
1 Shotgun
2 Standard-Issue Armor
Stimpack (2)
Medikit
Mod Toolkit (1/0/0/0)
Automobile Schematic
Darkvision Goggles (?)
Porno
Pumpkin
97 Bullets
7 Shells
81 Experience Points
50.5 Rage Points
36 Over Points

EXITS:
Nuclear Plant Outside
Nuclear Plant 2 West
Nuclear Plant 2 East
Nuclear Plant 3
Nuclear Plant 4

EnemyHPArmorTo-HitWeapon/AttackIn Inventory
Former Sergeant #1Dead19%+/-0ShotgunShell (10)
Former Sergeant #2Gibbed0%+/-0ShotgunShell (9)

A note on experience, over, and rage points; you get the enemy's hp loss in exp for each kill (so since you did 11 damage to FS#1, who had 10 HP and Armor 1, you got 10 exp from that), and any damage you deal above and beyond what's necessary to kill the enemy gets added to both exp and over points - so since you did 48 damage to FS#2 across two attacks, and he had Armor 1 for both attacks, you get 48-2=46 experience AND 36 over points. In case you don't feel like digging through the thread again to find this tidbit of information, Over Points are automatically added to the HP you recover from using recovery items, though this does completely deplete your Over Points. This does not apply to certain artifacts. Rage points are usually spent for the application of special shots, though not always, and you gain 1 rage point for every 2 HP of damage you take.

This is now all calculated after armor is taken into account, so if I was doing it differently before, that's been patched to work differently.
Title: Re: Doom: The Text Adventure
Post by: raekuul on March 28, 2012, 15:23
A quick insight into how the guns are being handled:

Pistol - 1d20 for the to-hit roll, fires a single round that deals 1d10 damage. Rolling a 20 on the to-hit roll scores a critical hit.

Shotgun - 1d20 for the to-hit roll against the primary target. 1d(5-total targets in direction, minimum 3) shards fired at 1d5 damage each. Rolling a 20 on the to-hit roll AND rolling the maximum number of shards for the primary target (and only the primary target) scores a critical hit. Any shards that don't hit the primary target then get a to-hit roll against the next nearby monster, and so on until all five shards have been resolved. Critical hits only affect the primary target.

Chaingun - 1d20 for the to-hit roll. 1d6 bullets fired at 1d4 damage each. Rolling a 20 on the to-hit roll and 6 bullets scores a critical hit.

A note on critical hits: For multiple bullet weapons like the Shotgun or Chaingun, a Critical Hit changes how armor is applied - instead of applying Armor against each individual shard of a shotgun blast, Armor is only applied against the total damage for a critical hit.
Title: Re: Doom: The Text Adventure
Post by: thelaptop on March 28, 2012, 16:39
TAKE SHELLS
TAKE ARMOUR
Title: Re: Doom: The Text Adventure
Post by: raekuul on March 28, 2012, 17:53
(So, I should apologize. I did not expect to be going out of town the next few days, so the game is pretty much going to be on hold after tonight)

You obtain 19 more shells.

You obtain a severely damaged Green Armor.
Title: Re: Doom: The Text Adventure
Post by: thelaptop on March 28, 2012, 18:14
(It's okay, take your time.  We will continue when you return.  =)  )
Title: Re: Doom: The Text Adventure
Post by: raekuul on March 30, 2012, 20:15
I"m back.

Everybody, let's all give Game Hunter a big hand! He went and gathered up all the information he could so that I didn't have to! Also, the OP has been updated with quick overviews of stuff!

And in case anybody is wondering: yes, the order of the rolls is important - largely because it simplifies shotguns.
Title: Re: Doom: The Text Adventure
Post by: Game Hunter on April 01, 2012, 16:13
I suppose we didn't leave you with anything to do:

SEARCH ROOM
(look at any items or objects of interest we happen to find)
Title: Re: Doom: The Text Adventure
Post by: raekuul on April 01, 2012, 18:30
You search the room. You discover an unmarked switch. You discover a Heavy Armor. You discover a Strange Egg.

Heavy Armor: It's Durable. It's Tough. It's freakin' heavy. UAC manufactures this stuff for those who can afford it, which includes most of their higher-ups. It's blue. 125 AP, 2 AR...

Strange Egg: Warm to the touch, it pulses when you pick it up. You don't know what sort of creature laid this egg, but if it's anything like what you've seen already then you do not want to meet the mother.
Title: Re: Doom: The Text Adventure
Post by: thelaptop on April 01, 2012, 19:29
TAKE ARMOUR
WEAR ARMOUR
PUSH SWITCH
SHOOT SHOTGUN AT EGG

(I don't know why I am setting ourselves up for pain...)
Title: Re: Doom: The Text Adventure
Post by: raekuul on April 01, 2012, 21:11
You change armors. You are slowed by the weight!

You push the switch. There is a vague rumbling sound coming from your left.

You shoot the Strange Egg with your shotgun. It breaks, and the unborn form of... you don't know what the hell that thing was, but it had eight legs. In any case, it's not gonna be living anytime soon.


INVENTORY:
95 HP
Armor Rating 2
125 Armor Points
1 Standard-Issue Pistol
1 Shotgun
3 Standard-Issue Armor (100, 34, 19)
1 Heavy Armor
Stimpack (2)
Medikit
Mod Toolkit (1/0/0/0)
Automobile Schematic
Darkvision Goggles (?)
Porno
Pumpkin
97 Bullets
25 Shells
81 Experience Points
50.5 Rage Points
36 Over Points

EXITS:
Nuclear Plant Outside
Nuclear Plant 2 West
Nuclear Plant 2 East
Nuclear Plant 3
Nuclear Plant 4
Title: Re: Doom: The Text Adventure
Post by: IronBeer on April 01, 2012, 21:20
>>Look HEAVY ARMOR
>>Look LEFT
Title: Re: Doom: The Text Adventure
Post by: raekuul on April 02, 2012, 07:48
Heavy Armor: It's Durable. It's Tough. It's freakin' heavy. UAC manufactures this stuff for those who can afford it, which includes most of their higher-ups. It's blue. 125 AP, 2 AR, Heavy. While wearing it, you can't run (not that you were running before).

Left: The opposite of right. Right here, there is a doorway to your left.
Title: Re: Doom: The Text Adventure
Post by: Klear on April 02, 2012, 07:50
Is the doorway open? If so, PEEK INTO THE ROOM TO THE LEFT
Title: Re: Doom: The Text Adventure
Post by: ih8regin on April 02, 2012, 07:52
PEEK INTO THE AREA THROUGH THE DOORWAY TO THE LEFT
Title: Re: Doom: The Text Adventure
Post by: Numbernaut on April 04, 2012, 11:23
FEEL THE BLUE ARMOR AND GUESS WHAT IT IS MADE OUT OF
LOOK AROUND FOR POOLS OF ACID
Title: Re: Doom: The Text Adventure
Post by: raekuul on April 04, 2012, 14:49
You look through the doorway to the left. The room continues off to the right past the wall, but it looks as though there are stairs.

You feel the blue armor. It's heavy, it's cold to the touch, and it seems to be made of very fine chain mesh that's very tightly packed together.

You see no pools of acid.
Title: Re: Doom: The Text Adventure
Post by: Uranium on April 04, 2012, 15:36
TASTE BLUE ARMOR
APPROACH STAIRS CAUTIOUSLY
Title: Re: Doom: The Text Adventure
Post by: raekuul on April 04, 2012, 18:29
You cannot taste armor while you are wearing it, as you are not a member of KISS.

You cautiously approach the stairs.
Title: Re: Doom: The Text Adventure
Post by: thelaptop on April 04, 2012, 18:49
CONTINUE TO CAUTIOUSLY APPROACH STAIRS
Title: Re: Doom: The Text Adventure
Post by: raekuul on April 05, 2012, 06:40
You cautiously approach the stairs.

INVENTORY:
95 HP
Armor Rating 2
125 Armor Points
1 Standard-Issue Pistol
1 Shotgun
3 Standard-Issue Armor (100, 34, 19)
1 Heavy Armor
Stimpack (2)
Medikit
Mod Toolkit (1/0/0/0)
Automobile Schematic
Darkvision Goggles (?)
Porno
Pumpkin
97 Bullets
25 Shells
81 Experience Points
50.5 Rage Points
36 Over Points

EXITS:
Nuclear Plant Outside
Nuclear Plant 2 West
Nuclear Plant 2 East
Nuclear Plant 3
Nuclear Plant 4
Title: Re: Doom: The Text Adventure
Post by: Klear on April 05, 2012, 06:43
ASCEND DESCEND
Title: Re: Doom: The Text Adventure
Post by: raekuul on April 05, 2012, 12:59
You somehow manage to descend up a flight of stairs. Please don't ask me how that worked.

You hear people behind you.
Title: Re: Doom: The Text Adventure
Post by: thelaptop on April 05, 2012, 13:55
EXAMINE PEOPLE
Title: Re: Doom: The Text Adventure
Post by: raekuul on April 05, 2012, 16:42
You turn around and find yourself looking at three humans, pistols drawn, all ready to shoot you. Something feels different about this encounter.

The closest human to you sneers. "Well well, looks like we missed one."

One of the men behind him shakes his head. "Nah... he wasn't one of the UAC guys. This boy's fresh meat."

The third man grins. "Betcha I can kill him first."


INVENTORY:
95 HP
Armor Rating 2
125 Armor Points
1 Standard-Issue Pistol
1 Shotgun
3 Standard-Issue Armor (100, 34, 19)
1 Heavy Armor
Stimpack (2)
Medikit
Mod Toolkit (1/0/0/0)
Automobile Schematic
Darkvision Goggles (?)
Porno
Pumpkin
97 Bullets
25 Shells
81 Experience Points
50.5 Rage Points
36 Over Points

EXITS:
Nuclear Plant Outside
Nuclear Plant 2 West
Nuclear Plant 2 East
Nuclear Plant 3
Nuclear Plant 4

EnemyHPArmorTo-HitWeapon/AttackIn Inventory
??? #1100%40%-2PistolBullet (20), Stimpack(1)
??? #2100%40%+1PistolBullet (20), Stimpack(1)
??? #3100%40%+1PistolBullet (20), Stimpack(1)

...I think I put the To-Hit modifiers in correctly; #2 and #3 are harder to hit than #1 due to standing slightly behind him.
Title: Re: Doom: The Text Adventure
Post by: Uranium on April 05, 2012, 16:51
FIRE AT ??? #1 WITH SHOTGUN
FIRE AT ??? #1 WITH SHOTGUN
Title: Re: Doom: The Text Adventure
Post by: thelaptop on April 05, 2012, 20:05
AFTER FIRING, TAKE COVER IF NECESSARY
Title: Re: Doom: The Text Adventure
Post by: raekuul on April 05, 2012, 20:21
You fire at ??? #1 with your shotgun. You hit for 9 damage! The two in back dodge out of the way!

??? #1 shouts at the other two. "Evacuate! I'll buy you time, you need to tell Central Command about this one now!" ??? #1 shoots at you, and hits for 3 damage. ??? #2 turns to flee! ??? #3 takes a shot at you, but misses.

You fire your shotgun at ??? #1. You miss completely.

??? #1 shouts at the other two. "That's a fucking order!" ??? #1 uses a Stimpack. ??? #2 is fleeing. ??? #3 turns to flee.

You dodge for cover. ??? #1 shoots at you again, but misses. ??? #2 is still fleeing. ??? #3 is fleeing.


INVENTORY:
91 HP
Armor Rating 2
122 Armor Points
1 Standard-Issue Pistol
1 Shotgun
3 Standard-Issue Armor (100, 34, 19)
1 Heavy Armor
Stimpack (2)
Medikit
Mod Toolkit (1/0/0/0)
Automobile Schematic
Darkvision Goggles (?)
Porno
Pumpkin
97 Bullets
23 Shells
81 Experience Points
51 Rage Points
36 Over Points

EXITS:
Nuclear Plant Outside
Nuclear Plant 2 West
Nuclear Plant 2 East
Nuclear Plant 3
Nuclear Plant 4

EnemyHPArmorTo-HitWeapon/AttackIn Inventory
??? #1100%31%-8PistolBullet (18)
??? #2100%40%+4PistolBullet (20), Stimpack(1)
??? #3100%40%+4PistolBullet (19), Stimpack(1)

I still find it silly that HP, EXP, RP, OP, AR and AP are all inventory items. Also, you ninja'd me thelaptop.
Title: Re: Doom: The Text Adventure
Post by: Matt_S on April 05, 2012, 21:55
This just doesn't feel right...  Am I the demons?
Title: Re: Doom: The Text Adventure
Post by: raekuul on April 05, 2012, 22:07
No, but now I will throw a John in here somewhere.
Title: Re: Doom: The Text Adventure
Post by: thelaptop on April 05, 2012, 22:07
SHOUT "HOLD ON!  I'M A HUMAN!"  WHILE KEEPING SHOTGUN AIMED
Title: Re: Doom: The Text Adventure
Post by: raekuul on April 05, 2012, 22:10
You shout. ??? #1 laughs and aims at you again. "I know you're a human. That's why we've got to kill you - since you're obviously not gonna make a deal with the big guy any time soon."

??? #1 fires at you. The bullet glances off of your armor. ??? #2 is escaping! ??? #3 is fleeing.


INVENTORY:
91 HP
Armor Rating 2
120 Armor Points
1 Standard-Issue Pistol
1 Shotgun
3 Standard-Issue Armor (100, 34, 19)
1 Heavy Armor
Stimpack (2)
Medikit
Mod Toolkit (1/0/0/0)
Automobile Schematic
Darkvision Goggles (?)
Porno
Pumpkin
97 Bullets
23 Shells
81 Experience Points
51 Rage Points
36 Over Points

EXITS:
Nuclear Plant Outside
Nuclear Plant 2 West
Nuclear Plant 2 East
Nuclear Plant 3
Nuclear Plant 4

EnemyHPArmorTo-HitWeapon/AttackIn Inventory
??? #1100%31%-1PistolBullet (17)
??? #2100%40%+4PistolBullet (20), Stimpack(1)
??? #3100%40%+4PistolBullet (19), Stimpack(1)
Title: Re: Doom: The Text Adventure
Post by: ih8regin on April 05, 2012, 22:48
FIRE SOLID SLUG SHOTGUN AT #1
ok, let's do what thelaptop said.
Title: Re: Doom: The Text Adventure
Post by: thelaptop on April 05, 2012, 22:49
AIM PISTOL AT HEAD OF ??? #1 AND FIRE TWICE IN QUICK SUCCESSION
Title: Re: Doom: The Text Adventure
Post by: raekuul on April 06, 2012, 06:48
Are you aiming the first shot and firing the second one as normal, or aiming both shots?
Title: Re: Doom: The Text Adventure
Post by: thelaptop on April 06, 2012, 06:53
Aiming both shots at ??? #1's head.
Title: Re: Doom: The Text Adventure
Post by: raekuul on April 06, 2012, 17:35
You deliberately take aim at ??? #1.

??? #1 fires at you but misses. ??? #1 swears in anger.

You shoot ??? #1 for 4 damage.

??? #2 has escaped! ??? #3 is escaping!

You deliberately take aim at ??? #1.

??? #1 fires at you but misses. ??? #1 swears in anger.

You shoot ??? #1 for 9 damage. ??? #1's spirit gets added to the legions of hell.

??? #3 has escaped!


INVENTORY:
91 HP
Armor Rating 2
120 Armor Points
1 Standard-Issue Pistol
1 Shotgun
3 Standard-Issue Armor (100, 34, 19)
1 Heavy Armor
Stimpack (2)
Medikit
Mod Toolkit (1/0/0/0)
Automobile Schematic
Darkvision Goggles (?)
Porno
Pumpkin
95 Bullets
23 Shells
81 Experience Points
51 Rage Points
36 Over Points

EXITS:
Nuclear Plant Outside
Nuclear Plant 2 West
Nuclear Plant 2 East
Nuclear Plant 3
Nuclear Plant 4

EnemyHPArmorTo-HitWeapon/AttackIn Inventory
??? #1Dead18%-1PistolBullet (15)
Title: Re: Doom: The Text Adventure
Post by: thelaptop on April 06, 2012, 17:51
TAKE BULLETS FROM ??? #1
LOOK AROUND
Title: Re: Doom: The Text Adventure
Post by: Pricklyman on April 06, 2012, 18:59
LOOK INTENSIVELY AT ??? #1 (With the intent of finding out who/what ??? is...)
COMBINE PORNO & AUTOMOBILE SCHEMATIC
Title: Re: Doom: The Text Adventure
Post by: raekuul on April 06, 2012, 20:46
You get 15 bullets.

You look around. You are on a staircase. The exits are Up and Back.

You look at the human you just killed. Apparently this idiot thought he was getting a sweet deal on prime real-estate when he defected over to Hell. Helltouched Humans aren't any tougher than Former Humans physically, but since they made a deal with the devil they didn't lose any of their training - which means they can use stuff that aren't guns.

You combine the porno and the automobile schematic. You obtain Autoerotica.


INVENTORY:
91 HP
Armor Rating 2
120 Armor Points
1 Standard-Issue Pistol
1 Shotgun
3 Standard-Issue Armor (100, 34, 19)
1 Heavy Armor
Stimpack (2)
Medikit
Mod Toolkit (1/0/0/0)
Autoerotica
Darkvision Goggles (?)
Pumpkin
95 Bullets
23 Shells
81 Experience Points
51 Rage Points
36 Over Points

EXITS:
Nuclear Plant 1
Nuclear Plant 2 Main
Title: Re: Doom: The Text Adventure
Post by: Pricklyman on April 06, 2012, 22:15
EQUIP SHOTGUN
MOVE TO NUCLEAR PLANT 2 (If that is where we haven't been...if it was where we just were...go to 1)
LOOK AROUND NEW AREA
Title: Re: Doom: The Text Adventure
Post by: raekuul on April 06, 2012, 22:21
Your default gun is now the Shotgun.

You ascend the staircase. You look around. There is a red keycard on the windowsill here. Outside the window, you can see a person in a lab coat. There is an unmarked switch here.


INVENTORY:
91 HP
Armor Rating 2
120 Armor Points
1 Standard-Issue Pistol
1 Shotgun
3 Standard-Issue Armor (100, 34, 19)
1 Heavy Armor
Stimpack (2)
Medikit
Mod Toolkit (1/0/0/0)
Autoerotica
Darkvision Goggles (?)
Pumpkin
110 Bullets
23 Shells
81 Experience Points
51 Rage Points
36 Over Points

EXITS:
Nuclear Plant 2 East
Nuclear Plant 2 West
Title: Re: Doom: The Text Adventure
Post by: shark20061 on April 06, 2012, 22:29
TAKE KEYCARD
LOOK AT PERSON IN LAB COAT
Title: Re: Doom: The Text Adventure
Post by: Uranium on April 07, 2012, 06:21

You combine the porno and the automobile schematic. You obtain Autoerotica.

This made me laugh so hard. You are a wizard with words, raekuul.

EXAMINE KEYCARD
EXAMINE AUTOEROTICA
Title: Re: Doom: The Text Adventure
Post by: raekuul on April 07, 2012, 08:50
You take the keycard.

You examine the person in the lab coat. He is carrying a shotgun and a box. You cannot tell what is in the box from here. You could easily shoot him from here.

You examine the keycard. Keycards will allow the carrier to enter sensitive areas, though they are keyed to the specific buildings on Phobos (so you cannot use a keycard from the Hangar in Phobos Anomaly). UAC has a four-clearance system with no secondary security beyond human activity, so anybody (or anything) with a keycard can pass through the corresponding door. This keycard is labelled "Nuclear Plant - Clearance Level 1"

You examine the Autoerotica. But this really isn't the time for that!


INVENTORY:
91 HP
Armor Rating 2
120 Armor Points
1 Standard-Issue Pistol
1 Shotgun
3 Standard-Issue Armor (100, 34, 19)
1 Heavy Armor
Stimpack (2)
Medikit
Mod Toolkit (1/0/0/0)
Autoerotica
Darkvision Goggles (?)
Pumpkin
Nuclear Red Keycard
110 Bullets
23 Shells
81 Experience Points
51 Rage Points
36 Over Points

EXITS:
Nuclear Plant 2 East
Nuclear Plant 2 West
Title: Re: Doom: The Text Adventure
Post by: Pricklyman on April 07, 2012, 09:17
EXAMINE AREA FOR OTHER PERSONS/THINGS

IF (NONE OTHER PERSONS/THINGS FOUND)
  FIRE AIMED PISTOL ROUND AT LAB COAT DUDE (AIMING FOR HEAD)
ELSE
   EXAMINE OTHER PERSONS/THINGS
Title: Re: Doom: The Text Adventure
Post by: raekuul on April 07, 2012, 11:44
There is an unmarked switch here.

You examine the unmarked switch. There is no way to know what this switch will do once thrown until you throw it. Do you feel lucky?
Title: Re: Doom: The Text Adventure
Post by: Klear on April 07, 2012, 12:31
EXAMINE THE AREA FOR ANY HOLES, VALVES OR GRATES IN WALLS, FLOOR AND CEILING THAT COULD CONCEIVABLY BE USED TO PUMP SOME SORT OF LIQUID INTO THE ROOM.
Title: Re: Doom: The Text Adventure
Post by: Uranium on April 07, 2012, 16:46
IF (NO HOLES/GRATES/VALVES FOUND)
   DEEP BREATH
   PUSH BUTTON
ELSE
   ATTEMPT TO GET LABGUY'S ATTENTION
Title: Re: Doom: The Text Adventure
Post by: raekuul on April 07, 2012, 16:59
Given that the room is at the top of a staircase, there are windows along the staircase, and the windows have no glass in them, even if there were a way for the room to be pumped full of liquids, the liquids would be drained out long before it would reach the level of the soles of your feet.

You find no relevant grates or valves, and the wall connecting to the outside is full of holes where one would reasonably expect glass.

You take a deep breath and push the button. You hear a vague, rumbling sort of sound off to the north.

You make a vaguely described attempt to get Labguy's attention. You have a vaguely defined value of success, in that Labguy is now looking in your direction.


I am now rewriting my notes so that the Scientist subtype is now the Labguy subtype.
Title: Re: Doom: The Text Adventure
Post by: shark20061 on April 07, 2012, 19:02
Title: Re: Doom: The Text Adventure
Post by: raekuul on April 07, 2012, 19:09
...well, shit.

INVENTORY:
94 HP
Armor Rating 2
120 Armor Points
1 Standard-Issue Pistol
1 Shotgun
3 Standard-Issue Armor (100, 34, 19)
1 Heavy Armor
Stimpack (2)
Medikit
Mod Toolkit (1/0/0/0)
Autoerotica
Darkvision Goggles (?)
Pumpkin
Nuclear Red Keycard
110 Bullets
23 Shells
81 Experience Points
51 Rage Points
36 Over Points

EXITS:
Nuclear Plant 2 East
Nuclear Plant 2 West
Title: Re: Doom: The Text Adventure
Post by: Pricklyman on April 07, 2012, 19:25
LISTEN TO ATTEMPT TO DISCERN RUMBLING NOISE

SAY (TO LABGUY) "Hey, what's going on?"

IF (HOSTILE RESPONSE)
   FIRE SHOTGUN AT LABGUY
ELSE
   DO NOTHING
Title: Re: Doom: The Text Adventure
Post by: raekuul on April 07, 2012, 21:40
The rumbling was too vague for you to discern.

You shout to the Labguy. He looks up at you. "Not much; heard there was a marine from offbase running around trying to screw up the invasion plans. Have you seen him?"
Title: Re: Doom: The Text Adventure
Post by: Pricklyman on April 07, 2012, 21:54
SAY "I think I saw his body back there, you should go and take a look, it's pretty funny the way he's contorted and all!"

IF (LABGUY WALKS BY)
   FIRE SHOTGUN FROM CLOSE RANGE AS HE WALKS PAST
ELSE
   DO NOTHING
Title: Re: Doom: The Text Adventure
Post by: thelaptop on April 08, 2012, 06:50
Text adventure with simple IF-ELSE actions.

Next thing you know, we have a complete PROGRAM to describe our actions.  =P
Title: Re: Doom: The Text Adventure
Post by: Klear on April 08, 2012, 07:18
Code: [Select]
FOR EACH ENEMY X FROM 1 TO 5 DO
   SHOOT ENEMY X WITH SHOTGUN
   RELOAD
NEXT X

Hmm.. for some reason I think it would get bring pretty fast.
Title: Re: Doom: The Text Adventure
Post by: Uitë on April 08, 2012, 08:50
Yeah, I'm not really for these if-then actions. Just take it one step at a time, and see what happens.
Title: Re: Doom: The Text Adventure
Post by: Uranium on April 08, 2012, 10:00
Nuclear Red Keycard
Can we overcharge this like in DoomRL?
Title: Re: Doom: The Text Adventure
Post by: raekuul on April 08, 2012, 11:12
The labguy walks past. You shoot at him with your shotgun as he passes. He flinches back, but takes no damage.

"What the hell is wrong with you! Big Boss said 'No shooting other Helltouched!' You wanna be turned into a drone?"


INVENTORY:
94 HP
Armor Rating 2
120 Armor Points
1 Standard-Issue Pistol
1 Shotgun
3 Standard-Issue Armor (100, 34, 19)
1 Heavy Armor
Stimpack (2)
Medikit
Mod Toolkit (1/0/0/0)
Autoerotica
Darkvision Goggles (?)
Pumpkin
Nuclear Red Keycard
110 Bullets
23 Shells
81 Experience Points
51 Rage Points
36 Over Points

EXITS:
Nuclear Plant 2 East
Nuclear Plant 2 West
Title: Re: Doom: The Text Adventure
Post by: Uranium on April 08, 2012, 11:20
EXAMINE SURROUNDINGS
Title: Re: Doom: The Text Adventure
Post by: raekuul on April 08, 2012, 11:29
You examine your surroundings. The room and the connected stairways all have glass-less windows looking out on to the surface of Phobos. The room itself is fairly spartan, the only things of interest are a monitor showing off the entrance to the Nuclear Plant, as well as an unmarked switch. Outside, there is a Helltouched Labguy.

The labguy shouts at you. "Hey! Are you listening to me? Who's your supervisor, anyway? What's your Pactmark?"


INVENTORY:
94 HP
Armor Rating 2
120 Armor Points
1 Standard-Issue Pistol
1 Shotgun
3 Standard-Issue Armor (100, 34, 19)
1 Heavy Armor
Stimpack (2)
Medikit
Mod Toolkit (1/0/0/0)
Autoerotica
Darkvision Goggles (?)
Pumpkin
Nuclear Red Keycard
110 Bullets
22 Shells
81 Experience Points
51 Rage Points
36 Over Points

EXITS:
Nuclear Plant 2 East
Nuclear Plant 2 West
Title: Re: Doom: The Text Adventure
Post by: Klear on April 08, 2012, 12:16
SAY: "Chill. I've got my mark right here..."
SHOOT HIM AGAIN WITH THE SHOTGUN.
Title: Re: Doom: The Text Adventure
Post by: raekuul on April 08, 2012, 21:15
You shoot at him again. You miss.

He aims his gun at you. He hits for 8 damage.

INVENTORY:
90 HP
Armor Rating 2
112 Armor Points
1 Standard-Issue Pistol
1 Shotgun
3 Standard-Issue Armor (100, 34, 19)
1 Heavy Armor
Stimpack (2)
Medikit
Mod Toolkit (1/0/0/0)
Autoerotica
Darkvision Goggles (?)
Pumpkin
Nuclear Red Keycard
110 Bullets
22 Shells
81 Experience Points
53 Rage Points
36 Over Points

EXITS:
Nuclear Plant 2 East
Nuclear Plant 2 West

EnemyHPArmorTo-HitWeapon/AttackIn Inventory
Helltouched Labguy #1100%98%0ShotgunBox
Title: Re: Doom: The Text Adventure
Post by: IronBeer on April 08, 2012, 21:27
>>Examine Helltouched Labguy, Attempt to find a weakness
Title: Re: Doom: The Text Adventure
Post by: raekuul on April 08, 2012, 22:22
Labguys are an interesting bunch. You never know what they'll have in their boxes. The Labguy is unharmed. The Labguy is hostile. He is wearing Green Armor. His armor is scratched. The Labguy is a Helltouched.
Title: Re: Doom: The Text Adventure
Post by: ih8regin on April 08, 2012, 22:59
FIRST HIDE, THEN EXAMINE HELLTOUCHED
Title: Re: Doom: The Text Adventure
Post by: thelaptop on April 08, 2012, 22:59
AIM PISTOL AT LABGUY'S HEAD AND SHOOT
AIM PISTOL AT LABGUY'S HEAD AND SHOOT

(yes, twice)
Title: Re: Doom: The Text Adventure
Post by: raekuul on April 09, 2012, 06:30
You hide. Labguy shoots again (how many shells does this guy have in his gun, anyway?) and misses.

Helltouched $subtype
Description: Apparently these idiots thought they were getting a sweet deal on prime real-estate when they defected over to Hell. These guys aren't any tougher physically, but since they made a deal with the devil they didn't lose any of their training - which means they can use stuff that aren't guns.
Inventory: Stimpack
Special: First to get injured will order other Helltouched to flee.

You aim. He fires. He misses. You shoot him for 5 damage.

You aim. He fires. He hits for 11 damage. You shoot him for 6 damage.


INVENTORY:
87 HP
Armor Rating 2
101 Armor Points
1 Standard-Issue Pistol
1 Shotgun
3 Standard-Issue Armor (100, 34, 19)
1 Heavy Armor
Stimpack (2)
Medikit
Mod Toolkit (1/0/0/0)
Autoerotica
Darkvision Goggles (?)
Pumpkin
Nuclear Red Keycard
108 Bullets
22 Shells
81 Experience Points
53 Rage Points
36 Over Points

EXITS:
Nuclear Plant 2 East
Nuclear Plant 2 West

EnemyHPArmorTo-HitWeapon/AttackIn Inventory
Helltouched Labguy #110%87%0ShotgunBox
Title: Re: Doom: The Text Adventure
Post by: ih8regin on April 09, 2012, 06:46
SHOOT HELLTOUCHED WITH PISTOL WITHOUT AIM

thinks: "Damnit, the bastard can heal, I need to down him quick!"
Title: Re: Doom: The Text Adventure
Post by: raekuul on April 09, 2012, 11:59
You shoot the Labguy for 6 damage. The Labguy's inventory screen failed him.

INVENTORY:
87 HP
Armor Rating 2
101 Armor Points
1 Standard-Issue Pistol
1 Shotgun
3 Standard-Issue Armor (100, 34, 19)
1 Heavy Armor
Stimpack (2)
Medikit
Mod Toolkit (1/0/0/0)
Autoerotica
Darkvision Goggles (?)
Pumpkin
Nuclear Red Keycard
108 Bullets
22 Shells
81 Experience Points
53 Rage Points
36 Over Points

EXITS:
Nuclear Plant 2 East
Nuclear Plant 2 West
Title: Re: Doom: The Text Adventure
Post by: thelaptop on April 09, 2012, 12:35
SEARCH DEAD LABGUY WHILE STAYING ALERT
Title: Re: Doom: The Text Adventure
Post by: Kabrinski on April 09, 2012, 12:56
I'd arm the shotgun, and hope I can blast the hell out of the Helltouched.
Title: Re: Doom: The Text Adventure
Post by: ih8regin on April 09, 2012, 13:40
Hmm, we should receive some exp for the helltouched, also over points and rage points.... and a loss of a bullet :P
Title: Re: Doom: The Text Adventure
Post by: raekuul on April 09, 2012, 14:18
You do not see a way to quickly get back here if you jump down to search the Labguy's corpse, though you should be able to re-enter from the main entrance.

INVENTORY:
87 HP
Armor Rating 2
101 Armor Points
1 Standard-Issue Pistol
1 Shotgun
3 Standard-Issue Armor (100, 34, 19)
1 Heavy Armor
Stimpack (2)
Medikit
Mod Toolkit (1/0/0/0)
Autoerotica
Darkvision Goggles (?)
Pumpkin
Nuclear Red Keycard
107 Bullets
22 Shells
96 Experience Points
53 Rage Points
41 Over Points

EXITS:
Nuclear Plant 2 East
Nuclear Plant 2 West

Your rage points should be correct (though there is always the chance that they are not) as I try to update those when you take damage. Though the over points and experience points I did actually forget about until just now. Also, if anybody's curious, Forumquest is coming to the end of the first chapter. (http://www.greylabyrinth.com/discussion/viewtopic.php?t=14310)
Title: Re: Doom: The Text Adventure
Post by: thelaptop on April 09, 2012, 14:43
COMBINE PUMPKIN AND AUTOEROTICA
Title: Re: Doom: The Text Adventure
Post by: raekuul on April 09, 2012, 15:38
You combine the pumpkin and the autoerotica. You obtain dirty porno.

INVENTORY:
87 HP
Armor Rating 2
101 Armor Points
1 Standard-Issue Pistol
1 Shotgun
3 Standard-Issue Armor (100, 34, 19)
1 Heavy Armor
Stimpack (2)
Medikit
Mod Toolkit (1/0/0/0)
Dirty Porno
Darkvision Goggles (?)
Nuclear Red Keycard
107 Bullets
22 Shells
96 Experience Points
53 Rage Points
41 Over Points

EXITS:
Nuclear Plant 2 East
Nuclear Plant 2 West
Title: Re: Doom: The Text Adventure
Post by: ih8regin on April 09, 2012, 23:31
I don't get it, where is the labguy's corpse located? Nuclear plant outside?

EXAMINE NUCLEAR RED KEYCARD
Title: Re: Doom: The Text Adventure
Post by: raekuul on April 10, 2012, 08:26
The Nuclear Red Keycard grants you Red clearance for the Nuclear Plant.
Title: Re: Doom: The Text Adventure
Post by: ih8regin on April 10, 2012, 12:49
CAUTIOUSLY LOOK OUTSIDE THE WINDOW

"That guy holds some shinies, who knows which. And his shotgun, I didn't see him reloading! It might be an improvement to mine. Now if I just try and get them..."
Title: Re: Doom: The Text Adventure
Post by: raekuul on April 10, 2012, 14:04
You look outside the window. You could easily jump down and land safely, though you probably couldn't just jump back up - you'd have to find a door.
Title: Re: Doom: The Text Adventure
Post by: Pricklyman on April 10, 2012, 18:11
(I'm sure it's a trap...but)


JUMP DOWN TOWARDS LABGUY'S CORPSE
EXAMINE LABGUY'S CORPSE (for items)
Title: Re: Doom: The Text Adventure
Post by: thelaptop on April 10, 2012, 18:31
KEEP HEAD LOW WHEN EXAMINING CORPSE
Title: Re: Doom: The Text Adventure
Post by: raekuul on April 10, 2012, 18:39
You jump down and examine the corpse for items. You find and take a somewhat unusual shotgun, a stimpack, and an unopened box. You keep your head low, but nothing shoots at you.

UNUSUAL SHOTGUN: Somehow this shotgun automatically loads itself.

UNOPENED BOX: What could be inside? Open it to find out!

INVENTORY:
87 HP
Armor Rating 2
101 Armor Points
1 Standard-Issue Pistol
1 Shotgun
1 Unusual Shotgun
3 Standard-Issue Armor (100, 34, 19)
1 Heavy Armor
Stimpack (3)
Medikit
Mod Toolkit (1/0/0/0)
Dirty Porno
Darkvision Goggles (?)
Nuclear Red Keycard
Unopened Box
107 Bullets
22 Shells
96 Experience Points
53 Rage Points
41 Over Points

EXITS:
Nuclear Plant 2 East
Nuclear Plant 2 West
Title: Re: Doom: The Text Adventure
Post by: Steve on April 10, 2012, 18:45
OPEN UNOPENED BOX
EQUIP UNUSUAL SHOTGUN
EXAMINE UNUSUAL SHOTGUN
Title: Re: Doom: The Text Adventure
Post by: raekuul on April 10, 2012, 18:54
You open the box to find... 8 shells!

You equip the unusual shotgun.

You examine the unusual shotgun. The UNUSUAL SHOTGUN is an experimental UAC weapon. Developed during their experiments with short-range teleportation of inorganics, the Unusual Shotgun will automatically load the nearest unused shotgun shell when empty. Unfortunately, the teleportation of the shell causes it to change a little, resulting in less shrapnel.
Title: Re: Doom: The Text Adventure
Post by: ih8regin on April 10, 2012, 23:00
EQUIP NORMAL SHOTGUN

"Okay, this thing will be handy when, and if, I'd get badly hurt, but in the meantime this puppy will pack a slightly better punch."

ESTIMATE WHERE IS THE DOOR BACK INTO COMPLEX
Title: Re: Doom: The Text Adventure
Post by: raekuul on April 11, 2012, 08:32
Your sense of direction leads you to believe that the main entrance is to your right, after following the wall for some 20 meters.
Title: Re: Doom: The Text Adventure
Post by: thelaptop on April 11, 2012, 12:11
FOLLOW WALL RIGHT 20 METRES WHILE STAYING ALERT
Title: Re: Doom: The Text Adventure
Post by: raekuul on April 11, 2012, 14:51
You walk into a fence.
Title: Re: Doom: The Text Adventure
Post by: Uranium on April 11, 2012, 15:09
CURSE SELF FOR WALKING INTO FENCE
EXAMINE SURROUNDINGS
RESOLVE TO NOT WALK INTO FENCES AGAIN
Title: Re: Doom: The Text Adventure
Post by: thelaptop on April 11, 2012, 15:11
MAKE WAY TO ENTRANCE CAUTIOUSLY
Title: Re: Doom: The Text Adventure
Post by: Kabrinski on April 11, 2012, 16:14
"Nice freaking fence."

Examine self then look around.
Title: Re: Doom: The Text Adventure
Post by: raekuul on April 11, 2012, 20:33
You curse yourself for walking into a fence.

You examine your surroundings. You are inside a fence at the Nuclear Plant. You could probably climb over it easily, but the fence itself doesn't look like it's in good repair. In fact, if you had a Rocket Launcher you could probably just blast your way through.

You resolve to keep an eye out for fences in the future.

You carefully climb over the fence. You see the entrance and make your way there carefully.

You examine yourself. Except for a stung pride from walking into a fence, you are the same as before. You look around. You are outside the Nuclear Plant. There are six discarded arms here. Apparently, they came back.


INVENTORY:
87 HP
Armor Rating 2
101 Armor Points
1 Standard-Issue Pistol
1 Shotgun
1 Unusual Shotgun
3 Standard-Issue Armor (100, 34, 19)
1 Heavy Armor
Stimpack (3)
Medikit
Mod Toolkit (1/0/0/0)
Dirty Porno
Darkvision Goggles (?)
Nuclear Red Keycard
Unopened Box
107 Bullets
22 Shells
96 Experience Points
53 Rage Points
41 Over Points

EXITS:
Nuclear Plant 1
Title: Re: Doom: The Text Adventure
Post by: Pricklyman on April 11, 2012, 21:39
EXAMINE ARMS
PREPARE FOR HELL BY READING DIRTY PORNO
MOVE INTO NUCLEAR PLANT 1

(Also - the unopened box in our inventory - we opened it!)
Title: Re: Doom: The Text Adventure
Post by: thelaptop on April 11, 2012, 21:48
LOOK AT PUMPKIN
Title: Re: Doom: The Text Adventure
Post by: Klear on April 12, 2012, 02:07
QUICKLY RETRIEVE DISCARDED ARMS
Title: Re: Doom: The Text Adventure
Post by: Zecks on April 12, 2012, 07:09
Now we just need some cells for our NUCLEAR KEYCARD.
Title: Re: Doom: The Text Adventure
Post by: raekuul on April 12, 2012, 09:08
You examine the arms. They are the same arms from the now-disarmed formers that you encountered when you first arrived. Apparently they didn't find anything of interest on their little trek. However, they still refuse to become one with your inventory.

This really isn't the time for that. Wait until you've got a safer location - preferably an orbital one.

You re-enter Nuclear Plant 1.

You look at the pumpkin. You don't know how to make Pumpkin Pie with the materials you have on hand.

The arms are outside, not inside.


INVENTORY:
87 HP
Armor Rating 2
101 Armor Points
1 Standard-Issue Pistol
1 Shotgun
1 Unusual Shotgun
3 Standard-Issue Armor (100, 34, 19)
1 Heavy Armor
Stimpack (3)
Medikit
Mod Toolkit (1/0/0/0)
Dirty Porno
Pumpkin
Darkvision Goggles (?)
Nuclear Red Keycard
Opened Box
107 Bullets
22 Shells
96 Experience Points
53 Rage Points
41 Over Points

EXITS:
Nuclear Plant 2 West
Nuclear Plant 2 East
Nuclear Plant 3
Nuclear Plant 4
Nuclear Plant X

"I don't make mistakes - it's the universe that's got it wrong." - Attributed to various editors-in-chief of the Hitchhiker's Guide to the Galaxy, 2nd edition.
Title: Re: Doom: The Text Adventure
Post by: Pricklyman on April 12, 2012, 09:36
EXAMINE ENTRANCE TO NUCLEAR PLANT X
ENTER NUCLEAR PLANT X (IF POSSIBLE)
Title: Re: Doom: The Text Adventure
Post by: raekuul on April 12, 2012, 10:53
You're certain that this entrance was not here before - the last time you were here, all you can remember seeing was a patch of wall the same as the rest. In any event, there is now a door here. It looks like it should go inside this structure in the middle of the room.

You enter Nuclear Plant X. There is a button on the wall here. There is a Strange Backpack here. You feel as though you should know this room.


EXITS:
Nuclear Plant 1
Title: Re: Doom: The Text Adventure
Post by: thelaptop on April 12, 2012, 13:12
EXAMINE STRANGE BACKPACK
Title: Re: Doom: The Text Adventure
Post by: raekuul on April 12, 2012, 13:44
You examine the strange backpack. It's too small to be of any use to you, as you already have a UAC Carryall Rucksack, and the strange backpack looks as though it would belong to a child. It feels too heavy to be empty, though.
Title: Re: Doom: The Text Adventure
Post by: IronBeer on April 12, 2012, 14:35
>>Open Strange Backpack and look inside
>>Press button
Title: Re: Doom: The Text Adventure
Post by: raekuul on April 12, 2012, 15:54
You open the strange backpack to find...

...an owner's manual for a Gone Fishin'-brand Nuclear Reactor Core? Whatever. It goes in your pack.

You push the button.


INVENTORY:
87 HP
Armor Rating 2
101 Armor Points
1 Standard-Issue Pistol
1 Shotgun
1 Unusual Shotgun
3 Standard-Issue Armor (100, 34, 19)
1 Heavy Armor
Stimpack (3)
Medikit
Mod Toolkit (1/0/0/0)
Dirty Porno
Pumpkin
Darkvision Goggles (?)
Nuclear Red Keycard
 Gone Fishin'-brand Nuclear Reactor Core Owner's Manual
Opened Box
107 Bullets
22 Shells
96 Experience Points
53 Rage Points
41 Over Points

EXITS:
Nuclear Plant 1
Title: Re: Doom: The Text Adventure
Post by: Silhar on April 12, 2012, 17:19
COMBINE GONE FISHIN'-BRAND NUCLEAR REACTOR CORE OWNER'S MANUAL WITH DIRTY PORNO.
Title: Re: Doom: The Text Adventure
Post by: ih8regin on April 12, 2012, 23:10
FIRST EXAMINE THE REACTOR CORE MANUAL WITH AN ATTEMPT TO FIND OUT HOW TO MAKE A KABOOM WITHOUT ROCKET LAUNCHER :D
Title: Re: Doom: The Text Adventure
Post by: raekuul on April 13, 2012, 11:33
You get distracted by the Porno and forget to combine it with your owner's manual.

You examine the owner's manual with the far too long name. Though you find no explicit instructions for re-creating Chernobyl on Phobos, you do learn how to override the various deadmans and failsafes that protect this place from overheats and meltdowns, as well as various warnings about the dangers of doing so.


INVENTORY:
87 HP
Armor Rating 2
101 Armor Points
1 Standard-Issue Pistol
1 Shotgun
1 Unusual Shotgun
3 Standard-Issue Armor (100, 34, 19)
1 Heavy Armor
Stimpack (3)
Medikit
Mod Toolkit (1/0/0/0)
Dirty Porno
Pumpkin
Darkvision Goggles (?)
Nuclear Red Keycard
 Gone Fishin'-brand Nuclear Reactor Core Owner's Manual
Opened Box
107 Bullets
22 Shells
96 Experience Points
53 Rage Points
41 Over Points

EXITS:
Nuclear Plant 1
Title: Re: Doom: The Text Adventure
Post by: ih8regin on April 13, 2012, 12:18
CAUTIOUSLY GO TO NUCLEAR PLANT 1
Title: Re: Doom: The Text Adventure
Post by: raekuul on April 13, 2012, 13:21
You exit the small enclave. Looks like the coast is clear.

You step out. The door re-conceals itself, and you hear it lock.


INVENTORY:
87 HP
Armor Rating 2
101 Armor Points
1 Standard-Issue Pistol
1 Shotgun
1 Unusual Shotgun
3 Standard-Issue Armor (100, 34, 19)
1 Heavy Armor
Stimpack (3)
Medikit
Mod Toolkit (1/0/0/0)
Dirty Porno
Pumpkin
Darkvision Goggles (?)
Nuclear Red Keycard
 Gone Fishin'-brand Nuclear Reactor Core Owner's Manual
Opened Box
107 Bullets
22 Shells
96 Experience Points
53 Rage Points
41 Over Points

EXITS:
Nuclear Plant 2E
Nuclear Plant 2W
Nuclear Plant 3
Nuclear Plant 4
Title: Re: Doom: The Text Adventure
Post by: Pricklyman on April 13, 2012, 19:17
GO TO NUCLEAR PLANT 2E
EXAMINE SURROUNDINGS
Title: Re: Doom: The Text Adventure
Post by: raekuul on April 14, 2012, 06:56
You look around. This is one of the two stairways leading to the room where you obtained the Nuclear Red Keycard. Of note is that there is a door leading outside here.

You hit yourself for not trying to find that door earlier.


EXITS:
Nuclear Plant 2C
Nuclear Plant 1
Title: Re: Doom: The Text Adventure
Post by: Pricklyman on April 14, 2012, 19:50
GO TO NUCLEAR PLANT 2C
EXAMINE SURROUNDINGS

(Also as a side note, could something be put after areas where we have already been? I went searching for ages to see if we had been to N. Plant 2C, and couldn't find anything...so I hope I haven't goofed...but maybe an (X) after it if we've been there and "done" something?)
Title: Re: Doom: The Text Adventure
Post by: raekuul on April 14, 2012, 21:48
Just try paying attention to how the rooms connect. Nuclear Plant 2 is pretty much the same room as in Classic Doom where you get your first Red Keycard, and the Nuclear Plant hasn't changed all that much yet.
---
You look around. You're at the top of the staircases, in the room where you found the Nuclear Red Keycard. You can see the corpse of the Helltouched Scientist from here.
Title: Re: Doom: The Text Adventure
Post by: Silhar on April 15, 2012, 04:12
PREPARE THE SHOTGUN
EXAMINE THE CORPSE
GRAB THE KEYKARD
Title: Re: Doom: The Text Adventure
Post by: Pricklyman on April 15, 2012, 04:31
PREPARE THE SHOTGUN
EXAMINE THE CORPSE
GRAB THE KEYKARD

Sorry to belay this, but we have already gotten the keycard, killed the dude ourselves, etc etc.

i.e. We've already been here, but I don't know where to go next so I'm gonna let someone move us around...
Title: Re: Doom: The Text Adventure
Post by: raekuul on April 15, 2012, 09:35
You could try a number higher than 2, you know.
Title: Re: Doom: The Text Adventure
Post by: ih8regin on April 16, 2012, 23:12
MOVE THROUGH EXPLORED LOCATION TO NUCLEAR PLANT 3, STOP IF ANYTHING HOSTILE AROUND
Title: Re: Doom: The Text Adventure
Post by: raekuul on April 17, 2012, 13:09
You arrive at Nuclear Plant 3. There is a button here. You hear movement in a vaguely above-ish direction. Your readied weapon is the Standard-Issue Shotgun, in case you're curious.
Title: Re: Doom: The Text Adventure
Post by: Silhar on April 17, 2012, 16:33
PRESS THE BUTTON
PREPARE TO RUN LIKE HELL
Title: Re: Doom: The Text Adventure
Post by: raekuul on April 17, 2012, 17:08
You press the button. The wall lowers, revealing two Former Humans and an Imp.

INVENTORY:
87 HP
Armor Rating 2
101 Armor Points
1 Standard-Issue Pistol
1 Shotgun
1 Unusual Shotgun
3 Standard-Issue Armor (100, 34, 19)
1 Heavy Armor
Stimpack (3)
Medikit
Mod Toolkit (1/0/0/0)
Dirty Porno
Pumpkin
Darkvision Goggles (?)
Nuclear Red Keycard
 Gone Fishin'-brand Nuclear Reactor Core Owner's Manual
Opened Box
107 Bullets
22 Shells
96 Experience Points
53 Rage Points
41 Over Points

EXITS:
Nuclear Plant 1

EnemyHPArmorTo-HitWeapon/AttackIn Inventory
Former Human #4100%10%0PistolBullets (10)
Former Human #5100%10%0PistolBullets (10)
Imp #1100%0%0ClawsNo Items
Title: Re: Doom: The Text Adventure
Post by: thelaptop on April 17, 2012, 19:00
FIRE SHOTGUN AT IMP #1
FIRE SHOTGUN AT IMP #1
FIRE SHOTGUN AT FORMER #4
FIRE SHOTGUN AT FORMER #5
Title: Re: Doom: The Text Adventure
Post by: raekuul on April 17, 2012, 22:47
You shoot the imp for 14 damage. Former Human #4 is caught in the blast for 3 damage! Former Human #5 gets caught in the blast for 4 damage!
The imp swings at you, but misses.
The former human shoots you for 6 damage
The former human shoots you for 5 damage
You shoot the imp for 5 damage. Former Human #4 is caught in the blast for 14 damage! Former Human #4 is no more! Former Human #5 avoids damage.
The imp claws you for 10 damage
The former human shoots you for 4 damage
You shoot at the dead former human. The imp avoids damage. Former Human #5 avoids damage.
The imp swings at you, but misses.
The former human shoots at you, but misses.
You shoot at the former human, but miss. The imp is caught in the blast for 9 damage! The imp explodes in a burst of warm air and a faint scent of brimstone.
The former human shoots you for 10 damage.


INVENTORY:
62 HP
Armor Rating 2
66 Armor Points
1 Standard-Issue Pistol
1 Shotgun
1 Unusual Shotgun
3 Standard-Issue Armor (100, 34, 19)
1 Heavy Armor
Stimpack (3)
Medikit
Mod Toolkit (1/0/0/0)
Dirty Porno
Pumpkin
Darkvision Goggles (?)
Nuclear Red Keycard
 Gone Fishin'-brand Nuclear Reactor Core Owner's Manual
Opened Box
107 Bullets
18 Shells
141 Experience Points
69.5 Rage Points
56 Over Points

EXITS:
Nuclear Plant 1

EnemyHPArmorTo-HitWeapon/AttackIn Inventory
Former Human #4Dead0%0PistolBullets (9)
Former Human #570%6%0PistolBullets (6)
Imp #1Dead0%0ClawsNo Items


If you die, can I have your porn? Also, you took 22 less damage overall by killing Former Human #4 and the Imp when you did. Also Also, I think I miscalculated the rage points.
Title: Re: Doom: The Text Adventure
Post by: Pricklyman on April 18, 2012, 00:09
FIRE SHOTGUN AT FORMER HUMAN #5
EXAMINE CORPSES FOR ITEMS (TO TAKE)
TAKE ITEMS

(The last two actions assume that the shotgun blast blows the former away that is :P )
Title: Re: Doom: The Text Adventure
Post by: ih8regin on April 18, 2012, 00:26
hey Pricklyman, probably you shouldn't chain that many actions at once, perhaps you won't kill that former, and POOF you're dead?
Title: Re: Doom: The Text Adventure
Post by: Pricklyman on April 18, 2012, 06:01
hey Pricklyman, probably you shouldn't chain that many actions at once, perhaps you won't kill that former, and POOF you're dead?

It's one former? I'd hope to god that the game isn't cruel enough to not blow away ONE FORMER who isn't even on full health with a shotgun blast to the face...

either way, whatever...I'm gonna wait till someone else belays my commands before rescinding them though, I'm still confident that it would work.
Title: Re: Doom: The Text Adventure
Post by: ih8regin on April 18, 2012, 06:06
Note that the second shotgun blast that was aimed at an imp missed it, so the game (or more precisely the GM and RNG he uses) can get cruel at you and make the former not hit by the blast.
Title: Re: Doom: The Text Adventure
Post by: raekuul on April 18, 2012, 10:58
You fire your shotgun at the Former Human, but miss. The Former Human shoots at you, but misses.

INVENTORY:
62 HP
Armor Rating 2
66 Armor Points
1 Standard-Issue Pistol
1 Shotgun
1 Unusual Shotgun
3 Standard-Issue Armor (100, 34, 19)
1 Heavy Armor
Stimpack (3)
Medikit
Mod Toolkit (1/0/0/0)
Dirty Porno
Pumpkin
Darkvision Goggles (?)
Nuclear Red Keycard
 Gone Fishin'-brand Nuclear Reactor Core Owner's Manual
Opened Box
107 Bullets
17 Shells
141 Experience Points
69.5 Rage Points
56 Over Points

EXITS:
Nuclear Plant 1
Title: Re: Doom: The Text Adventure
Post by: raekuul on April 18, 2012, 10:58
EnemyHPArmorTo-HitWeapon/AttackIn Inventory
Former Human #4Dead0%0PistolBullets (9)
Former Human #570%6%0PistolBullets (5)
Imp #1Dead0%0ClawsNo Items

Please don't try to rush combat. You did waste a shell on a corpse because of chained commands and assumptions. And the Former Human has Armor Rating 1, so you should take that into consideration (you can't kill him with less than 2 connecting shards, and you likely won't kill him with less than 3)
Title: Re: Doom: The Text Adventure
Post by: thelaptop on April 18, 2012, 11:27
AIM PISTOL AT HEAD OF FORMER HUMAN #5 AND FIRE TWICE
Title: Re: Doom: The Text Adventure
Post by: Motorheadbanger on April 18, 2012, 14:50
Please don't try to rush combat.

Yes, please. One action at a time or, really, write a code to finish the game in one post.
Title: Re: Doom: The Text Adventure
Post by: raekuul on April 18, 2012, 18:04
You deliberately take aim at the former human.

The former human shoots at you, but misses. You shoot the former human for 4 damage.

You deliberately take aim at the former human.

The former human shoots at you, and hits for 6 damage. You shoot the former human for 8 damage. The former human finally gives up the ghost.

There are 12 bullets here.


INVENTORY:
58 HP
Armor Rating 2
62 Armor Points
1 Standard-Issue Pistol
1 Shotgun
1 Unusual Shotgun
3 Standard-Issue Armor (100, 34, 19)
1 Heavy Armor
Stimpack (3)
Medikit
Mod Toolkit (1/0/0/0)
Dirty Porno
Pumpkin
Darkvision Goggles (?)
Nuclear Red Keycard
 Gone Fishin'-brand Nuclear Reactor Core Owner's Manual
Opened Box
105 Bullets
17 Shells
154 Experience Points
69.5 Rage Points
61 Over Points

EXITS:
Nuclear Plant 1
Title: Re: Doom: The Text Adventure
Post by: thelaptop on April 18, 2012, 18:50
TAKE BULLETS
OBSERVE SURROUNDINGS
CONTEMPLATE ABOUT LIFE
Title: Re: Doom: The Text Adventure
Post by: shark20061 on April 18, 2012, 20:22
Active Skills
Pistol
Shoot Pistol (1 Bullet, 0 Rage, Normal Speed) - Standard Pistol attack.
Aimed Shot P (1 Bullet, 0 Rage, Delayed Speed) - Guaranteed hit with Pistol attack.
Shotgun
Shoot Shotgun (1 Shell, 0 Rage, Normal Speed) - Standard Shotgun attack.
Solid Slug (1 Shell, 0 Rage, Normal Speed)
Solid Shell (1 Shell, 3 Rage, Normal Speed) [23 uses left]
Crowd Control (1 Shell, 0 Rage, Delayed Speed)

Don't forget about the shotgun skills during combat.  Laptop's been good with the Aimed Shot skill for the pistol, but no one else seems to have been using any of the skills.  I'm sure they've got some use in certain situations during combat.
Title: Re: Doom: The Text Adventure
Post by: ih8regin on April 18, 2012, 23:09
Well, I considered using aimed shot vs helltouched labguy, but he was down to 1-2HP so I said SMASH and that idea worked. Aimed shot guaranteed? Didn't notice... Thanks.
And people, how do you think, is it time to heal self?
Title: Re: Doom: The Text Adventure
Post by: shark20061 on April 19, 2012, 01:29
We have 61 over points.  If we use a stimpack (+10HP), we'll end up healing 71 points, only 47 (105 minus 58) of which will be used and the remaining 24 will go to waste.  Healing might not be best right now.
Title: Re: Doom: The Text Adventure
Post by: ih8regin on April 19, 2012, 03:09
Well, let's ask raekuul if we can use part of those over opints to not overheal.
Title: Re: Doom: The Text Adventure
Post by: Ander Hammer 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.
Title: Re: Doom: The Text Adventure
Post by: raekuul on April 19, 2012, 08:42
You take the bullets.

You look around. There is nothing of interest here.

You contemplate life. Life contemplates you back.


INVENTORY:
58 HP
Armor Rating 2
62 Armor Points
1 Standard-Issue Pistol
1 Shotgun
1 Unusual Shotgun
3 Standard-Issue Armor (100, 34, 19)
1 Heavy Armor
Stimpack (3)
Medikit
Mod Toolkit (1/0/0/0)
Dirty Porno
Pumpkin
Darkvision Goggles (?)
Nuclear Red Keycard
 Gone Fishin'-brand Nuclear Reactor Core Owner's Manual
Opened Box
117 Bullets
17 Shells
154 Experience Points
69.5 Rage Points
61 Over Points

EXITS:
Nuclear Plant 1
Title: Re: Doom: The Text Adventure
Post by: ih8regin on April 19, 2012, 23:00
ROUTE TO NUCLEAR PLANT 4, APPROACH AND LISTEN
Title: Re: Doom: The Text Adventure
Post by: raekuul on April 21, 2012, 08:38
Your path is barred by one of UAC's patented Securomatic Doors - this particular one is red - which blocks sound completely. The only way to know what lies beyond this door is to open it.

INVENTORY:
58 HP
Armor Rating 2
62 Armor Points
1 Standard-Issue Pistol
1 Shotgun
1 Unusual Shotgun
3 Standard-Issue Armor (100, 34, 19)
1 Heavy Armor
Stimpack (3)
Medikit
Mod Toolkit (1/0/0/0)
Dirty Porno
Pumpkin
Darkvision Goggles (?)
Nuclear Red Keycard
 Gone Fishin'-brand Nuclear Reactor Core Owner's Manual
Opened Box
117 Bullets
17 Shells
154 Experience Points
69.5 Rage Points
61 Over Points

EXITS:
^Nuclear Plant 2 E
^Nuclear Plant 2 W
^Nuclear Plant 3
Nuclear Plant 4
Title: Re: Doom: The Text Adventure
Post by: ih8regin on April 21, 2012, 13:08
"Grr, high-security systems. I can't hear a thing from beyond this door! Could they not involve airlocks for example?"

LOOK FOR KEYCARD TERMINAL
Title: Re: Doom: The Text Adventure
Post by: raekuul on April 21, 2012, 13:24
You very quickly find a place to have your keycard verified for this doorway.
Title: Re: Doom: The Text Adventure
Post by: Klear on April 21, 2012, 13:29
TAKE A DEEP BREATH
OPEN THE DOOR
Title: Re: Doom: The Text Adventure
Post by: raekuul on April 26, 2012, 07:51
The door opens. Congratulations, you may now access Nuclear Plant 4.

You enter Nuclear Plant 4. The door closes behind you.


INVENTORY:
58 HP
Armor Rating 2
62 Armor Points
1 Standard-Issue Pistol
1 Shotgun
1 Unusual Shotgun
3 Standard-Issue Armor (100, 34, 19)
1 Heavy Armor
Stimpack (3)
Medikit
Mod Toolkit (1/0/0/0)
Dirty Porno
Pumpkin
Darkvision Goggles (?)
Nuclear Red Keycard
 Gone Fishin'-brand Nuclear Reactor Core Owner's Manual
Opened Box
117 Bullets
17 Shells
154 Experience Points
69.5 Rage Points
61 Over Points

EXITS:
^Nuclear Plant 1
Nuclear Plant 5
Nuclear Plant 6

Just a note - the layout of Nuclear Plant is very close to the original layout.
Title: Re: Doom: The Text Adventure
Post by: Klear on April 26, 2012, 07:52
LOOK AROUND
Title: Re: Doom: The Text Adventure
Post by: raekuul on April 26, 2012, 10:29
There is an open passageway off to your right, into what looks like to be some sort of processing room, while there is a stairway in front of you.

You hear a low growl.
Title: Re: Doom: The Text Adventure
Post by: ih8regin on April 26, 2012, 23:31
GET UP THE STAIRWAY
"Grrr, they say. What kind of creature said this? I might need a bigger gun..."
Title: Re: Doom: The Text Adventure
Post by: raekuul on April 27, 2012, 06:30
You ascend the staircase. You stop just before you enter a room - you can see two imps and a handful of formers arguing with each other. There is a barrel of goop close to the group. You see the remains of a barrel next to the imps.


INVENTORY:
58 HP
Armor Rating 2
62 Armor Points
1 Standard-Issue Pistol
1 Shotgun
1 Unusual Shotgun
3 Standard-Issue Armor (100, 34, 19)
1 Heavy Armor
Stimpack (3)
Medikit
Mod Toolkit (1/0/0/0)
Dirty Porno
Pumpkin
Darkvision Goggles (?)
Nuclear Red Keycard
 Gone Fishin'-brand Nuclear Reactor Core Owner's Manual
Opened Box
117 Bullets
17 Shells
154 Experience Points
69.5 Rage Points
61 Over Points

EXITS:
^Nuclear Plant 4
Nuclear Plant 7
Title: Re: Doom: The Text Adventure
Post by: raekuul on April 27, 2012, 06:32
EnemyHPArmorTo-HitWeapon/AttackIn Inventory
Former Human #680%0%-1PistolBullets (12)
Former Human #780%0%-1PistolBullets (12)
Imp #255%0%+1ClawsNo Items
Imp #355%0%+1ClawsNo Items
Barrel100%0%0Corrosive GoopNo Items
Title: Re: Doom: The Text Adventure
Post by: ih8regin on April 27, 2012, 07:22
SHOOT BARREL WITH PISTOL, AIMED SHOT
IF BARREL BLOWS UP, DESCEND THE STAIRS
Title: Re: Doom: The Text Adventure
Post by: raekuul on April 27, 2012, 09:36
You deliberately aim at the barrel.

One of the imps looks your way, and alerts the others to your presence! The former human shoots at you, and hits for 9 damage. The former human shoots at you, but misses.

You shoot the barrel. It explodes! The former human is melted by the goop! The former human is melted by the goop! The imp is splashed by the goop for 10 damage! The imp is splashed by the goop for 10 damage!

You retreat down the stairs.


INVENTORY:
50 HP
Armor Rating 2
53 Armor Points
1 Standard-Issue Pistol
1 Shotgun
1 Unusual Shotgun
3 Standard-Issue Armor (100, 34, 19)
1 Heavy Armor
Stimpack (3)
Medikit
Mod Toolkit (1/0/0/0)
Dirty Porno
Pumpkin
Darkvision Goggles (?)
Nuclear Red Keycard
 Gone Fishin'-brand Nuclear Reactor Core Owner's Manual
Opened Box
116 Bullets
17 Shells
174 Experience Points
73.5 Rage Points
65 Over Points

EXITS:
^Nuclear Plant 1
Nuclear Plant 5
*Nuclear Plant 6

EnemyHPArmorTo-HitWeapon/AttackIn Inventory
Former Human #6Dead0%0PistolBullets (11)
Former Human #7Dead0%0PistolBullets (11)
Imp #210%0%+1ClawsNo Items
Imp #310%0%+1ClawsNo Items
Title: Re: Doom: The Text Adventure
Post by: Pricklyman on April 27, 2012, 22:57
(I'm assuming we can still see the imps)

USE SHOTGUN'S "CROWD CONTROL" ON IMPS 2/3 (again, assuming they are close enough to do that...if not...just...ignore this)
Title: Re: Doom: The Text Adventure
Post by: ih8regin on April 27, 2012, 23:02
"Damnit, they've seen me! I was lucky to get out of there. And those barrels are pretty much double-edged. If I'd be there, I'll be screwed."

(Agreed, crowd control should play nicely here)
Title: Re: Doom: The Text Adventure
Post by: raekuul on April 28, 2012, 07:31
You slap your shotgun in just the right spot, further fragmenting the shell.

The imp throws fire at you, but misses. The imp throws fire at you, and you take a direct hit for 3 damage.

You fire your shotgun. The imp is caught in the blast for 4 damage! The imp evaporates! The imp is caught in the blast for 3 damage! The imp implodes!


INVENTORY:
47 HP
Armor Rating 2
50 Armor Points
1 Standard-Issue Pistol
1 Shotgun
1 Unusual Shotgun
3 Standard-Issue Armor (100, 34, 19)
1 Heavy Armor
Stimpack (3)
Medikit
Mod Toolkit (1/0/0/0)
Dirty Porno
Pumpkin
Darkvision Goggles (?)
Nuclear Red Keycard
 Gone Fishin'-brand Nuclear Reactor Core Owner's Manual
Opened Box
116 Bullets
16 Shells
174 Experience Points
73.5 Rage Points
65 Over Points

EXITS:
^Nuclear Plant 1
Nuclear Plant 5
*Nuclear Plant 6
Title: Re: Doom: The Text Adventure
Post by: Silhar on April 28, 2012, 10:25
RELOAD SHOTGUN
EXAMINE ROOM
Title: Re: Doom: The Text Adventure
Post by: raekuul on April 28, 2012, 13:51
There is an open passageway off to your right, into what looks like to be some sort of processing room, while there is a stairway in front of you. There are two dead imps here. There's also a sign on the wall that reads "WARNING - Enter Core Management Room at Own Risk".
Title: Re: Doom: The Text Adventure
Post by: Pricklyman on April 28, 2012, 17:51
PONDER WET PAINT SYNDROME
ENTER CORE MANAGEMENT ANYWAY
Title: Re: Doom: The Text Adventure
Post by: raekuul on April 29, 2012, 13:48
You enter the Core Management Room marked by the sign.

A wall dedicated to five computer monitors dominates the room. There is a keyboard, a chair, and a sleeping scientist. On his forehead is the mark of Gemini. You are mildly surprised at knowing what the mark is.

Monitor 1 is showing a lever guarded by four imps.
Monitor 2 is showing a room full of steam vents.
Monitor 3 is showing the entrance hall.
Monitor 4 is showing a door guarded by two sergeants.
Monitor 5 is showing some text:

MANUAL OVERRIDE OFF
WATER FLOW NORMAL
MELTDOWN SIRENS DISABLED
CORE CONTROLLER SECURE
CURRENT OUTPUT: 1000/2000 (50%)


INVENTORY:
47 HP
Armor Rating 2
50 Armor Points
1 Standard-Issue Pistol
1 Shotgun
1 Unusual Shotgun
3 Standard-Issue Armor (100, 34, 19)
1 Heavy Armor
Stimpack (3)
Medikit
Mod Toolkit (1/0/0/0)
Dirty Porno
Pumpkin
Darkvision Goggles (?)
Nuclear Red Keycard
 Gone Fishin'-brand Nuclear Reactor Core Owner's Manual
Opened Box
116 Bullets
16 Shells
174 Experience Points
73.5 Rage Points
65 Over Points

EXITS:
^Nuclear Plant 4
Title: Re: Doom: The Text Adventure
Post by: Pricklyman on April 30, 2012, 00:33
PLACE SHOTGUN BARREL ON SCIENTIST'S HEAD (SNEAK)
FIRE SHOTGUN
Title: Re: Doom: The Text Adventure
Post by: Klear on April 30, 2012, 00:35
SAY "Wake up and smell the shotgun." WHILE FIRING.
Title: Re: Doom: The Text Adventure
Post by: Silhar on April 30, 2012, 06:13
PONDER IF THE GUY WASN'T ON MY SIDE
Title: Re: Doom: The Text Adventure
Post by: Klear on April 30, 2012, 06:17
BUT NOT TOO LONG
Title: Re: Doom: The Text Adventure
Post by: raekuul on April 30, 2012, 07:10
You shoot the helpless helltouched scientist through the head with your shotgun.

You ponder whether or not the guy would have been on your side, but you don't ponder for long. Now to figure out that wall...


INVENTORY:
47 HP
Armor Rating 2
50 Armor Points
1 Standard-Issue Pistol
1 Shotgun
1 Unusual Shotgun
3 Standard-Issue Armor (100, 34, 19)
1 Heavy Armor
Stimpack (3)
Medikit
Mod Toolkit (1/0/0/0)
Dirty Porno
Pumpkin
Darkvision Goggles (?)
Nuclear Red Keycard
 Gone Fishin'-brand Nuclear Reactor Core Owner's Manual
Opened Box
116 Bullets
15 Shells
174 Experience Points
73.5 Rage Points
65 Over Points

EXITS:
^Nuclear Plant 4

It's a good thing I was going to give you some rope anyway, because you're intent on hanging yourself. Still, you are being faithful to the Doom formula, so you deserve a reward for that at least.
Title: Re: Doom: The Text Adventure
Post by: Silhar on April 30, 2012, 12:33
USE GONE-FISHIN' BRAND NUCLEAR REACTOR CORE OWNER'S MANUAL
USE TERMINAL
TURN MANUAL OVERRIDE ON
Title: Re: Doom: The Text Adventure
Post by: raekuul on April 30, 2012, 18:14
This post has been updated further down. Thanks for correcting my mistake!
Title: Re: Doom: The Text Adventure
Post by: thelaptop on April 30, 2012, 20:31
Oi, "Terawatts" already has a "per unit time" component in it.  >.<
Title: Re: Doom: The Text Adventure
Post by: raekuul on April 30, 2012, 21:55
You'll have to forgive me, I got so wrapped up in researching Chernobyl for this that I overlooked being accurate on the terms. Besides, I knew that if I got something like that wrong, someone would correct me :3

Although now I have to adjust it so that I give the right number of joules/second to come up with 2000 Terawatts. So apparently I made fission stronger than fusion. 2000 Terawatts is 2 Petawatts, which is 2 quadrillion joules per second. I knew I should have made the Back To The Future reference.
Title: Re: Doom: The Text Adventure
Post by: raekuul on April 30, 2012, 22:02
You use the owner's manual, specifically researching the five status lines on the fifth monitor.

The Manual Override is a deadman's switch lever, controlling the steam outflow vents, that automatically returns to the off position if no pressure is applied to the lever. The Manual Override cannot be controlled from the Core Management Room - you'd better be damn sure you want to manually override the steam outflow system. The Manual Override is safely out of the way of any steam outflow that would be released under normal circumstances. Do be careful when releasing the lever, as the speed at which it will travel in order to reset the Steam Outflow system is enough to cause fractures.

The Water Flow system has an automatic controller as well as a manual controller. The manual controller overrides the automatic controller if the water flow is increased for more than ten minutes, and the automatic controller overrides the manual controller if the water flow is decreased for more than ten minutes. Never reduce the water flow when the Steam Outflow system is being manually overridden, as this can lead to dangerously low levels of water in the system.

The Meltdown Sirens can be controlled from either the Core Management Room or from a remote location that is highly resistant to both heat and radiation. While the Sirens can be disabled, they will automatically re-enable if the Steam Outflow system is being manually overridden. The Meltdown Sirens are independently wired to the thermal sensors in the Core, and will sound a warning if the core temperature crosses the lower heat threshold of 1000*, and will sound a continuous warning in the unfortunate event of the core temperature crossing the meltdown threshold of 1300*.

The Core Controller Computer allows you to control the power output of the core, as well as the Automatic Water Flow System Target and the Meltdown Sirens. Caution is advised - operation at full capacity for extended periods of time runs the risk of damaging the power connections between your power core, the rest of the plant, and any location that obtains power from your core.

Your Gone Fishin' brand Nuclear Reactor Core is the finest in fission power generation. With a maximum capacity of 2 Jiggawatts (that is, 2 Jiggajoules per second), combined with our Anti-Chernobyl Meltdown Prevention System and our patented Downward Meltdown design, this is the safest Fission Reactor on the market! Even in the event of a catastrophic failure, the worst that will happen - short of explosives causing a core breach - is that you'll lose one reactor and that you'll be out of power for a short while. And really, is that so bad compared to Chernobyl, Three Mile Island, and Titan?

You use the terminal. At the prompt, you key in "Manual Override". The prompt returns a smart remark. "You're new at sabotage, aren't you?"
Title: Re: Doom: The Text Adventure
Post by: Uranium on May 01, 2012, 08:47
sudo manual override
sudo make me a sandwich
Title: Re: Doom: The Text Adventure
Post by: raekuul on May 01, 2012, 16:24
You imagine a sigh when you read the error command you recieve. "The manual override has to be done manually. As in by hand. As in you actually have to go to the lever and pull it until you're done overriding it."

The prompt returns an error. "cannot make 'me'".
Title: Re: Doom: The Text Adventure
Post by: ih8regin on May 01, 2012, 23:18
"Stupid terminal. I said a SANDWICH, not "me"! And this means I have to get to that lever, and get those imps down. Hmm, wait a second, there is another way to make a kaboom..."
KEY IN "Raise power output to 2000"
Title: Re: Doom: The Text Adventure
Post by: Silhar on May 02, 2012, 07:57
REALIZE IT DOES NOTHING
IF ACCOMPLISHED, THEN DON'T KEY IN
SEARCH FOR THE MANUAL OVERRIDE LEVER
Title: Re: Doom: The Text Adventure
Post by: raekuul on May 02, 2012, 08:22
You key in "raise power output to 2000". The prompt returns with "...done. WARNING: Connection Damage is possible if you run at full capacity for too long."

You look around for a map. The Manual Override Lever is in a direction you have not yet explored.
Title: Re: Doom: The Text Adventure
Post by: Silhar on May 02, 2012, 13:14
RELOAD SHOTGUN
GO IN THE UNEXPLORED DIRECTION
Title: Re: Doom: The Text Adventure
Post by: thelaptop on May 02, 2012, 13:55
(Shouldn't we heal at some point?)
Title: Re: Doom: The Text Adventure
Post by: Silhar on May 02, 2012, 14:15
(let's save stimpacks till we are more wounded)
Title: Re: Doom: The Text Adventure
Post by: raekuul on May 02, 2012, 15:33
You return to Nuclear Plant 6. The remains of two barrels are here. There is a button on the wall.

There are signs on the wall. One sign reads "Steam Vents", the other reads "Water Flow"


EXITS:
^Nuclear Plant 4
Nuclear Plant 7
Nuclear Plant 8
Title: Re: Doom: The Text Adventure
Post by: Silhar on May 02, 2012, 17:27
PUSH THE BUTTON
Title: Re: Doom: The Text Adventure
Post by: raekuul on May 02, 2012, 20:20
You push the button. I could be evil and say that the room filled with jello that suffocated you, but instead what happened was that doors to Nuclear Plant 7 and 8 opened up.

INVENTORY:
47 HP
Armor Rating 2
50 Armor Points
1 Standard-Issue Pistol
1 Shotgun
1 Unusual Shotgun
3 Standard-Issue Armor (100, 34, 19)
1 Heavy Armor
Stimpack (3)
Medikit
Mod Toolkit (1/0/0/0)
Dirty Porno
Pumpkin
Darkvision Goggles (?)
Nuclear Red Keycard
 Gone Fishin'-brand Nuclear Reactor Core Owner's Manual
Opened Box
116 Bullets
15 Shells
174 Experience Points
73.5 Rage Points
65 Over Points

EXITS:
^Nuclear Plant 4
Nuclear Plant 7
Nuclear Plant 8

Just so it's on the record, I'm not responsible for what happens if you walk into four imps while at less than 40% health.
Title: Re: Doom: The Text Adventure
Post by: ih8regin on May 02, 2012, 23:16
we're yet above 40%HP :) anyway, I'd vote for a heal, it's not DoomRL to fancy a heal mid-battle.

APPROACH NUCLEAR PLANT 7, PEEK INSIDE
Title: Re: Doom: The Text Adventure
Post by: raekuul on May 03, 2012, 07:52
After a quick sketching of the Nuclear Plant...

You see a hallway full of smallish pipes.
Title: Re: Doom: The Text Adventure
Post by: ih8regin on May 03, 2012, 22:57
APPROACH NUCLEAR PLANT 8 AND PEEK INSIDE

"I don't like that hall somehow."
Title: Re: Doom: The Text Adventure
Post by: raekuul on May 04, 2012, 09:59
You approach nuclear plant 8 and peek inside. The hallway goes up a set of stairs, then turns to the left. You can see a security camera pointed at the stairs. Using your ears, you hear growling.
Title: Re: Doom: The Text Adventure
Post by: Pricklyman on May 04, 2012, 18:30
LOOK AROUND THE AREA
INSPECT SECURITY CAMERA
Title: Re: Doom: The Text Adventure
Post by: raekuul on May 04, 2012, 20:18
You look around the area. You see nothing else of interest.

You inspect the security camera. It has the UAC logo on it. The only cords you can see appear to be power cords.
Title: Re: Doom: The Text Adventure
Post by: Pricklyman on May 04, 2012, 22:09
PULL POWER CORDS
MOVE UP STAIRS CAREFULLY
Title: Re: Doom: The Text Adventure
Post by: raekuul on May 04, 2012, 22:17
You cannot reach the cords.

You carefully ascend the stairs, but not even to the halfway mark before you stop moving. You think you heard a click, but you aren't sure.


INVENTORY:
47 HP
Armor Rating 2
50 Armor Points
1 Standard-Issue Pistol
1 Shotgun
1 Unusual Shotgun
3 Standard-Issue Armor (100, 34, 19)
1 Heavy Armor
Stimpack (3)
Medikit
Mod Toolkit (1/0/0/0)
Dirty Porno
Pumpkin
Darkvision Goggles (?)
Nuclear Red Keycard
 Gone Fishin'-brand Nuclear Reactor Core Owner's Manual
Opened Box
116 Bullets
15 Shells
174 Experience Points
73.5 Rage Points
65 Over Points

EXITS:
^Nuclear Plant 4
Nuclear Plant 7
Nuclear Plant 8
Title: Re: Doom: The Text Adventure
Post by: thelaptop on May 04, 2012, 23:07
DUCK AND READY WEAPON JUST IN CASE
LISTEN CAREFULLY
Title: Re: Doom: The Text Adventure
Post by: raekuul on May 05, 2012, 13:50
You duck and ready your weapon.

You listen carefully. You hear growling.
Title: Re: Doom: The Text Adventure
Post by: thelaptop on May 05, 2012, 18:43
MOVE ONWARD WHILE STILL DUCKED
SHOOT ANYTHING THAT LOOKS THREATENING
Title: Re: Doom: The Text Adventure
Post by: raekuul on May 06, 2012, 09:19
You continue to move forward.

You approach the top of the stairs. The hallway turns to the left. Internally, you map this area as being above the other area, the area that had given you a bad feeling. There is a sign on the wall reading "Steam Outflow Override <--"
Title: Re: Doom: The Text Adventure
Post by: Pricklyman on May 07, 2012, 01:06
INSPECT STEAM OUTFLOW OVERRIDE
USE STEAM OUTFLOW OVERRIDE
Title: Re: Doom: The Text Adventure
Post by: raekuul on May 07, 2012, 08:53
You peek around the corner. There is a lever guarded by four imps here, all looking straight at the doorway. One of them has flame in its hand. It looks like you won't be able to use the steam outflow override yet.
Title: Re: Doom: The Text Adventure
Post by: IronBeer on May 07, 2012, 09:54
>>Review Shotgun firemodes
Title: Re: Doom: The Text Adventure
Post by: raekuul on May 07, 2012, 14:16
Standard Shell (1 Shell, 0 Rage, Normal Speed) - Your typical shotgun blast.
Solid Slug (1 Shell, 0 Rage, Normal Speed) - ???
Solid Shell (1 Shell, 3 Rage, Normal Speed) - ???
Crowd Control (1 Shell, 0 Rage, Delayed Speed) - Hits everything in the damage cone, but not quite at full power.


Just so it's clear, you do not have any way to kill all of the imps without getting attacked.
Title: Re: Doom: The Text Adventure
Post by: Steve on May 07, 2012, 19:01
JUMP AROUND CORNER
I am dying to know what this does so...
FIRE SOLID SHELL AT NEAREST IMP
Title: Re: Doom: The Text Adventure
Post by: raekuul on May 07, 2012, 22:55
Your fury fills the shotgun, causing an effect never before studied by science. You fire at the nearest imp. The imp dodges. The imp behind him is hit! The imp takes 13 damage from the impact and 1 damage from the exiting shrapnel.

The imps are momentarily surprised by your suddenness, and can't seem to understand how you were able to hear the clicking step that betrayed your presence. Still, they are not surprised for long. The imp throws fire at you, but misses. You feel the heat. The other imps move in close enough to start clawing at you.


INVENTORY:
46 HP
Armor Rating 2
50 Armor Points
1 Standard-Issue Pistol
1 Shotgun
1 Unusual Shotgun
3 Standard-Issue Armor (100, 34, 19)
1 Heavy Armor
Stimpack (3)
Medikit
Mod Toolkit (1/0/0/0)
Dirty Porno
Pumpkin
Darkvision Goggles (?)
Nuclear Red Keycard
 Gone Fishin'-brand Nuclear Reactor Core Owner's Manual
Opened Box
116 Bullets
14 Shells
174 Experience Points
71 Rage Points
65 Over Points

EXITS:
The connecting hallway that you just came up from

Solid Shell (1 Shell, 3 Rage, Normal Speed) - An advanced version of Solid Slug that penetrates the target, then shatters for extra damage. Ignores armor.
Title: Re: Doom: The Text Adventure
Post by: raekuul on May 07, 2012, 22:59
EnemyHPArmorTo-HitWeapon/AttackIn Inventory
Imp #4100%0%+4ClawsNo Items
Imp #5100%0%+1ClawsNo Items
Imp #6100%0%-1ClawsNo Items
Imp #730%0%-4ClawsNo Items
Title: Re: Doom: The Text Adventure
Post by: IronBeer on May 08, 2012, 00:15
>>Fire Standard Blast aimed at Imp #4
Title: Re: Doom: The Text Adventure
Post by: raekuul on May 11, 2012, 21:55
You fire at Imp #4. Imp #4 is caught in the blast! Imp #4 takes 4 damage.

The imp attacks you, and hits for 5 damage.

The imp attacks you, and hits for 11 damage.

The imp attacks you, and hits for 5 damage.

The imp throws fire at you, but misses.


INVENTORY:
31 HP
Armor Rating 2
29 Armor Points
1 Standard-Issue Pistol
1 Shotgun
1 Unusual Shotgun
3 Standard-Issue Armor (100, 34, 19)
1 Heavy Armor
Stimpack (3)
Medikit
Mod Toolkit (1/0/0/0)
Dirty Porno
Pumpkin
Darkvision Goggles (?)
Nuclear Red Keycard
 Gone Fishin'-brand Nuclear Reactor Core Owner's Manual
Opened Box
116 Bullets
13 Shells
174 Experience Points
78.5 Rage Points
65 Over Points

EnemyHPArmorTo-HitWeapon/AttackIn Inventory
Imp #485%0%+4ClawsNo Items
Imp #5100%0%+1ClawsNo Items
Imp #6100%0%-1ClawsNo Items
Imp #730%0%-4ClawsNo Items

Just a reminder, Imps have a natural armor rating of 1
Title: Re: Doom: The Text Adventure
Post by: ih8regin on May 11, 2012, 23:37
"Damn it, they are too close, and I'm outnumbered!"
BACK OFF TO STAIRS (facing imps, so no freebies from them)
USE STIMPACK
FIRE SHOTGUN SOLID SHELL AT IMP #4
Title: Re: Doom: The Text Adventure
Post by: raekuul on May 16, 2012, 08:46
Huh, I thought I'd updated this already. Ah well, here goes.

You retreat to the stairs. The imps follow you, but they seem unable to move and attack at the same time. The fourth imp throws fire at you, but misses and hits the other imps instead.

You use your stimpack. You recover 75 hp! An imp claws at you for (1+3=4, -2=2). An imp claws at you, but misses. An imp claws at you for (3+3=6, -2=4). The fourth imp throws fire, but misses completely.

Your rage transmutes the shell in your shotgun slightly. You fire at Imp #4, and hit for 8 damage. An imp claws at you, but misses. An imp claws at you, but misses. An imp claws at you, but misses. An imp throws fire at you, but misses.


INVENTORY:
100 HP
Armor Rating 2
19 Armor Points
1 Standard-Issue Pistol
1 Shotgun
1 Unusual Shotgun
3 Standard-Issue Armor (100, 34, 19)
1 Heavy Armor (Worn)
Stimpack (3)
Medikit
Mod Toolkit (1/0/0/0)
Dirty Porno
Pumpkin
Darkvision Goggles (?)
Nuclear Red Keycard
 Gone Fishin'-brand Nuclear Reactor Core Owner's Manual
Opened Box
116 Bullets
12 Shells
174 Experience Points
78.5 Rage Points
0 Over Points

EnemyHPArmorTo-HitWeapon/AttackIn Inventory
Imp #430%0%+4ClawsNo Items
Imp #575%0%+1ClawsNo Items
Imp #690%0%-1ClawsNo Items
Imp #730%0%-4Claws, FireNo Items
Title: Re: Doom: The Text Adventure
Post by: Matt_S on May 16, 2012, 11:48
FIRE CROWD CONTROL AT IMPS
HOPE IT'S ENOUGH TO KILL BOTH IMPS 4 AND 7
Title: Re: Doom: The Text Adventure
Post by: ih8regin on May 17, 2012, 01:28
"Damn it, I can't even make them hurt their kin! What trickery is this?!"

(I guess crowd control won't actually hit distant imp, but should be enough to wreck imp#4 down. Also, raekuul, does the solid shell blow up at hitting imp#4? I expect it should.)
Title: Re: Doom: The Text Adventure
Post by: raekuul on May 17, 2012, 08:39
It penetrates, then detonates. The damage ends up being 3d5 + (1d3)d5, but there's not a very good chance at all of hitting more than one enemy with it. Looking back, I gave a straight total instead of the separate numbers last time you used it, so that's a mistake on my part.

*quickly sketches* At best, the far imp will only take 5 raw damage, and it has 6 health plus natural armor 1.

I think I like leaving the raw calculations in, it helps me to keep track of damage to armor and health better, and I'm going to try something new with the to-hit column - instead of a modifier, I'll try putting a target number. Just remember that it goes both ways - if you only need a 5 to hit something, it only needs a 5 to hit you back.


You quickly switch to Crowd Control mode. An imp claws at you, but misses. An imp claws you for (4+3=7, -2=5) damage. An imp claws you for (4+3=7, -2=5) damage. The far imp throws fire, and lands a direct hit! You take (2+3=5, x2=10, -2=8) damage. Your armor is beyond repair! [Splash damage is applied to Imps #4, #5, #6].

You fire your shotgun. Imp #4 takes [(2-1)+(3-1)] 3 damage. Imp #4 vanishes in a cloud of dust. Imp #5 takes [(3-1)+(5-1)] 6 damage. Imp #6 takes [(2-1)+(3-1)] 3 damage. Imp #7 takes [1-1] 1 damage.

INVENTORY:
82 HP
Armor Rating 0
0 Armor Points
1 Standard-Issue Pistol
1 Shotgun
1 Unusual Shotgun
3 Standard-Issue Armor (100, 34, 19)
1 Completely Ruined Heavy Armor (Worn)
Stimpack (2)
Medikit
Mod Toolkit (1/0/0/0)
Dirty Porno
Pumpkin
Darkvision Goggles (?)
Nuclear Red Keycard
 Gone Fishin'-brand Nuclear Reactor Core Owner's Manual
Opened Box
116 Bullets
11 Shells
196 Experience Points (20 for killing Imp #4 + 2 for extra damage dealt to Imp #4)
87.5 Rage Points
0 Over Points

EnemyHPArmorTo-HitWeapon/AttackIn Inventory
Imp #4Dead0%-ClawsNo Items
Imp #515%0%8ClawsNo Items
Imp #660%0%8ClawsNo Items
Imp #725%0%14Claws, FireNo Items

Imps can't be killed by other imps (though they certainly can be reduced to 1 HP that way), and they are focused enough on their goals to not start infighting while the original threat is present.
Title: Re: Doom: The Text Adventure
Post by: ih8regin on May 17, 2012, 23:09
BACK OFF OUT OF ROOM (to make imp#7 lose direct line of sight)
FIRE PISTOL AT IMP #5

"Grrr, this armor suit has too many holes now to do something better. And I can't fumble with it with these imps around!"
Title: Re: Doom: The Text Adventure
Post by: raekuul on May 18, 2012, 07:55
You duck around a corner. The two imps follow you. You hear the last imp screeching in anger.

You shoot your pistol at the imp. You hit for [8-1=7] damage. Imp #5 is no more!

The imp claws at you and hits for [6+3=9] damage.


INVENTORY:
82 HP
Armor Rating 0
0 Armor Points
1 Standard-Issue Pistol
1 Shotgun
1 Unusual Shotgun
3 Standard-Issue Armor (100, 34, 19)
1 Completely Ruined Heavy Armor (Worn)
Stimpack (2)
Medikit
Mod Toolkit (1/0/0/0)
Dirty Porno
Pumpkin
Darkvision Goggles (?)
Nuclear Red Keycard
 Gone Fishin'-brand Nuclear Reactor Core Owner's Manual
Opened Box
115 Bullets
11 Shells
220 Experience Points (20 for killing Imp #5 + 4 for extra damage)
92 Rage Points
6 Over Points (+4 for imp #5; +2 for imp #4)

EnemyHPArmorTo-HitWeapon/AttackIn Inventory
Imp #4Dead0%-ClawsNo Items
Imp #5Dead%0%-ClawsNo Items
Imp #660%0%10ClawsNo Items
Imp #725%0%Not VisibleClaws, FireNo Items
Title: Re: Doom: The Text Adventure
Post by: Pricklyman on May 18, 2012, 09:50
FIRE PISTOL AT IMP #6
Title: Re: Doom: The Text Adventure
Post by: raekuul on May 18, 2012, 13:08
You fire at the imp. You miss.

The imp claws at you. The imp misses.

The other imp has come into view. There are flames on both of his hands.



INVENTORY:
82 HP
Armor Rating 0
0 Armor Points
1 Standard-Issue Pistol
1 Shotgun
1 Unusual Shotgun
3 Standard-Issue Armor (100, 34, 19)
1 Completely Ruined Heavy Armor (Worn)
Stimpack (2)
Medikit
Mod Toolkit (1/0/0/0)
Dirty Porno
Pumpkin
Darkvision Goggles (?)
Nuclear Red Keycard
 Gone Fishin'-brand Nuclear Reactor Core Owner's Manual
Opened Box
114 Bullets
11 Shells
220 Experience Points
92 Rage Points
6 Over Points

Location: Nuclear Plant 8

EnemyHPArmorTo-HitWeapon/AttackIn Inventory
Imp #4Dead0%-ClawsNo Items
Imp #5Dead0%-ClawsNo Items
Imp #660%0%10ClawsNo Items
Imp #725%0%Not VisibleClaws, FireNo Items
Title: Re: Doom: The Text Adventure
Post by: Silhar on May 19, 2012, 01:47
HIDE BEHIND THE CORNER
WAIT FOR AN IMP TO COME OVER, THEN FIRE.
Title: Re: Doom: The Text Adventure
Post by: raekuul on May 19, 2012, 08:47
You take cover behind a corner. You shoot the imp for [7-1=6] damage. The imp claws at you for [7+3=11] damage. The imp throws fire at you, but misses.

INVENTORY:
71 HP
Armor Rating 0
0 Armor Points
1 Standard-Issue Pistol
1 Shotgun
1 Unusual Shotgun
3 Standard-Issue Armor (100, 34, 19)
1 Completely Ruined Heavy Armor (Worn)
Stimpack (2)
Medikit
Mod Toolkit (1/0/0/0)
Dirty Porno
Pumpkin
Darkvision Goggles (?)
Nuclear Red Keycard
 Gone Fishin'-brand Nuclear Reactor Core Owner's Manual
Opened Box
113 Bullets
11 Shells
220 Experience Points
97.5 Rage Points
6 Over Points

Location: Nuclear Plant 8

EnemyHPArmorTo-HitWeapon/AttackIn Inventory
Imp #4Dead0%-ClawsNo Items
Imp #5Dead0%-ClawsNo Items
Imp #630%0%11ClawsNo Items
Imp #725%0%14Claws, FireNo Items
Title: Re: Doom: The Text Adventure
Post by: thelaptop on May 19, 2012, 09:59
AIM PISTOL AT IMP'S HEAD AND FIRE
Title: Re: Doom: The Text Adventure
Post by: raekuul on May 19, 2012, 19:38
You deliberately take aim at the Imp.

The imp claws at you, and hits for [2+3=5] damage.

The imp throws fire at you, but hits the other imp by mistake for [5+2=7] damage.

You shoot the imp for [6-1=5] damage. The imp burns to a crisp in a flash of hellfire.


INVENTORY:
66 HP
Armor Rating 0
0 Armor Points
1 Standard-Issue Pistol
1 Shotgun
1 Unusual Shotgun
3 Standard-Issue Armor (100, 34, 19)
1 Completely Ruined Heavy Armor (Worn)
Stimpack (2)
Medikit
Mod Toolkit (1/0/0/0)
Dirty Porno
Pumpkin
Darkvision Goggles (?)
Nuclear Red Keycard
 Gone Fishin'-brand Nuclear Reactor Core Owner's Manual
Opened Box
112 Bullets
11 Shells
244 Experience Points (+24 from Imp #6)
100 Rage Points (+2.5)
10 Over Points (+4 from Imp #6)

Location: Nuclear Plant 8

EnemyHPArmorTo-HitWeapon/AttackIn Inventory
Imp #4Dead0%-ClawsNo Items
Imp #5Dead0%-ClawsNo Items
Imp #6Dead0%-ClawsNo Items
Imp #725%0%12Claws, FireNo Items

Aren't you glad you used that Stimpack?
Title: Re: Doom: The Text Adventure
Post by: Pricklyman on May 19, 2012, 20:06
FIRE SHOTGUN AT IMP #7

"Yippy Kayee..."
Title: Re: Doom: The Text Adventure
Post by: raekuul on May 20, 2012, 14:37
You shoot the imp for [(1d5)d5  = 2d5 = (4-1)+(1-1) = 3 + 1 = 4] damage. The imp rushes in at you, with his claws on fire. The imp flameclaws you for [8+3] damage!

INVENTORY:
55 HP
Armor Rating 0
0 Armor Points
1 Standard-Issue Pistol
1 Shotgun
1 Unusual Shotgun
3 Standard-Issue Armor (100, 34, 19)
1 Completely Ruined Heavy Armor (Worn)
Stimpack (2)
Medikit
Mod Toolkit (1/0/0/0)
Dirty Porno
Pumpkin
Darkvision Goggles (?)
Nuclear Red Keycard
 Gone Fishin'-brand Nuclear Reactor Core Owner's Manual
Opened Box
112 Bullets
10 Shells
244 Experience Points
105.5 Rage Points (+5.5)
10 Over Points

Location: Nuclear Plant 8

EnemyHPArmorTo-HitWeapon/AttackIn Inventory
Imp #4Dead0%-ClawsNo Items
Imp #5Dead0%-ClawsNo Items
Imp #6Dead0%-ClawsNo Items
Imp #75%0%12Claws, FireNo Items

And if you had been wearing armor, I'd get to explain how a Flameclaw attack is different from a normal claw attack (armor takes extra damage from Flameclaw, Acidclaw, and Plasmaclaw attacks, though I don't think that last one will actually appear in-game.)
Title: Re: Doom: The Text Adventure
Post by: Uranium on May 20, 2012, 15:13
...Plasmaclaw attacks...
I am now imagining being punched with some plasma.

SHOOT IMP #7
Title: Re: Doom: The Text Adventure
Post by: raekuul on May 20, 2012, 20:00
You shoot the imp with your shotgun. You hit for [1d5d5 = 5d5 = (1-1)+(4-1)+(3-1)+(2-1)+(3-1) = 1+3+2+1+2 = 9] damage. The imp is blown away!

INVENTORY:
60 HP
Armor Rating 0
0 Armor Points
1 Standard-Issue Pistol
1 Shotgun
1 Unusual Shotgun
3 Standard-Issue Armor (100, 34, 19)
1 Completely Ruined Heavy Armor (Worn)
Stimpack (2)
Medikit
Mod Toolkit (1/0/0/0)
Dirty Porno
Pumpkin
Darkvision Goggles (?)
Nuclear Red Keycard
 Gone Fishin'-brand Nuclear Reactor Core Owner's Manual
Opened Box
112 Bullets
10 Shells
272 Experience Points (+28 from Imp #7)
105.5 Rage Points
18 Over Points (+8 from Imp #7)

Location: Steam Outflow Override Room A

Exits:
^Security Door Room
^Steam Outflow Override Room B

I've decided to start naming the rooms. Also, you did level up at some point during this exchange, I just didn't remember to apply it until now. Next level is at 425 EXP
Title: Re: Doom: The Text Adventure
Post by: IronBeer on May 20, 2012, 22:36
>>What happens when we level up?
Title: Re: Doom: The Text Adventure
Post by: raekuul on May 20, 2012, 22:44
Max HP increases, and there's a slim chance that you'll get a natural increase to your armor rating/base damage.
Title: Re: Doom: The Text Adventure
Post by: Silhar on May 21, 2012, 02:08
FIND MANUAL OVERRIDE LEVER
PULL IT

What are Over Points?
Title: Re: Doom: The Text Adventure
Post by: raekuul on May 21, 2012, 07:30
I think it's explained in the opening post's shiny new information section, but if it's not I'll post it again. Over Points are gained from dealing more damage to an enemy than is required to kill them, and they increase the potency of your healing items. For example, a Stimpack normally heals 10 HP, but with your current number of Over Points using a Stimpack now would recover 28 HP instead.



You return to the Manual OVerride lever. You pull it, but the lever fights you and tries to return to its normal position. You see a red light go green, and a green light go red. You hear a rumbling sound.
Title: Re: Doom: The Text Adventure
Post by: Silhar on May 21, 2012, 08:19
PROCEED TO OVERRIDE ROOM B.
Title: Re: Doom: The Text Adventure
Post by: raekuul on May 21, 2012, 11:23
You're in override room B already; override room A was the room with the barrels.
Title: Re: Doom: The Text Adventure
Post by: ZicherCZ on May 21, 2012, 12:21
I think it's explained in the opening post's shiny new information section, but if it's not I'll post it again. Over Points are gained from dealing more damage to an enemy than is required to kill them, and they increase the potency of your healing items. For example, a Stimpack normally heals 10 HP, but with your current number of Over Points using a Stimpack now would recover 28 HP instead.

Namong these "Overkill Points" might make it clearer where these come from. Just sayin'.
Title: Re: Doom: The Text Adventure
Post by: Silhar on May 21, 2012, 13:20
TAKE OFF RUINED HEAVY ARMOR
PUT ON STANDARD-ISSUE ARMOR
USE DESTROYED ARMOR TO PREVENT THE LEVER FROM RETURNING

(Some belts, straps or similar things?)
Title: Re: Doom: The Text Adventure
Post by: raekuul on May 21, 2012, 14:47
You release the lever, which snaps into place. Some steam is vented. You remove your armor. You put on some armor.

You attempt to rig the lever to stay open using your ruined armor. Unfortunately, the armor is in no condition to be stopping anything.
Title: Re: Doom: The Text Adventure
Post by: ih8regin on May 22, 2012, 01:43
"Hmm, something is amiss here. Maybe the steam pressure is fighting against me? There was a sign for the vents somewhere behind."

PROCEED TO STEAM VENTS CAUTIOUSLY (which means, stop at unexplored and look around)
Title: Re: Doom: The Text Adventure
Post by: raekuul on May 22, 2012, 07:21
Or maybe you need a rope?

You investigate the steam vents. They appear to be a one-way trip for you, one you won't survive. From the sound of things, they're currently closed - and from what you saw just a moment ago, they're only open when the Steam Outflow Override lever is being pulled. Although why you would want to go in them is a mystery. Perhaps you meant to explore the Water Flow system instead?
Title: Re: Doom: The Text Adventure
Post by: ih8regin on May 22, 2012, 07:28
(I was actually thinking it's a room of some sort that contains steam vents, and there's something to do there)

EXAMINE STEAM VENTS FROM BELOW, ATTEMPTING TO FIND A BLOCKER
PROCEED TO WATER FLOW SYSTEM CAUTIOUSLY
Title: Re: Doom: The Text Adventure
Post by: raekuul on May 23, 2012, 07:35
These steam vents are currently closed. They are only open when being manually overridden.

You carefully make your way back to the room with all the pipes. Listening carefully, you hear the sound of... a chainsaw?


Exits:
The bottom of the stairs leading to the Steam Outflow Override Room
Onward
Title: Re: Doom: The Text Adventure
Post by: IronBeer on May 23, 2012, 11:10
>>Look around carefully
>>Listen carefully for chainsaw sound
Title: Re: Doom: The Text Adventure
Post by: raekuul on May 23, 2012, 12:15
You look around. You don't see anything, but you hear the Chainsaw sound coming from further in.

Exits:
The bottom of the stairs leading to the Steam Outflow Override Room
Onward
Title: Re: Doom: The Text Adventure
Post by: Tavana on May 23, 2012, 16:08
HOLD DIRTY PORNO IN FRONT, EXPOSING CENTERFOLD IN AN ATTEMPT TO DISTRACT DEMONS
CONTINUE ONWARDS
Title: Re: Doom: The Text Adventure
Post by: raekuul on May 24, 2012, 07:38
You thumb through the Dirty Porno. Once you find the centerfold, you hold it open facing outward. Here's hoping you don't run into anything reflective, because DAMN she is hot.

You continue onwards. You see two humans with chainsaws arguing. They both have marks on their foreheads.
Title: Re: Doom: The Text Adventure
Post by: ih8regin on May 24, 2012, 08:11
TOSS PORNO FORWARD SPINNING ALONG THE FLOOR
HIDE

"Helltouched? These are tricky. Hope this will make them kill each other, they seem to be ready for that."
Title: Re: Doom: The Text Adventure
Post by: raekuul on May 24, 2012, 12:12
You toss the Porno. This grabs the Helltouched's attention. Unfortunately, they ignore the porno in favor of the living human who threw it.

EnemyHPArmorTo-HitWeapon/AttackIn Inventory
Helltouched Grunt #170%0%10ChainsawChainsaw, Stimpack
Helltouched Grunt #270%0%10ChainsawChainsaw, Stimpack
Title: Re: Doom: The Text Adventure
Post by: IronBeer on May 24, 2012, 17:03
>>Examine Helltouched Grunt
Title: Re: Doom: The Text Adventure
Post by: raekuul on May 24, 2012, 17:38
Grunts were the UAC recruits that couldn't hack it as marines. For the most part, UAC just paid them to stand around and look menacing - often times they were also paid to stand around and look menacing while holding chainsaws. It's nice to see that some things don't change at all. The grunt is wounded, angry, aware of your presence.
Title: Re: Doom: The Text Adventure
Post by: Kabrinski on May 24, 2012, 17:43
I'd lock and load. Ready whatever really, really big gun I have and shoot the hell outta them.
Title: Re: Doom: The Text Adventure
Post by: ih8regin on May 24, 2012, 22:08
FIRE SOLID SHELL SHOTGUN AT GRUNT #1

"Damnit!"

(Thankfully solid shell has direct impact plus small explosion, I don't want two chainsaws vs the doomguy. And we have lots of rage to pull this safely. And the biggest gun we have here is shotty.)
Title: Re: Doom: The Text Adventure
Post by: raekuul on May 30, 2012, 16:47
Your rage transmutes the shell in the chamber. You shoot at Grunt #1, but your hand slips at a critical moment!

Grunt #1 slashes at you, and hits for [9-1=8] damage!

Grunt #2 slashes at you, and hits for [7-1=6] damage!


INVENTORY:
46 HP
Armor Rating 1
84 Armor Points
1 Standard-Issue Pistol
1 Shotgun
1 Unusual Shotgun
3 Standard-Issue Armor (100*, 34, 19)
Stimpack (2)
Medikit
Mod Toolkit (1/0/0/0)
Pumpkin
Darkvision Goggles (?)
Nuclear Red Keycard
 Gone Fishin'-brand Nuclear Reactor Core Owner's Manual
Opened Box
112 Bullets
9 Shells
272 Experience Points
109.5 Rage Points
18 Over Points

EnemyHPArmorTo-HitWeapon/AttackIn Inventory
Helltouched Grunt #170%0%10ChainsawChainsaw, Stimpack
Helltouched Grunt #270%0%10ChainsawChainsaw, Stimpack
Title: Re: Doom: The Text Adventure
Post by: ih8regin on May 31, 2012, 00:30
(damn it, I hate critical misses!)
RETREAT BACKWARDS
RUN TO ENTRANCE ONCE GAINED SOME DISTANCE
Title: Re: Doom: The Text Adventure
Post by: raekuul on May 31, 2012, 07:27
You put a little distance between you and your enemies. Grunt #1 uses this opportunity to use his stimpack. Grunt #2 uses this opportunity to use his stimpack.

You dash for the entrance. You find your way blocked by the Security Door. You can hear chainsaws.


INVENTORY:
46 HP
Armor Rating 1
84 Armor Points
1 Standard-Issue Pistol
1 Shotgun
1 Unusual Shotgun
3 Standard-Issue Armor (100*, 34, 19)
Stimpack (2)
Medikit
Mod Toolkit (1/0/0/0)
Pumpkin
Darkvision Goggles (?)
Nuclear Red Keycard
 Gone Fishin'-brand Nuclear Reactor Core Owner's Manual
Opened Box
112 Bullets
9 Shells
272 Experience Points
109.5 Rage Points
18 Over Points

EnemyHPArmorTo-HitWeapon/AttackIn Inventory
Helltouched Grunt #1100%0%10ChainsawChainsaw
Helltouched Grunt #2100%0%10ChainsawChainsaw
Title: Re: Doom: The Text Adventure
Post by: ih8regin on May 31, 2012, 08:13
(Hmm, shouldn't it be open?)
OPEN SECURITY DOOR, USING NUCLEAR RED KEYCARD IF NEEDED (should open, we have a free turn)
STAND RIGHT OUTSIDE OF THE DOOR SO THAT GRUNTS WILL HAVE TO STAND RIGHT IN THE DOORWAY
AIM PISTOL SHOTS AT GRUNT #1 AS SOON AS IT WILL BE SEEN, UNTIL THEY CLOSE IN ON ME

(Isn't it too much for a single post? Anyway, if something will fail, the control will return to players. The general idea is to squish grunts with the door)
Title: Re: Doom: The Text Adventure
Post by: raekuul on May 31, 2012, 09:51
The door closes once you are clear of its path.
Title: Re: Doom: The Text Adventure
Post by: Kabrinski on May 31, 2012, 16:55
If one gets through, either kick them in to the door or hit them with live steam!
Title: Re: Doom: The Text Adventure
Post by: raekuul on June 01, 2012, 19:09
You don't have any live steam to ready.

You hear scraping against the door, and a fair bit of yelling.
Title: Re: Doom: The Text Adventure
Post by: Pricklyman on June 01, 2012, 19:45
WAIT IN A READIED POSITION (To see if they get through)
Title: Re: Doom: The Text Adventure
Post by: raekuul on June 01, 2012, 21:39
You ready your shotgun. You wait. You wait.

The door opens, and you get a free shot at one of your assailants!



INVENTORY:
46 HP
Armor Rating 1
84 Armor Points
1 Standard-Issue Pistol
1 Shotgun
1 Unusual Shotgun
3 Standard-Issue Armor (100*, 34, 19)
Stimpack (2)
Medikit
Mod Toolkit (1/0/0/0)
Pumpkin
Darkvision Goggles (?)
Nuclear Red Keycard
 Gone Fishin'-brand Nuclear Reactor Core Owner's Manual
Opened Box
112 Bullets
9 Shells
272 Experience Points
109.5 Rage Points
18 Over Points

EnemyHPArmorTo-HitWeapon/AttackIn Inventory
Helltouched Grunt #1100%0%10ChainsawChainsaw
Helltouched Grunt #2100%0%10ChainsawChainsaw
Title: Re: Doom: The Text Adventure
Post by: ih8regin on June 04, 2012, 00:42
(A free shot you say? Hope this time it'll hit.)

FIRE SOLID SHELL SHOTGUN AT GRUNT #1
Title: Re: Doom: The Text Adventure
Post by: raekuul on June 04, 2012, 12:26
Your rage transmutes the shell in your gun just before you fire. You hit Grunt #2 for (quickly looks up the damage roll for Solid Shell... (3d5)+(1d3)d5=14+4+5=23) enough damage to kill him outright. (+23 exp, +13 over, -1 shell, -3 rage)

INVENTORY:
46 HP
Armor Rating 1
84 Armor Points
1 Standard-Issue Pistol
1 Shotgun
1 Unusual Shotgun
3 Standard-Issue Armor (84*, 34, 19)
Stimpack (2)
Medikit
Mod Toolkit (1/0/0/0)
Pumpkin
Darkvision Goggles (?)
Nuclear Red Keycard
 Gone Fishin'-brand Nuclear Reactor Core Owner's Manual
Opened Box
112 Bullets
8 Shells
295 Experience Points
106.5 Rage Points
31 Over Points

EnemyHPArmorTo-HitWeapon/AttackIn Inventory
Helltouched Grunt #1100%0%9ChainsawChainsaw
Helltouched Grunt #2Dead0%9ChainsawChainsaw

Have you noticed yet what enemies I'm not throwing at you?
Title: Re: Doom: The Text Adventure
Post by: IronBeer on June 04, 2012, 13:09
Have you noticed yet what enemies I'm not throwing at you?
Of the Classic Doom Ep1 monsters, I think it's only Pinkies and the Bruiser Bros. And Spectres, if you're evil.
Title: Re: Doom: The Text Adventure
Post by: raekuul on June 04, 2012, 21:48
Take another look at your ammunition.
Title: Re: Doom: The Text Adventure
Post by: IronBeer on June 04, 2012, 22:20
Hmmm. I see what you meant now. Shells aren't exactly plentiful.
Perhaps we should save them for something nasty, but I'm personally a little concerned about the damage potential of the remaining Chainsaw dude.

>>How much time is needed to use a Stimpack?
>>Check distance between Grunt #1 and Self (To determine if we have time for some fancy aimed shooting)
Title: Re: Doom: The Text Adventure
Post by: ih8regin on June 04, 2012, 23:09
raekuul, you also didn't throw some of those Helltouched that fled at the second encounter here at nuclear station. I wonder where are they?

I guess using a stimpack eats 1 whole turn, as well as aimed shooting. And, phewwwww one chainsaw less against us.
Title: Re: Doom: The Text Adventure
Post by: raekuul on June 05, 2012, 00:42
Stimpack is a turn-action if you're actively being attacked, though it's not delayed. Aimed Shooting, however, is not only a turn-action but also is the last thing that happens in the round, excluding certain other actions that haven't yet become relevant or I'm simply not allowing you to perform while in a potential combat situation.

Distance is usually a non-factor when it's just one living opponent, though for these melee creatures I still have to track it in some fashion. Since you haven't moved since your attack, you're still right were you were, and Grunt #1 is still right where he was - within range for a good hit with the chainsaw.

While I'm thinking about it, the Chainsaw officially deals damage at the same rate that an imp's claws do: 1d8+3. They have a slight bonus to hit (+1 both for and against anyone wielding a chainsaw, which I'll have to update the table to reflect that), and instead of increased damage on a critical, a chainsaw is guaranteed to hit any targets that fumbled before the attack (so, say you rolled a 1 on your attack roll with the shotgun blast...)

As for those fleeing Helltouched, I (a) completely forgot about the fleeing mechanic since that encounter, and (b) pretty much tacked those two guys onto the next level once they fled.
Title: Re: Doom: The Text Adventure
Post by: ih8regin on June 05, 2012, 01:21
Okay, I see that we have no time to spend right now, but we can likely sustain a single hit. Anyway we seem to have to conserve shells, as they do a hell of a punch, and we don't need this many.

And yes, why the hell the second grunt wasn't harmed by splash from solid shell?
Title: Re: Doom: The Text Adventure
Post by: raekuul on June 05, 2012, 01:27
The second grunt took all of the damage from the Solid Shell. The first grunt was the intended target, but you missed - badly enough to not hit him, but not a fumble - and the second grunt took all of the damage from the Solid Shell.
Title: Re: Doom: The Text Adventure
Post by: ih8regin on June 05, 2012, 05:17
okay. Actually I was expecting the solid shell to also blow up and deal slight splash damage. Is it there? Or it's just a bigger version of Solid Slug?

SHOOT GRUNT #1 WITH PISTOL AIMED SHOT
Title: Re: Doom: The Text Adventure
Post by: raekuul on June 05, 2012, 10:18
Solid Shell and Solid Slug are both primarily single-target attacks designed to circumvent the Shotgun's inherent penalty against armor to some extent. There is a chance of catching more than one target with Solid Shell, but it's not designed to be used that way. The main benefit to both of the solid shots is that instead of up to five separate d5 rolls on damage (remember, armor is applied against each damage die), you get a d15 (with up to 3 additional d5's in Solid Shell's case).

This is quite different from how I envisioned it originally (which was basically a shotgun cone starting from the target instead of the shotgun), but it's a hell of a lot easier to do the math for and it actually makes more sense this way.

The grunt attacks you (16) and hits for (5+3) 8 damage.

You shoot the grunt for 3 damage.


INVENTORY:
39 HP
Armor Rating 1
76 Armor Points
1 Standard-Issue Pistol
1 Shotgun
1 Unusual Shotgun
3 Standard-Issue Armor (84*, 34, 19)
Stimpack (2)
Medikit
Mod Toolkit (1/0/0/0)
Pumpkin
Darkvision Goggles (?)
Nuclear Red Keycard
 Gone Fishin'-brand Nuclear Reactor Core Owner's Manual
Opened Box
112 Bullets
8 Shells
295 Experience Points
110 Rage Points
31 Over Points

EnemyHPArmorTo-HitWeapon/AttackIn Inventory
Helltouched Grunt #1100%0%9ChainsawChainsaw
Helltouched Grunt #2Dead0%9ChainsawChainsaw
Title: Re: Doom: The Text Adventure
Post by: thelaptop on June 05, 2012, 13:29
USE STIMPACK
AIM GRUNT AND FIRE PISTOL
Title: Re: Doom: The Text Adventure
Post by: ih8regin on June 05, 2012, 23:47
ummm, grunt #1 100%? We just shot him successfully.
Title: Re: Doom: The Text Adventure
Post by: raekuul on June 06, 2012, 06:44
Whoops >.<

You use a stimpack. You recover 41 HP! The grunt attacks you (3), but misses.

You shoot the grunt (11), and hit for 6 damage! The grunt attacks you (14), and hits for (3+3) damage! (+3 rage)


INVENTORY:
75 HP
Armor Rating 1
70 Armor Points
1 Standard-Issue Pistol
1 Shotgun
1 Unusual Shotgun
3 Standard-Issue Armor (70*, 34, 19)
Stimpack
Medikit
Mod Toolkit (1/0/0/0)
Pumpkin
Darkvision Goggles (?)
Nuclear Red Keycard
 Gone Fishin'-brand Nuclear Reactor Core Owner's Manual
Opened Box
111 Bullets
8 Shells
295 Experience Points
113 Rage Points
0 Over Points

EnemyHPArmorTo-HitWeapon/AttackIn Inventory
Helltouched Grunt #110%0%9ChainsawChainsaw
Helltouched Grunt #2Dead0%9ChainsawChainsaw
Title: Re: Doom: The Text Adventure
Post by: IronBeer on June 06, 2012, 11:11
>>Shoot the Grunt again.
Title: Re: Doom: The Text Adventure
Post by: raekuul on June 06, 2012, 17:30
You shoot the grunt. (18) You hit for 1 damage. The Helltouched Grunt dies! (+10 exp)

There are two chainsaws here.


INVENTORY:
75 HP
Armor Rating 1
70 Armor Points
1 Standard-Issue Pistol
1 Shotgun
1 Unusual Shotgun
3 Standard-Issue Armor (70*, 34, 19)
Stimpack
Medikit
Mod Toolkit (1/0/0/0)
Pumpkin
Darkvision Goggles (?)
Nuclear Red Keycard
 Gone Fishin'-brand Nuclear Reactor Core Owner's Manual
Opened Box
110 Bullets
8 Shells
305 Experience Points
113 Rage Points
0 Over Points

EXITS:
Security Door to Nuclear Plant 1 - Entrance
Doorway to Nuclear Plant 5 - Computer Room
Stairway to Nuclear Plant 6 - Maintenance Area
Title: Re: Doom: The Text Adventure
Post by: Silhar on June 06, 2012, 17:32
GET CHAINSAW
Title: Re: Doom: The Text Adventure
Post by: Steve on June 06, 2012, 18:11
just in case they have any non chainsaw equipment

LOOT CORPSES FOR ANYTHING ELSE
Title: Re: Doom: The Text Adventure
Post by: raekuul on June 06, 2012, 21:07
You obtain two chainsaws.
Title: Re: Doom: The Text Adventure
Post by: ih8regin on June 07, 2012, 00:00
EXAMINE CHAINSAW
CHECK SKILLS WITH CHAINSAW
PROCEED TO LEVER WHICH THESE GRUNTS WERE GUARDING

"A chainsaw! Let's find some meat!"

I see it that we have already killed everything around.
Title: Re: Doom: The Text Adventure
Post by: raekuul on June 07, 2012, 10:26
You shouldn't know this yet, but there's a scientist at the manual water controls right now. I haven't decided if I want to be forgiving and make him a helltouched, or if I want to make you do everything yourself by making him a former.

Chainsaw: The Combat Chainsaw, as you and your buddies called it once upon a time, is a gas-powered device primarily used for cutting apart wood. There are no trees on Phobos, so why these are here is anyone's guess. You're fast enough and strong enough to use it as an actual weapon.

You don't know any special ways to attack with a chainsaw.

You return to where you first encountered the Grunts. There is a sign on the wall reading "Water Flow Manual Controls" on the wall. There is a closed door made of actual wood here.


INVENTORY:
75 HP
Armor Rating 1
70 Armor Points
1 Standard-Issue Pistol
1 Shotgun
1 Unusual Shotgun
2 Chainsaws
3 Standard-Issue Armor (70*, 34, 19)
Stimpack
Medikit
Mod Toolkit (1/0/0/0)
Pumpkin
Darkvision Goggles (?)
Nuclear Red Keycard
 Gone Fishin'-brand Nuclear Reactor Core Owner's Manual
Opened Box
110 Bullets
8 Shells
305 Experience Points
113 Rage Points
0 Over Points

EXITS:
Nuclear Plant 6 - Maintenance Area
Wood Door to Nuclear Plant - Flow Control
Title: Re: Doom: The Text Adventure
Post by: IronBeer on June 07, 2012, 13:01
>>Chainsaw the wooden door!
Title: Re: Doom: The Text Adventure
Post by: raekuul on June 07, 2012, 14:15
You chainsaw the wooden door. There is now a pile of burnable rubble in your way.

"Ugh, I told them not to do that." You hear someone grumbling from inside.
Title: Re: Doom: The Text Adventure
Post by: thelaptop on June 07, 2012, 15:44
WALK IN BOLDLY WITH CHAINSAW AND SAY "What?"
Title: Re: Doom: The Text Adventure
Post by: raekuul on June 07, 2012, 20:10
The person, a Helltouched Scientist, looks up from his work. "I told you all not to just chainsaw open the door. I swear, if my boss hadn't told me to play nice with you and your buddies while I was here sab- inspecting the Brothers' troops, I'd have knocked out your power grid a long time ago."

He doesn't seem to realize that you're neither a helltouched or a former.
Title: Re: Doom: The Text Adventure
Post by: IronBeer on June 07, 2012, 22:20
>>Say "What if I'm out to take down the power grid myself?"
>>Evaluate combat situation in case the scientist goes hostile.
Title: Re: Doom: The Text Adventure
Post by: raekuul on June 08, 2012, 09:32
The scientist looks at you for a moment. "I thought something was odd about you. No forehead mark." He brushes aside his hair, and you can see the mark of Leo on his forehead. "This mark means I work for the King of Hell himself. The Bruiser Brothers give me pretty much free reign here because of it - not that they know that Big Ess sent me to stop their half-cocked invasion plan. If anybody's going to conquer the Earth, it's going to be him."

The scientist has a really, really big gun.
Title: Re: Doom: The Text Adventure
Post by: Pricklyman on June 08, 2012, 09:40
ATTEMPT TO IDENTIFY "REALLY, REALLY BIG GUN" FROM CURRENT POSITION
Title: Re: Doom: The Text Adventure
Post by: thelaptop on June 08, 2012, 10:13
STALL FOR TIME BY SAYING "Mine's on my butt... for reasons I don't really want to talk about."
GET READY TO DUCK FOR COVER IF HE FIRES
Title: Re: Doom: The Text Adventure
Post by: IronBeer on June 08, 2012, 11:43
Obviously this guy's not on our side, but we may avoid needing to deal with his "really, really big gun". And we may be able to get him to help us clean up Phobos... enemy of my enemy and all that.

Of course, we'll need to take him out later, but perhaps we can delay crossing that bridge for a while.
Title: Re: Doom: The Text Adventure
Post by: raekuul on June 08, 2012, 15:02
You cannot identify the really, really big gun.

The helltouched scientist laughs. "Haha, haven't heard that one since I signed up. Tell me, were you planning on joining the legions of hell, or were you just causing mayhem and property damage because you were bored?"
Title: Re: Doom: The Text Adventure
Post by: Matt_S on June 08, 2012, 19:53
(I'm just going to sit back and see how you guys get out of this one.  It should be entertaining.)
Title: Re: Doom: The Text Adventure
Post by: thelaptop on June 08, 2012, 21:20
SAY "You don't have to be sarcastic -- I just had my hands full with this to open the door.  Legions of hell, obviously."
STILL GETTING READY TO DUCK WHEN SCIENTIST SHOOTS
Title: Re: Doom: The Text Adventure
Post by: raekuul on June 08, 2012, 23:22
The scientist chuckles. "Listen, if there aren't any more of the Bruisers' lackeys running around, what do you say we... disable... this place? Short of you pulling out some heavy inertia-based ordinance, we'd have to trigger a meltdown ourselves. I've looked into it, and unless you've got some rope, that's a two-man job."
Title: Re: Doom: The Text Adventure
Post by: Matt_S on June 09, 2012, 11:23
(Looks like we aren't going to shoot ourselves in the foot at this point.)

SAY "Meltdown? Sounds fun."
Title: Re: Doom: The Text Adventure
Post by: raekuul on June 12, 2012, 16:55
He chuckles and puts his gun in his pocket. "No, my... not 'friend', you are more of a temporary ally at best, though with any luck the Big Ess will decide you're too much fun to kill. Fun would be making this place mushroom up after only a few keystrokes at the central computer - which while possible, would be infinitely more likely to kill us instantly." He pulls a map from off of the wall. "If we're going to do this, one of us needs to be in the computer control room to override the security, the automatic systems, and the communication system while the other one handles the hardware."
Title: Re: Doom: The Text Adventure
Post by: ih8regin on June 13, 2012, 02:59
THINK "This is sure fun. I want to make it out of here alive, if possible."
SAY "Well, I can handle the hardware. I think."
THINK "Getting out of there with all-clear should be easier than from right here"
Title: Re: Doom: The Text Adventure
Post by: raekuul on June 13, 2012, 09:04
The scientist thinks for a moment. "Well then, I'll head over to the control computer and start things there. Tighten this valve up all the way, and once it tries to untighten itself tighten it back up and hold it there until it stops trying to untighten itself. That'll force it to calibrate to a lower water level, which I'll be able to then set as the running value from there."
Title: Re: Doom: The Text Adventure
Post by: ih8regin on June 15, 2012, 04:51
THINK ABOUT HOW THE SYSTEM IS ACTUALLY WORKING
SAY "Hmm. This will blow it up still, but give enough tim e to get outta here. Okay."
APPROACH VALVE, EXAMINE VALVE
Title: Re: Doom: The Text Adventure
Post by: raekuul on June 15, 2012, 06:27
The scientist just sighs and leaves.

You find the valve. It's controlled by a large wheel. There is a number off to the side that reads 32000.
Title: Re: Doom: The Text Adventure
Post by: ih8regin on June 15, 2012, 06:38
SAY "Who was he, anyway?" UNDER YOUR BREATH
TURN THE WHEEL TO TIGHTEN THE VALVE
Title: Re: Doom: The Text Adventure
Post by: raekuul on June 15, 2012, 15:26
You tighten the valve. You feel the valve fighting you, trying to return to how it was before.
Title: Re: Doom: The Text Adventure
Post by: Matt_S on June 16, 2012, 13:04
SHOW THAT VALVE WHO'S BOSS.  HOLD IT TIGHT.

(Meltdown != explosion, ih8regin.  We scientists are sticklers for correct terminology)
Title: Re: Doom: The Text Adventure
Post by: raekuul on June 16, 2012, 18:52
You hold the valve in place, until it suddenly stops resisting.
Title: Re: Doom: The Text Adventure
Post by: ih8regin on June 18, 2012, 00:50
SAY "He said that once it'll stop resisting, I'm done here."
LEAVE THIS PLACE
Title: Re: Doom: The Text Adventure
Post by: raekuul on June 18, 2012, 07:33
You leave this place. You find yourself in a different place.
Title: Re: Doom: The Text Adventure
Post by: Klear on June 18, 2012, 07:44
You leave this place. You find yourself in a different place.

Gasp! We died?!
Title: Re: Doom: The Text Adventure
Post by: Silhar on June 18, 2012, 08:01
RUN BACK TO HANGAR
Title: Re: Doom: The Text Adventure
Post by: raekuul on June 18, 2012, 10:27
Never give me vague directions, I will move you in a vague direction in response. You're still alive, you're just in an unspecified location within the Nuclear Plant.

You don't know in which direction the Hangar is.
Title: Re: Doom: The Text Adventure
Post by: Silhar on June 18, 2012, 11:12
EXAMINE SURROUNDINGS
Title: Re: Doom: The Text Adventure
Post by: raekuul on June 18, 2012, 17:43
You find yourself in a maze of twisty little passages, all... wait, wrong script.

You find yourself in the room with the valve that you had just completed operating.
Title: Re: Doom: The Text Adventure
Post by: ih8regin on June 19, 2012, 00:22
Hmm, I was under an impression that this level is "complete".
REVIEW LIST OF VISITED PLACES
I want to know where we have already been in this plant, and where should we head now.
Title: Re: Doom: The Text Adventure
Post by: raekuul on June 19, 2012, 08:55
Nuclear Plant Outside A (The front entrance)
Nuclear Plant 1 (The main entrance of the level, largely unchanged from E1M2)
Nuclear Plant 2 East/West (Both are identical staircases leading to Nuclear Plant 2 Main, largely unchanged from E1M2)
Nuclear Plant 2 Main (Where the Red Keycard was)
Nuclear Plant Outside B (The place where you fought the Labguy, separated from Outside A by a fence)
Nuclear Plant X (This is where you would find the Backpack in a normal Doom game)
Nuclear Plant 3 (This is just a side room)
Nuclear Plant 4 (The first room after the Red Securomatic Door)
Nuclear Plant 6 (The room with the barrels, also known as Override Room A)
Nuclear Plant 5 (The room with the computers)
Nuclear Plant 8 (Steam Outflow Override, also known as Override Room B)
Nuclear Plant 7 (Water Flow Control, also Current Location)

And for future reference, if you guys start chaining actions again I will invoke Finagle's Law and things will go wrong, whether it's a door that closes at an inconvenient time, shooting something that's already dead while in the middle of combat, or walking into a fence (just to give some examples that we've seen already)
Title: Re: Doom: The Text Adventure
Post by: ih8regin on June 19, 2012, 23:45
grrr.
REVIEW LIST OF PATHS THAT LEAD TO YET UNEXPLORED PLACES
Title: Re: Doom: The Text Adventure
Post by: HexaDoken on June 19, 2012, 23:47
Also, I wonder why didn't anyone tried this yet.

SAVE THE GAME.

And also.

LIST CURRENTLY VISIBLE EXITS
Title: Re: Doom: The Text Adventure
Post by: raekuul on June 20, 2012, 18:26
You have explored all of the Nuclear Plant that you are aware of.

ERROR: Target not writeable.

Exit: Nuclear Plant 6

Title: Re: Doom: The Text Adventure
Post by: HexaDoken on June 20, 2012, 22:07
You have explored all of the Nuclear Plant that you are aware of.
How's that? Does that mean we have no way to go to E1M3? :O
I guess it's time to just randomly wander around....

GOTO NUCCLEAR PLANT 6 AND CHECK IF ANYTHING CHANGED SINCE LAST VISIT
Title: Re: Doom: The Text Adventure
Post by: raekuul on June 21, 2012, 01:00
Nothing has changed in this room. You hear someone typing at a keyboard, but the sound is faint.

Exits:
Nuclear Plant 4
Nuclear Plant 8
Title: Re: Doom: The Text Adventure
Post by: ih8regin on June 21, 2012, 01:48
On the contrary, I think it's time to go outside and then leave the zone totally, and this scientist should patch the reactor computer to initiate a kaboom in some immediate time (several hours?).
RECALL NUMBER AT THE SIDE OF THE VALVE (formerly 32000) THAT APPEARED WHEN THE VALVE STOPPED RESISTING
"Should I need to move faster already?"
Title: Re: Doom: The Text Adventure
Post by: raekuul on June 21, 2012, 08:13
You did not check the new number, but you do recall it dropping once the valve stopped resisting.

The scientist responds to your question. "Not yet - there's still too much coolant in the system. We're going to have to vent some steam."
Title: Re: Doom: The Text Adventure
Post by: HexaDoken on June 22, 2012, 00:02
Woah, that scientist dude is sure sneaky.

WAIT FOR FUTURE INSTRUCTIONS FROM SCIENTIST
Title: Re: Doom: The Text Adventure
Post by: raekuul on June 22, 2012, 09:13
You hear clicking. "If you're still out there, go vent some steam. I'll flip the alarm system off from here to signal you when we're low enough on coolant."
Title: Re: Doom: The Text Adventure
Post by: Tavana on June 22, 2012, 11:06
Now, I don't particularly like leaving behind very useful items. Especially when nudity is involved. And perhaps the scientist could be distracted with it. So...

WALK TO PREVIOUS ROOM AND ATTEMPT TO FIND DIRTY PORNO AGAIN

As I recall it was thrown on the floor in the fight for a chainsaw.
Title: Re: Doom: The Text Adventure
Post by: raekuul on June 22, 2012, 17:13
You locate Autoerotica and a Pumpkin.
Title: Re: Doom: The Text Adventure
Post by: Tavana on June 22, 2012, 21:51
...man, I need to read the whole log back. Pumpkin? We had one earlier, right? Or something? Did we drop it? Is it new? Am I going out of my doom-guy mind?

ACQUIRE AUTOEROTICA
Title: Re: Doom: The Text Adventure
Post by: HexaDoken on June 22, 2012, 23:31
It seems like the dirty porno has disassembled itself at some point of time.

Totally no magic involved.
Title: Re: Doom: The Text Adventure
Post by: raekuul on June 23, 2012, 07:18
You obtain Autoerotica... and a Pumpkin.
Title: Re: Doom: The Text Adventure
Post by: Silhar on June 23, 2012, 15:35
COMBINE CHAINSAW AND PUMPKIN
Title: Re: Doom: The Text Adventure
Post by: raekuul on June 23, 2012, 18:45
You ruin your spare chainsaw trying to carve the pumpkin with it.
Title: Re: Doom: The Text Adventure
Post by: Tavana on June 23, 2012, 21:06
CHECK INVENTORY

PROCEED TO STEAM RELEASE VALVE AREA THINGAMABOB WITH THE LEVER AND WHATNOT
Title: Re: Doom: The Text Adventure
Post by: Silhar on June 24, 2012, 02:20
HARVEST PARTS FROM WASTED CHAINSAW
Title: Re: Doom: The Text Adventure
Post by: raekuul on June 24, 2012, 14:00
INVENTORY:
75 HP
Armor Rating 1
70 Armor Points
1 Standard-Issue Pistol
1 Shotgun
1 Unusual Shotgun
1 Chainsaw
1 Useless Chainsaw
3 Standard-Issue Armor (70*, 34, 19)
Stimpack
Medikit
Mod Toolkit (1/0/0/0)
Pumpkin
Darkvision Goggles (?)
Nuclear Red Keycard
 Gone Fishin'-brand Nuclear Reactor Core Owner's Manual
Opened Box
1 Small Pile Of Putrid Debris
Autoerotica
110 Bullets
8 Shells
305 Experience Points
113 Rage Points
0 Over Points

You head to the room with the lever.
Title: Re: Doom: The Text Adventure
Post by: Uranium on June 24, 2012, 15:00
COMBINE SMALL PILE OF PUTRID DEBRIS WITH AUTOEROTICA
Title: Re: Doom: The Text Adventure
Post by: raekuul on June 24, 2012, 17:36
Are you sure you want to do that now instead of pulling the lever? You are on camera, after all...
Title: Re: Doom: The Text Adventure
Post by: Silhar on June 24, 2012, 17:47
PULL THE LEVER
THEN
MOVE INTO CAMERA'S BLIND SPOT
THEN
COMBINE SMALL PILE OF PUTRID DEBRIS WITH AUTOEROTICA
Title: Re: Doom: The Text Adventure
Post by: raekuul on June 24, 2012, 22:35
You pull the lever. Some steam vents.

You let go of the lever. Steam stops venting. You move into the camera's blind spot.

Are you sure you want to do that instead of pulling the lever? You are on camera, after all...
Title: Re: Doom: The Text Adventure
Post by: HexaDoken on June 24, 2012, 23:12
How the hell we are on camera while being in it's blind spot?

PULL THE DAMN LEVER AGAIN
Title: Re: Doom: The Text Adventure
Post by: raekuul on June 24, 2012, 23:19
You pull the lever again. More steam vents.

You continue holding the lever until a light changes red. You hear a voice. "Alright, we're done here. You can go use your porn now."
Title: Re: Doom: The Text Adventure
Post by: HexaDoken on June 24, 2012, 23:43
I rofled.

SHRUG AND COMBINE SMALL PILE OF PUTRID DEBRIS WITH AUTOEROTICA.
Title: Re: Doom: The Text Adventure
Post by: ih8regin on June 25, 2012, 04:30
Isn't it time to get off here? Or at least get back to that guy?
Title: Re: Doom: The Text Adventure
Post by: HexaDoken on June 25, 2012, 05:02
This thing is NOT going to explode. It is going to go melty-melty. That does not mean any good either, but generally, it's a much slower process than exploding violently.

Getting the heck out of here is a good idea, but we kinda have some spare time. Otherwise we most probably would already hear alarm sirens and see red lights everywhere.
Title: Re: Doom: The Text Adventure
Post by: raekuul on June 25, 2012, 07:55
He turned off the overheat alarms - that's what that green/red light means.  Yes, you did it before, but the Steam Outflow Override Thingumabob automatically re-enables the alarms when activated. Green means the alarms are enabled, red means they're disabled.

You combine your pumpkin remains with the autoerotica, and obtain smut.
Title: Re: Doom: The Text Adventure
Post by: ih8regin on June 26, 2012, 00:24
EXAMINE SMUT

Man, this thing screams for Rule 34 :)
Title: Re: Doom: The Text Adventure
Post by: raekuul on June 26, 2012, 08:40
You examine the smut. Yep, that's smut alright!
Title: Re: Doom: The Text Adventure
Post by: ih8regin on June 27, 2012, 02:07
SAY "Ouch, wasted a good thing to a pile of dust! I was going to watch pron and kick ass, and now I'm out of pron!"
Title: Re: Doom: The Text Adventure
Post by: raekuul on June 27, 2012, 13:02
A pack of pumpkin gum falls on your head. "That's the last favor I do for you." growls an ominously deep voice that you haven't heard before.
Title: Re: Doom: The Text Adventure
Post by: IronBeer on June 27, 2012, 18:21
>>Collect gum.
>>Remember what exactly we had to do to melt down the nuclear plant.
Title: Re: Doom: The Text Adventure
Post by: raekuul on June 27, 2012, 19:15
You obtain gum, complete with out-of-place collection sound and a quote from They Live sounding off in your head.

From what you can remember, this place is now on it's road to meltdown. "There's nothing else to do here aside from possibly trying to kill that Labguy with the really big unidentifiable gun, but I wouldn't recommend that."


INVENTORY:
75 HP
Armor Rating 1
70 Armor Points
1 Standard-Issue Pistol
1 Shotgun
1 Unusual Shotgun
1 Chainsaw
1 Useless Chainsaw
3 Standard-Issue Armor (70*, 34, 19)
Stimpack
Medikit
Mod Toolkit (1/0/0/0)
Pumpkin
Darkvision Goggles (?)
Nuclear Red Keycard
 Gone Fishin'-brand Nuclear Reactor Core Owner's Manual
Opened Box
Pumpkin Gum
Smut
110 Bullets
8 Shells
305 Experience Points
113 Rage Points
0 Over Points

Exits:
Nuclear Plant 7
Title: Re: Doom: The Text Adventure
Post by: ih8regin on June 28, 2012, 01:16
GOTO NUCLEAR PLANT OUTSIDE A, CAUTIOUSLY
Title: Re: Doom: The Text Adventure
Post by: Klear on June 28, 2012, 04:42
You obtain gum, complete with out-of-place collection sound and a quote from They Live sounding off in your head.

I love this post =)
Title: Re: Doom: The Text Adventure
Post by: Silhar on June 28, 2012, 05:20
READ GONE FISHIN'-BRAND NUCLEAR REACTOR CORE OWNER'S MANUAL
FIND CHAPTER ABOUT WHAT TO DO DURING A MELTDOWN
Title: Re: Doom: The Text Adventure
Post by: raekuul on June 28, 2012, 08:54
You exit the building and find a nice cave to hide in.

You read your owner's manual, the section on Meltdowns.

"Should a meltdown be imminent, increase water flow. The design of the core means that it will quickly cool so long as there is sufficient water. The amount of water necessary varies with how much power you attempt to output.

In the event of an unavoidable meltdown, leave the building. The building will not explode, nor will the actual core release radiation, but there will be many areas where the heat will be well outside of the range of human endurance."
Title: Re: Doom: The Text Adventure
Post by: thelaptop on June 28, 2012, 09:25
So now what... we wait?
Title: Re: Doom: The Text Adventure
Post by: raekuul on June 28, 2012, 10:02
As things stand, you've effectively ground the invasion plans of the bruiser brothers to a halt simply by sabotaging the one electricity production facility that was under the BB's control. From here on in, it would just be making hell for the BBs until either the character dies or until everything else on Phobos is dead.

In all honesty, I'm a bit overstretched on these text adventures, between starting Amuletquest (that's the one based on The Immortal for Sega Genesis/NES) again on a different forum, continuing to run Forumquest (http://www.greylabyrinth.com/discussion/viewtopic.php?t=14310) over on the Grey Labyrinth, and starting a Touhou-themed text adventure (http://kayin.pyoko.org/iwbtg/forums/index.php?topic=16671.0) back on IWBTF.

Besides, what I'd really like to do is be a part of a Darksun-setting D&D game, but I don't have any of the relevant sourcebooks.
Title: Re: Doom: The Text Adventure
Post by: Silhar on June 28, 2012, 11:17
If you like, I might take this burden from you. If you fill me on the details of mechanics and plot, of course.
Title: Re: Doom: The Text Adventure
Post by: raekuul on June 28, 2012, 16:11
The Game Overview section of the first post has been updated to reflect everything that's been changed since the last time the Game Overview section was updated.
Title: Re: Doom: The Text Adventure
Post by: thelaptop on July 19, 2012, 17:39
/me revives the old PBF

WAIT FOR MELTDOWN