Chaosforge Forum

  • September 21, 2023, 09:41
  • Welcome, Guest
Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Kashi

Pages: 1 ... 9 10 [11]
Requests For Features / Re: A Keys Idea That Isn't Boring
« on: February 02, 2011, 17:59 »
Well, in that case keys are just useless. Or, at least, a little annoyance.

Adding to that, there aren't actually "unbreakable" doors. Just locked ones, that can be destroyed open with a shotty and other stuff, like Launchers. The need of a key to open a door would be... needless, considering you can open it faster.

Requests For Features / Re: A Keys Idea That Isn't Boring
« on: February 02, 2011, 10:20 »
C'mon people, just face it: DoomRL + Keys != Fun.
Creative idea, but this game just ain't made for it.
True as Hell (At least it's not called Hidden Fun Stuff)

Discussion / Re: Poll : Favorite Advanced Traits
« on: February 01, 2011, 14:38 »
Hmmm... Whizkid would come first, as I always have the (not so good at times) luck I find loads and loads of mod packs. Second is Badass, as I'm the kind of player that always rush towards the enemy, no matter what the hell is waiting for me out there. And last, but not least, Dualgunner, for those AoMr runs, against Barons, Mancubi, Archies... You get the deal.

An alternative is to have a maze level full of teleports.  =D

Now, this is one interesting idea. We really need to see shit like that around the game.

Either way, having mazes helps to add to the creepy atmosphere the game should have, being a RL of DooM, people. And what would add to the creepyness factor than a series of thin mazes where unknown dangers lurk, eager and ready to jump at our necks the moment they see us. I vote for them to stay, but adding a secondary maze type, with the "bunch of teleporters" idea of thelaptop.

EDIT: Now that I'm playing Doom and Doom 2 AGAIN (For memory's sake, mostly, as those were some of my first games), I see that several MAZES exist on the levels. Yes, noodle-thin mazes with enemies, barrels and stuff like that. It's viable that they should exist, because they were in the original (And they still scare like hell when something that moves pops out of the blue.

Requests For Features / Re: New Level Event: Single Monster-Type
« on: January 31, 2011, 11:48 »
"You can't see, but you hear them coming..." Invisible demons, yeah
That would be helluva insane. If dealing with a bunch of demons can get nasty if they mob you (Happens), imagine when a bunch of INVISIBLE demons (With increased dodge, I suppose) mob you.

Requests For Features / Re: New unique items
« on: January 26, 2011, 14:22 »
Cerberus Left
"A weapon fit for those beyond the grave."
Type: Unique

Acc: 5+
Clip size: 12
Damage: (3d6)
Alt fire: Aimed Shot
Alt Reload: N/A
Reload time:1.00 seconds
Fire rate: 0.60 seconds

Anime/Game Reference: Gungrave

"You should be helluva strong to use this nasty gun."
Type: Unique

Acc: 6+
Clip size: 12
Damage: (3d4)x3
Alt fire: Chainfire
Alt Reload: N/A
Reload time:1.5 seconds
Fire rate: 0.75 seconds

Anime reference: Hellsing

Modding / NPCs question
« on: January 26, 2011, 14:13 »
I was toying a bit with the sandbox Lua file that came with the game, just because I was bored and trying to get ahold the IDs of all the items, stuffs and NPCs in DooMRL. For the majority, I was able to get it by means of trial and error, but when it came to get the former human... I was against a wall, sadly. Trying several words, I came across one that surpirsed me when I tested it.

I wrote "NPC_SOLDIER". I was enormously surprised when I tried the sandbox and came to see a doomguy/JC in green armor, with no weapons (Besides it's fists). My question comes, more or less, from the side that I'm curious to know if I found some weird glitch in the game or a secret enemy or something ("No John, you are the zombies"). Not too much of a question, but I was unsure of where I should put it.

Pages: 1 ... 9 10 [11]