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Messages - Uitë

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31
I think that the new AI has made the lost souls so much more of a threat that it only seems fair to nerf them a bit to bring them a bit more in line with the low level annoyance they used to be. Obviously, single souls are still trivial to deal with, so the change has to be something that has a bigger effect when they're in groups. Lowering their speed, maybe?

32
Discussion / Re: Quick questions thread!
« on: March 14, 2012, 11:58 »
That's how it's supposed to work. If you think about it, this way is actually preferable, because reload times don't really apply to moving reloads, and shell boxes can't be replenished the way stacks of ammo in your inventory can.

33
Play-By-Forum / Re: Doom: The Text Adventure
« on: March 14, 2012, 10:28 »
We're here, aren't we?

Spoiler (click to show/hide)

GO TO NUCLEAR PLANT

34
Requests For Features / Re: More varied maps
« on: March 14, 2012, 04:28 »
Shark20061 has made a mod to generate different levels it's here. What do you guys think?

35
Modding / Re: Random map idea
« on: March 14, 2012, 04:26 »
I like the way these levels play. Because of all the nooks and crannies that are generated, it's a bit more unpredictable, so I feel more like I'm exploring, and it also gives a lot of opportunities to ambush. Of course, I haven't seen it with any actual enemies in it, and I'd love to see them added, to get an even better sense of the levels.

When I played, the sections you built the level out of became obvious fairly quickly, even before I looked at the code. I'm not sure if that's a bad or a good thing though.

Anyway, I'd love to see more level generators like this. It doesn't seem too hard to get the basics in, so maybe I'll try to make some myself.

36
Play-By-Forum / Re: Doom: The Text Adventure
« on: March 14, 2012, 04:12 »
LOOK FOR EXITS

37
Requests For Features / Re: Technician and Light-Amp Goggles
« on: March 14, 2012, 04:09 »
I'd say that the fact we're having this discussion is evidence that the classes are fairly evenly matched.

38
Play-By-Forum / Re: Doom: The Text Adventure
« on: March 13, 2012, 14:51 »
EXAMINE ROOM

39
Play-By-Forum / Re: Doom: The Text Adventure
« on: March 13, 2012, 11:18 »
He's not turning us into some sort of cybernetic abomination, is he?

40
Play-By-Forum / Re: Doom: The Text Adventure
« on: March 12, 2012, 11:41 »
TALK TO PERSON

41
Requests For Features / Re: Empty ammo pack message
« on: March 12, 2012, 11:27 »
In graphics mode, it looks pretty easy to place such messages anywhere you want on the screen. Console mode will be trickier though.

42
Discussion / Re: Quick questions thread!
« on: March 12, 2012, 04:08 »
It's under the 'A' key. That's the capital letter, so you'll probably need to hold shift as well.

43
Bug Reports / Re: [0.9.9.6G] No credit for badge
« on: March 12, 2012, 03:23 »
The napalm launcher problem is explained easily: you just ran out of ammo. It requires rockets to shoot, and you don't have any in your inventory.

44
Discussion / Re: Cheats...
« on: March 11, 2012, 16:51 »
dncornholio! Works the same as dnkroz, but so much more awesome!

45
4) I fail to see how TaN, SoG and EE are the best traits in the game. I agree that EE is one of the best, but TaN and SoG...not so much. SoG simply because in a situation where you would build towards Ammochain, whyever you would use a pistol is beyond me. You still have access to Fin/WK/Jug which allow speed, which complements the spam provided by Ammochain.
Well, SoG's fire speed bonus gets pretty ridiculous at the higher levels, regularly emptying bullets at your target faster than rapid-fire weapons, and for higher damage per bullet too, furthermore allowing you to re-aim between every shot. Combinining it with a GCB, you get the best of both worlds, and absolutely destroy everything. Granted, your ammo needs when using pistols are higher than with Ammochain, but not by that much.

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