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Messages - GinDiamond

Pages: 1 ... 6 7 [8] 9
106
Requests For Features / Re: New Ideas for Special Levels
« on: June 22, 2012, 13:08 »
Sorry for being such an a-hole!

I understand the weighted thing now.

Now, where can i find a complete tutorial on how to make custom enemy AI for my module?  (the Unique stair level thing)?

107
Requests For Features / Re: New Ideas for Special Levels
« on: June 20, 2012, 12:58 »
I mean, the unique stairs are very rare. Sometimes you might not see any of the three stairs in the game!

Like, a 1 in 20 chance per floor level? Maybe even lower on HNTR?

108
Requests For Features / Re: The Horrible Ideas Thread
« on: June 20, 2012, 10:57 »
There should be "cursed" boots and another "cursed" weapon. You know how you can't take off the Cybernetic armor, you can't get rid of the Berserker armor or the Dragonslayer? There should be "cursed" boots and a "cursed" shotgun or something.

There should also be a "cursed" suit! Here's what I was thinking:

If you found three pieces to the cursed suit (a cursed armor, weapon, and boots), and wore them all at the same time, you could swap only ONE out for something else when you have all three pieces on. If you have only two, you can't remove either of them unless you find the other piece and wear it. So, you could swap out your cursed armor for something else, but you'll still be wearing the cursed boots and weapon. You know what I mean?

109
Requests For Features / Re: New Ideas for Special Levels
« on: June 20, 2012, 10:54 »
I believe that in previous versions of DoomRL, special stairs weren't guaranteed to appear (which is why mortems have that "Levels generated" line). Making new special levels that only have a small chance of being generated would be a step back in that direction.

No, what I mean is that the stairs are "unique", and BLUE instead of RED. There should be three different special (well, in  this case UNIQUE) levels that might or might not show up in your run. Like, you know how basically ALL special levels are now pretty much garunteed? Make these insanily hard levels weighted to show up, not 100% of the time. I would like to see a really special boss, with really cool rewards. Possibly even add things to the game, like cursed boots or more weapons, or more unique consumables?

110
Requests For Features / Re: New Ideas for Special Levels
« on: June 20, 2012, 06:04 »
Does anyone have any ideas for a "unique" stair?


111
Modding / Re: Modding Tutorial (WIP)
« on: June 18, 2012, 06:02 »
I created an tutorial on how to build episodes, which can be found here. The basic idea behind episodic modules is that you chain together a bunch of levels, either through the generator functions or specially-crafted by yourself. I would suggest looking at the single-level tutorials on how to build up the special levels.

So is this one compatible with 0.9.9.5/0.9.9.6?

112
Requests For Features / Re: New Ideas for Special Levels
« on: June 18, 2012, 05:57 »
As much as it pains me to say this, I lack the sufficient experience to do so.

Okay, I'll see if I can do something soon...

113
Modding / Re: Modding Tutorial (WIP)
« on: June 16, 2012, 11:57 »
You will like this page.

Thanks!

Now, do I just go off of the modding tutorial on the wiki, because I want to do an episode, not a single level.

114
Modding / Re: Blood demo
« on: June 16, 2012, 11:56 »
Really cool. With careful play, I was able to get to HR2 without getting hit, that made me faster than the hands, then Shottyman let me wreck shop. Cool effect!

How the heck do you beat this thing?

115
Releases / Re: The Inferno Module
« on: June 16, 2012, 11:54 »
Staff of Souls.


How does this help?

116
Requests For Features / Re: New Ideas for Special Levels
« on: June 16, 2012, 11:53 »
Polar Hell, with fireball-tossing walruses? Good lord, that would be awesome.


Do you know how to put a module like that together?

117
Requests For Features / Re: New Ideas for Special Levels
« on: June 09, 2012, 10:52 »
I wonder if I can put together a Mancubus-centered level with symetrical posts, and the mancubi are in a ring around you (like Spider's Lair), but this time, there is a ring of destructable/indestructable pillars around the mancubi? The destroyable ones are randomly placed in the ring circumference, so you will never know which ones can protect you!

118
Requests For Features / Re: New Ideas for Special Levels
« on: June 06, 2012, 11:23 »

BTW, I've been playing a frozen-over level recently and realized that it neutralizes safe cornershooting, so that could be used somehow.

Yeah, it does.

But I think that a whole new special level would be really cool, you know? To make things a bit interesting!

119
Modding / Re: Modding Tutorial (WIP)
« on: June 06, 2012, 11:14 »
Oh, yeah.

For modding tutorials, I would like a tutorial on how to make a special level, as well as a complete tutorial on making an enemy.

I also would like a "cheat sheet" with all of the objects in DoomRL listed with their id's (you know, small med pack=smed, jackhammer=ujack, et. cetera)

If you could post a multilevel example online, and then break it down for us, that would be GREAT!

Thanks!

120
Releases / Re: The Inferno Module
« on: June 06, 2012, 11:06 »
Quote
No promises, but I'll try to reevaluate the shotgun loadout.

Thanks man!

Oh, and where can I find the directions to build the scout armor and whatnot? I found it in one of the 1.15.0 files, but I can't find it again, and I forget it.

Also, I die on the level after Singularity (I think that's what it is, the one where you've got to shut off the levers?).

On the level after Singularity, there aren't any stairs. I thought that I could use a homing phase to phase right over to the Usura and the Arch-vile to knock them out, but I couldn't. The Arch-Vile makes it too hard to complete.

Any suggestions on how to pass this level?

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