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Messages - Shoop da Whoop

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46
Discussion / Re: You play too much DooMRL when...
« on: June 27, 2011, 12:13 »
But this multiplication can be non-commutative!

Back to the topic:
...when Kornel names diffictulty after you in next release.

47
Off Topic / Re: Random Thoughts
« on: June 23, 2011, 10:53 »
Random stuff theme ? popular theme

48
Bieber! Because economy

49
Discussion / Re: You play too much DooMRL when...
« on: June 19, 2011, 05:44 »
...you break the game and replace all the demons with their nightmare versions.

50
Requests For Features / Re: New level event ideas
« on: June 16, 2011, 15:58 »
We have pseudo-AoRA level event. So...

"You feel disturbance in the powers!"
Rules of AoMC are applied at this level! Maybe, not 98% of accuracy but just 90% - but still more fun.

51
Off Topic / Re: Random Thoughts
« on: June 14, 2011, 07:19 »
The pie with strawberries is a wonder.

52
Off Topic / Re: Now playing... (games)
« on: June 11, 2011, 16:44 »
While this is the most active of game topics, I'll just leave it here: Carmageddon: Reincarnation!
Because here are the Doom fans, so I hope some of them like Carmageddon too.

53
Discussion / Re: Sound API discussion and requests
« on: June 10, 2011, 01:39 »
Quote
(so I could for example have the same music for special levels always, but music on regular levels would be randomized)
This will be fine! ...but I'll miss the Descent Into Cerberon (one of Quake II themes) on level 14 - because it reminds of nextcoming Hellgate.

And we need more of new sounds: better shotties sounds - http://forum.chaosforge.org/index.php/topic,4302.0.html ;
minibosses sounds - http://forum.chaosforge.org/index.php/topic,4304.0.html .

54
Requests For Features / Re: Ammo. Now packed!
« on: May 20, 2011, 07:36 »
Quote
and i don't even want to think what is supposed to happen if some smartass slaps a Nano on it
You cannot unload this box! Mwahahahaha!

55
Requests For Features / Re: Ammo. Now packed!
« on: May 15, 2011, 06:55 »
...And that was just one more random idea week ago.

56
Discussion / Re: You play too much DooMRL when...
« on: May 14, 2011, 05:24 »
But... It should be dark-red 0!

57
Requests For Features / Re: Ammo. Now packed!
« on: May 13, 2011, 17:49 »
* Shoop da Whoop stares at the posts and doesn't seem to believe his own eyes.

58
Requests For Features / Ammo. Now packed!
« on: May 13, 2011, 09:45 »
1) Recently I've remembered that Doom had two types of stacks for each type of ammo - little and big ones.
10mm: Clip and Box of bullets; shells: 4 shotgun cells and Box of them; rockets: One and Box of them; power cells: Energy cell and Energy cell pack.

2) In DoomRL we can take consumables (as they were in original series) and use them later (excluding AoI, of course).

By combining all of this, we get new item type... Ammo packs!

The primary idea is that you can carry more ammo without once-per-game Backpack.
Each ammo pack takes only one slot of inventory space. It's loaded and unloaded manually, but really fast - it was made for this purpose, after all. Reload and unload - one stack per action. *
Balancing issues: no mods, no Backpack effects, spawn rate - exotic.

How this may look like:
    [e] 10mm ammo chain [250/250]
    [f] 10mm ammo (x100)

Now, let they be presented!

10mm ammo chain
Appearance: !
Ingame Description: That reminds you about action films you've seen long ago.
Capacity: 250 of 10mm bullets.
Reload/Unload time: 0.4 sec per 100 ammo.

Shells box
Appearance: !
Ingame Description: What a handy thing.
Capacity: 125 of shotgun shells.
Reload/Unload time: 0.5 sec per 50 shells.

Rockets pack
Appearance: !
Ingame Description: Now that is REAL "boombox"!
Capacity: 25 of rockets.
Reload/Unload time: 0.6 sec per 10 rockets.

Power battery
Appearance: !
Ingame Description: Ampere-hours of pure energy!
Capacity: 125 of cells.
Reload/Unload time: 0.75 sec per 50 cells.

So, ammo packs will be useful for ammo conserving, Ao100 players and for that who doesn't use Ammochain. Rarity of them should prevent gamebreaking.

Addendum:
* Can we have something similar for minigun reloading, like 100 ammo per 1.8 sec? And full reload (alternative) will be still 3.5 seconds. Because loading one stack per time just seems more reasonable. Same thing for BFG.

59
Discussion / Re: DooMRL Comics
« on: May 09, 2011, 05:51 »
By the voice of Homer
M-m... Comics!

60
Discussion / Re: You play too much DooMRL when...
« on: May 08, 2011, 20:44 »
That's tracking map, obviously.

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