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Messages - Zephyre Syx

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31
DiabloRL / Re: Suggestion for difficulty levels and game restart
« on: December 27, 2006, 18:25 »
Nice, I love this suggestion.  I agree with the hardcore game of completing difficulties consecutively (I think that what y'all saying).  Uh...if spawning is implemented, I suggest that It'll be limited for so many times per floor, so that it can be possible to fully eradicated everything on the floor if you have the time (and bloodlust) to hunt them all down.  Spending time on a game before proceeding to the upper levels isn't too bad scumming if you're limited in enemies to find and items.  I do kinda think if you finish the game, it'll jump directly to the next difficulty for round two so I guess before you get to that point you do all that you can before then.

Wow though, what if you're still hungry for some whoop-ass after a healthy helping of hell?  That REALLY have to wait til later. =)

32
DiabloRL / Re: Should DiabloRL's data files be kept open?
« on: December 21, 2006, 18:37 »
How about both?

...

uhh...read under zip that's renamed into mod?

33
DiabloRL / Re: DiabloRL 0.4.1-4
« on: December 21, 2006, 18:13 »
This is nice.  I don't know, but overall, it's the whole SIMPLICITY that makes him look goooooooooooood.

I'm talking about diablo, now can ya dig it?

Though, I noted one little pet peeves that agrivate the hell out of me.  Like after talking to the dying dude outside the building, the weapon smith, and the other selly dude won't shut up and let me shop.  That is all.

34
DiabloRL / Re: Welcome to the DiabloRL board!
« on: December 21, 2006, 17:37 »
Kornel, I want you to kick all serious ass with every freakin fiber and cell you possess, damn it!

35
Announcements / Beta Testers forum open
« on: September 05, 2006, 05:23 »
I like to see too.

Also, I ran into a spiffy doodad for search for a program that records text on screen and place it in .exe (vs. file size of avi records).  Not only it's good for showing off your run through hell (which was the plan =b), but also useful for seeing when and what actions was taken when the game crashs.
I found it here, http://www.hp200lx.net/super2.html . It's called demo workshop (scroll down to find it).  You might or might not seen it before, but it's cool to use and check out.  It runs in dos, so if you have the dos version, in the .bat file at the top type "sr" for "screen recorder".  then you can cut on record and off anytime during play with alt-r.  You can also use a scene break using alt-s to mark important events.

36
Discussion / Tips
« on: November 20, 2005, 05:50 »
Heh, I used that exact strategy, though I called it "playing slots".  In addition though, when you do find a lever spawner make sure you leave berserk paks, health globes, and junkery around for obvious reasons.
If you also lucky to find a lever that fills the level with water, note the spawn points are on the spots where there is no water(sometimes), and that's where you plan your assault.

37
Pre-0.9.9 / Into more bad luck.
« on: October 30, 2005, 05:59 »
Three too many too early...

Uh, I meant hell knights.  But there were hell barons that appeared at the same time with the cacodemons.  Heck, they were easy at first, then they desided that I don't deserve to have a cover to hide behind.  I though I'll play some "slots" to get a quick level up on both "Ironman" and "tough as nails" so going through hell is a lot easier.  But they read through my crap, and start placing me in level in bad spots with everyone in the room with you.  That's been happening ever since I started back playing =/.

Hell is not going to win with another blitzkrieg this time.  I'm returning on my desention, and embarrass the hell out of hell by getting over a thousand kills }=).

38
Pre-0.9.9 / Into more bad luck.
« on: October 29, 2005, 20:22 »
Wow, phobos is really giving me hell lately.  And I do mean a ton of hell!  Never in my whole experience have I seen so many hell baron in one spot (and I'm not refering to the wall,  it was wwwaaaayyyy earlier, before I saw cacodemons.  Well anyway, the truth about Bishop's death is exaustion.  Here's my mortem.

--------------------------------------------------------------
 DoomRL (v.0.9.8 (WIN-S)) roguelike post-mortem character dump
--------------------------------------------------------------

 Bishop, level 7 soldier, killed by a baron of hell
 on level 13 of the Phobos base.
 He survived 143474 turns and scored 41523 points.

 He killed 710 out of 715 hellspawn. (99%)
 He was a real killing machine...

 He stormed the Chained Court.
 He fought on Hell's Arena.
 He faced The Wall.

-- Statistics ------------------------------------------------

  Health -1/80   Experience 36384/7
  ToHit +0  ToDmg Ranged +0  ToDmg Melee +0

-- Traits ----------------------------------------------------

    Ironman        (Level 3)
    Hellrunner     (Level 1)
    Tough as nails (Level 3)

-- Equipment -------------------------------------------------

    [a] [ Armor      ]   red armor [1/4] (7%)
    [ Weapon     ]   rocket launcher (4d4) [1/1]
    [c] [ Boots      ]   plasteel boots [8/8] (95%)

-- Inventory -------------------------------------------------

    [a] green armor [0/1] (9%)
    green armor [1/1] (100%)
    [c] green armor [1/1] (60%)
    [d] blue armor [1/2] (29%)
    [e] chaingun (1d6)x5 [50/50]
    [f] plasma rifle (1d8)x8 [40/40]
    [g] combat shotgun (6d3) [5/5]
    [h] 10mm ammo (x100)
    10mm ammo (x100)
    [j] 10mm ammo (x100)
    [k] 10mm ammo (x100)
    [l] shotgun shell (x37)
    [m] shotgun shell (x50)
    [n] rocket (x5)
   
  • power cell (x50)
[p] power cell (x50)
    [q] power cell (x34)
    [r] steel boots [2/2] (93%)

-- Kills -----------------------------------------------------

    153 former humans
    122 former human sergeants
    29 former human captains
    143 imps
    134 demons
    27 lost souls
    14 cacodemons
    6 barons of hell
    18 hell knights
    3 former human commanders

-- History ---------------------------------------------------

 He started his journey on the suface of Phobos.
 On level 2 he battled through a maze of rooms.
 Afterwards he fought on Hell's Arena.
 On level 3 he battled through a maze of rooms.
 On level 4 he battled through a maze of rooms.
 On level 5 he battled through a maze of rooms.
 He then stormed the Chained Court.
 On level 6 he battled through a maze of rooms.
 On level 7 he battled through a maze of rooms.
 On level 8 he battled through a maze of rooms.
 On level 9 he battled through a maze of rooms.
 On level 10 he found a hellish city.
 On level 11 he battled through a maze of rooms.
 On level 12 he battled through a maze of rooms.
 On level 13 he battled through a maze of rooms.
 Afterwards he witnessed the Wall.
 There finally he was killed by a baron of hell.

-- General ---------------------------------------------------

 Before him 20 brave souls have ventured into Phobos:
 19 of those were killed.
 1 of those was killed by something unknown.

--------------------------------------------------------------

At first, I was working on beating the game differently then what I've been doing.  Dark Jade was a soldier specialise in pistol shooting, dodging, and close combat.  But that goal alone was pretty hard and she made up over half of the dead guys.  But when I revert back to using bishop, and mortoc(shotgunner), I realise hell is feed up with me and wanted me th' hell out.

39
Quoting: Kornel Kisielewicz
I know some people that say "DoomRL is cool but it's waaaaay to easy" :-P.

I'm guilty.  But hell is really pissed off at me for winning one too many times.  My worse luck so far is to walk into a room full of human sergants, and everyone fired all at once.  Can you say...shredded?

40
Requests For Features / Level Type additions
« on: October 27, 2005, 05:35 »
Now that the floors of hell will be deeper'n'eva on a harder difficulty, why not more level types to enjoy on the way down (and limiting most type if played on a easier level).

Now I don't remember much of doom myself, because it's been a while so some support of some ideas will really be helpful(and I'm cheating by looking at a doom strategy guide).

Hell's jail type - Much I mention on the previous forum, it's not really a literal jail(from hell, heh) but monsters are in small rooms behind bars, shooting at you (which the impassible bars can be shown as a colon).

Chapel type - okey, my brain died at this point and I don't really know if their is such a thing.  But it's like a special level but the level is generated in a structured building.  (Oh god, it's a bad idea already).  But I was thinking about those nice dead trees I be seeing in the final part of doom.  Maybe just trees about and single room buildings about.

Void - this is my own.  Blank spaces are bottomless void.  To fall off into the void is by force (and not just walling into it).  So wielding a shotgun is recommended for quick work on grounded monsters.  Be prepared to run to solid ground when you see cacodemons floating over it and you are in a two space wide bridge-like platform }=).

That's all from me for now.

41
Requests For Features / Level Editor/Maker
« on: October 27, 2005, 05:09 »
Mmm I might go against that, because it pretty hampers the trill of beating hell and showing off mortems if most of the levels is not so awe-hard and stuff.

42
Requests For Features / Iffy idea, but, what the hell
« on: October 27, 2005, 05:03 »
Quoting: jake250
The only missing monster is the Spectre, but it doesn't fit imo (and how would it works anyway?)

Quoting: Kornel Kisielewicz
This would be overkill, but I thought of them as a brighter dot on the floor... But I'm afraid that might reduce the pace of the game.

How is, it become visible only 2 spaces away sounds?

43
Requests For Features / Proposed Feature - Challenge Modes
« on: October 27, 2005, 04:48 »
Quoting: jake250
Cyber Hunting - In each level, a "modified" cyberdemon (with reduce visibility and movement) spawn and try to hunt you. Maybe it could deal a bit less damage in lower level and have less health : the goal is not to kill the Cyberdemon (although you could still kill him but it wouldn't be easy.)

Hmm...that whole idea may, JUST MAY, be useful if worked.  Now, the tricky part.  Why not have the cyberdemon spawned if the player takes to long in a certain floor.
Quoting: Kornel Kisielewicz
* Angel of Impatience - you cannot carry medpacks -- they work instantly at pickup for you. (medium challenge)

Why just health globes only.  Make a little more sence, I think.

44
Requests For Features / Proposed Feature - Difficulty Levels
« on: October 27, 2005, 04:24 »
Quoting: Aerton
Currently we already have one useless melee weapon - combat knife.

Yea.  Combat knife plus the time to switch it vs. Point Blank range with the pistol plus more damage.  Throwing it out to the trash or making tactical advantages with the use of the knife could help.

Oh, have you checked out http://voyager.adsl.dk/tools/jpeg2ascii/ ?  Well, just trying to help with turning pictures to ascii thingy, even if myself don't use it much.

45
Requests For Features / Proposed Feature - locked doors
« on: October 27, 2005, 04:14 »
Quoting: Kornel Kisielewicz
There was another idea tough, that vaults are locked with keycards -- and you can have more then one keycard of a color. Then you could use your found keycards either with the first occasion, or save them for the lower levels (where the rewards are better).

Yay!  You remembered!  But seriously though, I see your point where the keys would just hinder the gameplay, but think of the original doom (and how annoying that was).  From there, it's a challenge because the key itself is guarded by Big...HUGE ARSED DEMON!  But I guess it might be only useful if the key was planned out in special floors.  Its just some floors that does that, but not nessisary all of them.

Just a thought though.  When I was in that Chained Court, I managed to get a rocket launcher early and started opening up those 6 extra rooms...nothing in them =(.  *shrugs*

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