Chaosforge Forum

  • April 25, 2024, 22:13
  • 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 - Super Jamie

Pages: [1] 2
1
Requests For Features / Re: Reward for the Hell Arena on AoMr is...
« on: September 25, 2009, 05:20 »
I agree with Jarkko. A challenge mode like AoMr is supposed to be more challenging than the normal game, not a quick level-building experience that makes the rest of the gameplay easier.

You play on higher difficulty levels because the easier levels are too easy, not because you get better rewards which actually make the rest of the game less difficult. PC Doom E1M1 suffers this issue, it's actually easier on UV because you get the shotgun sooner than any other difficulty level. Game balance fail.

FFS two Adv Pistols on AoMr would make one deadly player. Throw on a couple of D/M mods and you could do a UV run with your eyes closed.

2
Discussion / Re: On DoomRL and monster/weapon sounds
« on: September 18, 2009, 19:39 »
So I just need this?
Code: [Select]
ublaster.fire   = "wav/q2laser2.wav";

3
Discussion / Re: Screenshots: ASCII and Graphics
« on: September 18, 2009, 04:27 »
These are actual images of my gnome-terminal. I like them alot better than the board font and the Windows terminal:


4
Discussion / Re: On DoomRL and monster/weapon sounds
« on: September 18, 2009, 04:23 »
I prefer the classic sounds, but I wish I could set the Blaster sound to laser2.wav from Quake 2.

5
Discussion / Re: Project idea - Tileset Front for DoomRL
« on: September 06, 2009, 16:07 »
Will console text still be an option? I'd prefer that to graphics.

6
Pre-0.9.9 / Re: [E|96%|YAVP] First win for me.
« on: September 03, 2009, 03:56 »
Nice, welcome to the finisher's club :) Give an AoMr run a go next, they're quite easily completable within a few attempts. Learn about run/dodge and dualgunner tactics.

7
Discussion / Re: Custom music?
« on: August 31, 2009, 18:16 »
Also, I believe the player supports any format that SDL_mixer will play. I'm using OGGs of the Doom Music played through a proper Roland hardware synth for mine.

You can find the torrents for that stuff in FLAC on Pirate Bay (though it is a legal download).

8
Crawl is a great game hey :) It's got good instant-action like Rogue and NetHack, but is a unique and different game than them. It feels short and simple but ends up being quite the opposite. I love a game which is easy to play but hard to master! I've never been able to get into those roguelikes where you spend more than a few seconds generating a character or pottering around a town buying equipment.

I am thinking you might be right about Mag mods. I did an Easy non-challenge pistol completion last night with just D1 on each normal pistol, my biggest worry was reload time rather than doing the actual damage, though no doubt SoB helped there.

9
Discussion / Re: Doomprayer
« on: August 31, 2009, 16:56 »
I think I have finally found a religion I want to be a part of :)

10
Discussion / Re: Doom Singleplayer Pen & Paper RPG
« on: August 31, 2009, 16:54 »
You're right Vestin, it probably would do better as a computer game. It would definitely make testing and balancing alot easier! Except I don't really know how to code beyond basic scripts. If I can learn C well enough maybe I will make my own little roguelike :) That implies it would work well as a boardgame too, even though there are no movement points or squares involved. I have the Doom boardgame for figurines so maybe I'll give that a try too!

It would probably be alot more fun with two people, one to be the GM and one to be the marine, but I designed the mechanics so it's primarily solo. I don't really have anyone to play with and a solo RPG is something I've wanted for a while but have never really found a good implementation of.

Keep going with your tabletop game Floyd! Admittedly most of the work creating monsters, weapons and balancing (for computer play) was done for me but this has still been a fun and ongoing learning experience, it's the first time I've done anything like this. The guys over at 1km1kt.net appear to have 24hr RPG contests quite often, their previous work may be useful to you (I based my room generation off an RPG on that site) and their forums have some very friendly and helpful members.

11
I'm not that old hehe :) I used to play Hack as a boy, I fluked a run somehow back when I was like 6. Since then I have tried countless times in NetHack and Dungeon Crawl with no success.

I definitely will keep my eye on this project, it's obvious you have put alot of time and dedication into balancing and improving it. It's great to play either quickly or seriously, and I find it amazing how well you've conveyed the fast pace of an action game into a turn-based engine.

Good idea on the homing device, thankyou for the idea and also for all the effort you've put into DoomRL. You've made this classic Doomer very happy.

12
After reaching L25 and getting wasted by the Cyberdemon last night, I started a new run today and went TaN/SoB/Iro instead of Fin/WK. My pistols weren't even fully modded as I was hanging out for more Damage Mods which never showed up, I just threw the Accuracy Mods on there for lack of anything better. I was lucky enough to land on L25 with most of an Invulnerability powerup still active, and copped the first rocket with no damage.

The biggest kick in the pants was getting spawned at an entrance around L20 with the Anti-Freak Jackal on the other side of a barrel. As I went to snatch it, an Imp fired and missed and... ARGH no more Jackal! The game then decided to give me no humans or bullets for the next 2 or 3 levels so I was down to about 20 shots in the backpack and had been relying on single Advanced Pistol for quite a while, until I finally ran into a bunch of humans and chaingunners.

Incidentally, this turned out to be a good strategy, single-reloads go alot quicker than dual-reloads which no doubt saved my ass at least a few times. I also didn't realise how much ammo I was wasting dual-firing at easy enemies. If one has good cover and distance, single-shots against even Revenants and Barons isn't out of the question. A Magazine mod would have been good during that low-ammo time.

Only 1 Arch Vile, who was sitting next to a Large Health Globe and an Invulnerability. I ran into two Extended weapons (a Chaingun and something else I forget) which would have been nice in a non-AoMr run. I had nothing special to defeat the Cyberdemon, just DualGunner, Phase Devices and Large Med-packs.

This seems almost too easy for a first win. It's also the first time I have completed ANY Roguelike since I ascended Andries Brouwer's Hack back in the DOS days before it was NetHack. That was probably about 20 years ago.

I did The Arena, Chained Court, City of Skulls to get the extra experience. Is there anyway an AoMr can get into blocked-wall areas like The Wall?

--------------------------------------------------------------
 DoomRL (v.0.9.8.10) roguelike post-mortem character dump
--------------------------------------------------------------

 Joseph Hewitt, level 10 Imp Corporal, defeated the Cyberdemon
 on level 25 of the Phobos base.
 He survived 122763 turns and scored 91495 points.
 He didn't like it too rough.

 He killed 520 out of 524 hellspawn. (99%)
 He was a real killing machine...
 He was an Angel of Marksmanship!


-- Graveyard -------------------------------------------------

  ###########################################################
  #..........................................................
  #..........................................................
  #.........###.....###......................................
  #.........###.....###........###........###..............##
  #.........###.....###........###........###..............##
  #............................###........###..............##
  #..........................................................
  #.............###................................###.......
  #.............###........###.........###.........#>#.......
  #........................###.........###.........###.......
  #........................##..........###....###............
  #............X..............................###............
  #..................|........................###......###...
  #...................|................................###...
  #................#.}.|............#..................###...
  #..............###.........................................
  #..........................................................
  #..........................................................
  ###########################################################

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

  Health 57/70   Experience 43944/10
  ToHit +0  ToDmg Ranged +2  ToDmg Melee +2

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

    Ironman        (Level 2)
    Tough as nails (Level 2)
    Son of a bitch (Level 2)
    Son of a gun   (Level 3)
    Dualgunner     (Level 1)

  SoG->SoG->DG->SoG->TaN->SoB->TaN->SoB->Iro->Iro->

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

    [a] [ Armor      ]   nothing
    [b] [ Weapon     ]   advanced pistol (2d5) [5/6] (D1A2)
    [c] [ Boots      ]   modified plasteel boots [8/8] (96%) (P)
    [d] [ Prepared   ]   pistol (2d4) [5/6]

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

    [a] red armor [1/4] (1%)
    [b] 10mm ammo (x31)
    [c] 10mm ammo (x100)
    [d] 10mm ammo (x100)
    [e] 10mm ammo (x100)
    [f] 10mm ammo (x100)
    [g] large med-pack
    [h] large med-pack
    [i] large med-pack
    [j] large med-pack
    [k] homing phase device
    [l] homing phase device
    [m] envirosuit pack
    [n] weapon magazine mod
    [o] modified plasteel boots [4/4] (150%) (D)

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

    92 former humans
    69 former sergeants
    12 former captains
    90 imps
    67 demons
    86 lost souls
    29 cacodemons
    4 barons of hell
    1 Cyberdemon
    3 hell knights
    10 arachnotrons
    3 former commandos
    6 pain elementals
    1 arch-vile
    8 mancubi
    15 revenants

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

  He started his journey on the surface of Phobos.
  On level 3 he entered Hell's Arena.
  He left the Arena as a champion!
  On level 5 he stormed the Chained Court.
  On level 15 he he found the City of Skulls.
  He wiped out the City of Skulls.
  Then at last he found Phobos Arena!
  On level 25 he finally defeated the Cyberdemon.

-- Messages --------------------------------------------------

 The Cyberdemon fires! You hear an explosion! The Cyberdemon reloads his
 rocket launcher.
 Fire -- Choose target...
 Fire -- Choose target... The missile hits the Cyberdemon. The missile hits
 the Cyberdemon.
 Fire -- Choose target... The missile hits the Cyberdemon. The missile hits
 the Cyberdemon.
 Fire -- Choose target... The missile hits the Cyberdemon.
 Fire -- Choose target... The missile hits the Cyberdemon. The missile hits
 the Cyberdemon.
 Fire -- Choose target... The missile hits the Cyberdemon.
 You reload the pistol with 10mm ammo. You reload the pistol with 10mm ammo.
 The Cyberdemon fires! You are hit! The Cyberdemon reloads his rocket
 launcher.
 Fire -- Choose target... The missile hits the Cyberdemon. The Cyberdemon

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

 Before him 10 brave souls have ventured into Phobos:
 6 of those were killed.
 1 of those was killed by something unknown.
 1 didn't read the thermonuclear bomb manual.
 And 2 couldn't handle the stress and committed a stupid suicide.

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

13
Discussion / Doom Singleplayer Pen & Paper RPG
« on: August 30, 2009, 16:30 »
Inspired by a tabletop RPG thread on Doomworld, I've been playing around with a pen and paper version of Doom. I don't really have anyone to play with, so I made it singleplayer. All maps are 5 rooms generated by dice, with a compulsory boss level every 10 maps. I tried to keep it as simple as possible, there are no skills or saving throws, just Hit/Dodge and Damage.

It's based off the Doom PC game rules, all damages and monster hitpoints are just halved. I've playtested it a little bit, it's probably way unbalanced for the high-tier monsters and I suspect someone would have to be Invincible or very lucky to defeat a Cyberdemon or Spider Mastermind, but it's at least a potentially-complete implementation up to MAP30 and beyond.

Check it out if you like. Any questions, suggestions, criticisms and comments would be greatly appreciated.

[edit] I allowed myself attaching the file to the post -- Kornel cares

14
Pre-0.9.9 / Re: [M|AoMr|100%|YAAM] 4-5 uniques?
« on: August 30, 2009, 06:34 »
Nice powerup strategy. I just made it to L25 myself using the same.

I probably should have stuck with Iro/TaN, I only ended up finding D4 for my pistols, Mag and Spd and Rel seem kinda useless when dualgunning.

Sadly I didn't end up getting anything to kill the Cyb with and he creamed me in 3 shots.

15
Discussion / Re: Fixed sound?
« on: August 29, 2009, 07:36 »
May I make the suggestion that some Uniques optionally have their own sound?

At least the Blaster from Q2, it should have sounds/weapons/laser2.wav from baseq2/pak0.pak. I can upload this file if you would like?

The other Uniques probably have sounds to keep them canon with their sources.

Maybe even a Unique item pickup sound? I would expect an "Ahh, fresh meat" when one picks up the Butcher's Cleaver for example.

Pages: [1] 2