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Messages - FrostyTheDragon

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16
--------------------------------------------------------------
 DoomRL (v.0.9.9) roguelike post-mortem character dump
--------------------------------------------------------------

 Reese, level 6 Human Private, killed by a cacodemon
 on level 11 of the Phobos base.
 He survived 63963 turns and scored 24415 points.
 He played for 36 minutes and 52 seconds.
 He didn't like it too rough.

 He killed 179 out of 189 hellspawn. (94%)
 He held his right to remain violent.


-- Awards ----------------------------------------------------

  Hell Champion Medal
  Brick Bronze Badge
  Arena Bronze Badge

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

  ###########################################################
  ...........===........==....%........======.=====..........
  ............=......=...==..............=.=.======..........
  ......hh..==.......0=..==...............0.=....==..........
  ....=0=...=........=.====......................=...........
  ...=.==....==.......=.....................^.".............=
  ...=.h.=0.===.....==.....................................=.
  ..=...=h======.....=......#...#..^...............h........=
  ..=.h=.======......=.......................................
  ...=.======......==....................................i...
  ....====.........=......^.s...X............................
  ...====...........=.......#...#............................
  =.=.==.0.........=........................................0
  .=.==.==..}..}..=.....................O.................==.
  ..=.===......===.......................................==.=
  .....===....===.................O.......................=.=
  .........00.==....0......................................==
  ..............=...........................................=
  .........................................................=.
  ###########################################################

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

  Health 0/50   Experience 11922/6
  ToHit Ranged +0  ToHit Melee +0  ToDmg Ranged +2  ToDmg Melee +2

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

    Finesse          (Level 2)
    Son of a bitch   (Level 2)
    Whizkid          (Level 1)
    Triggerhappy     (Level 1)

  Fin->SoB->Fin->WK->SoB->TH->

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

    [a] [ Armor      ]   red armor [4/4] (80%)
    [b] [ Weapon     ]   modified chaingun (1d6)x4 [40/40] (A2)
    [c] [ Boots      ]   protective boots [2/2] (100%)
    [d] [ Prepared   ]   advanced rocket launcher (6d6) [1/1]

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

    [a] 10mm ammo (x133)
    [b] 10mm ammo (x140)
    [c] 10mm ammo (x60)
    [d] 10mm ammo (x140)
    [e] rocket (x12)
    [f] rocket (x14)
    [g] rocket (x14)
    [h] rocket (x3)
    [i] power cell (x70)
    [j] power cell (x40)
    [k] power cell (x70)
    [l] large med-pack
    [m] envirosuit pack
    [n] power mod pack

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

    59 former humans
    19 former sergeants
    10 former captains
    32 imps
    17 demons
    15 lost souls
    12 cacodemons
    6 barons of hell
    9 hell knights

-- 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 4 he stormed the Chained Court.
  On level 10 he witnessed the Wall.
  He massacred the evil behind the Wall!
  On level 11 he finally was killed by a cacodemon.

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

 There are stairs leading downward here.
 All in all, we're just another brick in the wall. 
 You enter Phobos Base, level 11. Suddenly monsters come from everywhere!
 Fire -- Choose target...
 
 You reload the rocket launcher with rocket.
 Fire -- Choose target...
   The missile hits the demon. The demon dies.
 You reload the rocket launcher with rocket.
 Fire -- Choose target...
   The missile hits the cacodemon. The cacodemon fires! You are hit!
 You reload the rocket launcher with rocket.
 Fire -- Choose target...
 
 The cacodemon fires! You are hit!

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

  He's the first brave soul to have ventured into Hell...

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

I'd add the tag for the Ammochain master trait, except I died before I got that trait successfully.  Though that's clearly where I was aiming.


The large medpack remaining in inventory is me being too stingy.  That powerup to the left of me was a health globe and I was hoping to get to it before I got killed but... no dice.

My understanding of going for the Ammochain master trait is that I'm going to be extremely inaccurate throughout the game.  Hence using the two Agility mods I got in Chained Court on my chaingun, to alleviate this problem a little bit.  I probably was going to carry a rocket launcher for the entire game, since a BFG isn't exactly a frequent-use weapon, but I never got favorable conditions to try the alt-fire that was added, which is probably my only real regret in this round.


Since it'd been so long since I played, I went with Hey, Not Too Rough as my difficulty.  I think I can jump back into Hurt Me Plenty with a few more tries at this.

17
And all those Medpacks were the biggest waste of space I've ever seen, I think I used at most 4 through the whole game!

Better safe than sorry.

And you sure found an awful lot of mods....

18

Quote
For The Wall, there's actually an easier way.  Shoot out either the far bottom or far top of the wall with rockets, and let the barons come to you.

Well that's the thing, I did shoot out the wall at the far top... You mean wait for the barons to come around the hole you make? That could be a problem considering all the monsters naturally gravitate towards the centre of the map and away from the edges...

Yes, I do mean wait for them to come.  Let me rephrase how far down you blow up - go far enough down so that no part of the rocket explosion is covered by the very bottom edge of the are (okay, so about 3-4 squares above the very bottom is where you want to hit them).  At least one baron should be down in that part on the other side.  As you continue to blow up parts of The Wall by shooting nearby enemies, you'll get the center open and the barons will start coming to you.


All I can say about the chaingun and Hell's Arena is that I concur.

19
First: I have this feeling your post is going to be forcibly separated into three separate threads, one for each mortem.

Second: I have some familiarity with characters from Sonic the Hedgehog but I'm afraid I don't have the slighest clue who 'Shade' is.  Maybe you mean Shadow?  Or maybe 'Shade' is an alternate name for Rouge?  (Unless 'Shade' is a very recent character....)

Third: I'm afraid I don't really know the title thread reference at all, but I'll take a guess.  Maybe it's from Full Metal Jacket?


With those two out of the way, let's talk bad news.  I believe for one of the ranks - and I hate to say this - you are going to be forced to finish Angel of Berserk.  It's not for Major, though, so you've got a while (and if you can get to level 15 and still have a few large medpacks, there's probably a fair chance of you winning, I would think).

Based on what I heard from the last one (and I realize I'm probably misinterpreting) I have a couple of special level tips for you.

For Hell's Arena.  If at any point you're having trouble doing it without already having a chaingun, try using a combat shotgun (this may work with the standard shotgun too, although I didn't try it that way) and shooting from around the corners of the pillars.  Takes a while longer but with the shotguns' spread and the fact that they ignore accuracy (they're just less damaging farther away), it exposes you far less.

For The Wall, there's actually an easier way.  Shoot out either the far bottom or far top of the wall with rockets, and let the barons come to you.  From there, rockets do enough damage to cause enough knockback to let you reload.  (You'll occasionally take a shot from one that's blasted the wrong way, but it's way easier than slugging it out.)  This won't quite work on Ultra-Violence difficulty unless the arch-viles come out first (which they won't) - you might have to blast more of the wall open on your own to reach them first.  (I don't know strategies on Nightmare! difficulty.)

20
Requests For Features / Re: New unique items
« on: January 25, 2009, 10:12 »
Well, now that there's a more recent topic for ideas for uniques, I don't have to resurrect the age-old one.

MP40
-From: Well, there's a lot of games that have MP40s, and it was an actual World War II-era gun last I checked...
-Stats:
Quote
Damage: 1d8x4  
Accuracy: +5
Base Fire Time: 1.0 second
Base Reload Time: 1.2 second
Clip Size:  32
Ammunition: 10mm ammo
Special Reload:  N/A
Quote on pickup: N/A
Ingame Description: An antique infantry weapon.
-Intent: This was designed to be just a more potent chaingun.  Fires one less bullet per volley and has a smaller clip, but is more accurate, more damaging, and most of all, MUCH faster to reload.  (You'd be surprised how important that is.)

Firebomb
-From: Rise of the Triad
-Stats:
Quote
Damage: 8d6
Accuracy: +4
Base Fire Time: 1.0 second
Base Reload Time: 1.5 second
Clip Size: 1
Ammunition: Rockets
Special Reload:  N/A
Quote on pickup: We'll bury them in a lunchbox!
Ingame Description: Nothing short of fiery death.  Make sure it doesn't backfire.
Notes: The explosion for this weapon is quite different.  Instead of a round blast radius, it explodes in an 'X' shape, with one of the 'arms' being focused on the direction the weapon was fired from.  The 'X' is 6 squares in each direction from the point of impact, and anything within 1 square of the actual blast takes partial damage.
-Intent:  Different style of rocket launcher - more damaging (I believe the Firebomb was about twice as damaging as the Bazooka, the equivalent weapon to Doom's Rocket Launcher, in Rise of the Triad, but I had to tone it down in this case) but exploding in a much different and potentially much more dangerous pattern.


Note that I DEFINITELY need better ingame descriptions for these.  I also need to work on the quote on pickup for the Firebomb - the one there now is the first one that came to mind, one alternate was 'Ludicrous gibs!', but neither one feels right.  (But both are quotes - the 'lunchbox' one slightly altered - from Rise of the Triad, the game where this particular Firebomb came from.)

21
(I don't like being too deceitful, hence me saying up front that I savescummed.)

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

 Wesker, level 14 Cacodemon Lieutenant, defeated the Cyberdemon
 on level 25 of the Phobos base.
 He survived 115988 turns and scored 317620 points.
 He was a man of Ultra-Violence!

 He killed 890 out of 890 hellspawn. (100%)
 This ass-kicking marine killed all of them!
 He was an Angel of Light Travel!


 He saved himself 30 times.

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

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

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

  Health 50/50   Experience 97630/14
  ToHit +4  ToDmg Ranged +3  ToDmg Melee +3

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

    Tough as nails (Level 3)
    Son of a bitch (Level 3)
    Reloader       (Level 2)
    Eagle Eye      (Level 2)
    Cateye         (Level 2)
    Triggerhappy   (Level 2)

  EE->EE->Cat->Cat->SoB->SoB->SoB->TaN->TaN->TaN->TH->TH->Rel->Rel->

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

    [a] [ Armor      ]   nothing
    [b] [ Weapon     ]   advanced BFG 9000 (12d8) [55/169] (D2M2)
    [c] [ Boots      ]   steel boots [1/1] (55%)
    [d] [ Prepared   ]   Missile Launcher (7d6) [2/4]

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

    [a] modified plasma rifle (1d9)x8 [0/40] (D1)
    [b] modified BFG 9000 (10d8) [0/130] (M1)

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

    73 former humans
    106 former sergeants
    52 former captains
    113 imps
    91 demons
    66 lost souls
    39 cacodemons
    47 barons of hell
    1 Cyberdemon
    26 hell knights
    42 arachnotrons
    21 former commandos
    14 pain elementals
    26 arch-viles
    20 mancubi
    28 revenants

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

  He started his journey on the surface of Phobos.
  On level 3 he entered Hell's Arena.
  On level 4 he stormed the Chained Court.
  On level 8 he found the Phaseshift Boots!
  On level 9 he found Hell's Armory.
  On level 13 he witnessed the Wall.
  Entering level 14 he was almost dead...
  On level 14 he ventured into the Halls of Carnage.
  On level 18 he found the Missile Launcher!
  On level 22 he found the Phaseshift Armor!
  On level 22 he was foolish enough to enter the Mortuary!
  On level 22 he found the Angelic Armor!
  On level 23 he entered the Lava Pits.
  He nuked level 23!
  He managed to clear the Lava Pits completely!
  Then at last he found Phobos Arena!
  On level 25 he finally defeated the Cyberdemon.

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

 You start running!
 The Cyberdemon fires!
 Fire -- Choose target... The missile hits the Cyberdemon. The Cyberdemon
 reloads his rocket launcher.
 Fire -- Choose target... The missile hits the Cyberdemon. The Cyberdemon
 fires! You are hit!
 Fire -- Choose target... The missile hits the Cyberdemon. The Cyberdemon
 fires! You are hit!
 You are hit!
 You use a large med-pack. You feel fully healed.
 The Cyberdemon fires! Boom!
 Fire -- Choose target... The missile hits the Cyberdemon. The Cyberdemon
 reloads his rocket launcher.
 You reload the BFG 9000 with power cell.
 Fire -- Choose target... The missile hits the Cyberdemon. The Cyberdemon

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

 Before him 533 brave souls have ventured into Phobos:
 483 of those were killed.
 7 of those were killed by something unknown.
 And 41 couldn't handle the stress and committed a stupid suicide.

 Some rumours though, say that the Cyberdemon was killed already!
 Is he immortal? 2 souls claim to have killed him...
 1 sacrificed itself for the good of mankind.
 1 killed the bastard and survived.

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


Okay, okay, bear with me here, people.  I had been so irritated with Angel of Light Travel that I insisted on savescumming just so the game would think the challenge mode was finished, but to make it anywhere near worthwhile I forced it upon myself to do as much as I could with it.  Hence using the Ultra-Violence difficulty (in reality, the highest difficulty I could really get anywhere in is Hurt Me Plenty), forcing 100% kills anywhere I go, and doing as many special levels as I could (I skipped two - the Unholy Cathedral and The Vaults - and any others not explicitly mentioned simply failed to show up).  My original intent was to get a full win as well, but I didn't get the chance because of my ill-fated decision to attempt the Lava Pits with just invincibility.  After a few retries I simply nuked the place.

In brief:
-Hell's Arena seems to be my Achilles' heel.  Many times in both this and other playthroughs I've died there.
-Rockets can be used more freely in Halls of Carnage than most people think.  I think you only have to avoid the area between the two innermost 'rings', with the innermost being the BFG room itself.
-I skipped Unholy Cathedral because my build was not designed for it, and I skipped The Vaults after keeping a backup save and realizing that even if the way to get into the center is what I think it is, I didn't prepare for that.
-Maybe it was my equipment, but when I went there I found that The Mortuary's reputation seemed to be overstated.  I guess it depends on what is revived and when.
-Lava Pits was just a serious mistake on my part.  Had it not been for that I could have tried for a full win.

Extended Level Notes:
1: No restarts.  I actually take almost anything for the first level nowadays - I've passed through this level so often that I just want to get it over with.
2: No restarts, amazingly.  I say 'amazingly' because no matter what difficulty, roughly half of my runs don't get past here.
3: 5 restarts.  The level I finally cleared was a demon cave.
Hell's Arena: 14 restarts.  I finally cleared it with 4% health left.  What made this so difficult was only entering with a combat shotgun and one small medpack.  I eventually got it by playing chicken with the cacodemons and barons in the later two waves.  It doesn't say it in the mortem for some reason, but yes, I cleared ALL THREE WAVES.
4: No restarts.  I got another demon cave.
Chained Court: No restarts.  Although it was a big surprise to me to see CAPTAINS instead of the sergeants... I must say, this is probably my favorite iteration of the Chained Court.  Lots of captains and four barons that can be picked off without them firing a shot!
5: No restarts.  I'm rather amazed, honestly.  Another quarter of my runs that make it past floor 2 don't get farther than here.
6: Surprise, surprise - no restarts here either!
7: 1 restart.  The first time, I got a cave full of cacodemons and almost, ALMOST, survived the whole ordeal.  The second time I got a demon city, saw my first commando, absconded with his plasma rifle, and survived handily.
8: No restarts.  I ran into a second commando (unlike the first, he got to fire one volley before he fell), my first unique (I seem to get Phaseshift equipment very often), and my first suit of red armor.
9: No restarts.  Plasma rifle #3.  If Hell's Armory hadn't shown up, I'd have thrown away my chaingun here.  As it is, I hold onto it for a little longer.
Hell's Armory: No restarts.  Revenants instead of arachnotrons was a real shocker... and the barons are as greedy as ever.  No uniques here, though I did pick up a boatload of power cells.
10: 1 restart.  Got ambushed by a horde of lost souls and when I tried to put myself in better position, a baron and a former commando were there to stop me.  The second time, I did much better and, more importantly, scored a thermonuclear bomb.
11: No restarts.  Plasma and rockets were in enough supply that I basically left in mostly the same shape ammo-wise as I entered.  Armor-wise, not so much.
12: 1 restart.  The first time I ran right into an Arch-Vile, but managed to kill him - what killed me was a baron later.  The second time I wound up using a lot of ammo, which is going to make the rest of this hard, but I did get a lot of rockets.
13: No restarts.  Though I feel I did set myself up in a bad position for The Wall.
The Wall: 6 restarts.  This place wound up a very close call for me.  I started at the top and destroyed a wall diagonally.  After that, all I could do was hope the arch-viles (yes, starting on UV, arch-viles show up) appeared sooner rather than later.  Plasma was the best bet for taking them out.  I literally ran out of rockets near the end and almost ran entirely out of plasma ammo.  Also, I ended with 4% health and no medpacks.
14: 4 restarts.  After the very close call that was The Wall, a few restarts were expected here.  One was actually due to not having enough resources (read: non-rocket munitions) to handle Halls of Carnage.  This level I dread the most, because 90% of the stuff that gets through floors 2 and 5 does not get farther than this floor.
Halls of Carnage: No restarts.  You can use rockets more freely here than most people think, even on the east side of the map.  Trust me on this.
15: 1 restart.  First try was an arachnotron cave, second was a demon city with two roaming arch-viles.  Due to being out of power cells, I snagged a chaingun again.  City of Skulls never showed up this time, so I'm short one BFG.
16: No restarts.  Another demon city with roaming arch-viles.  Thankfully they were both backing up a squad of former sergeants, captains, and the like, instead of the mancubus farther south.  Skipped Unholy Cathedral.
17: No restarts.  Caught in the crossfire of a bunch of arachnotrons, it took both medpacks I was carrying to survive.  Go figure.
18: 1 restart.  Something valuable, you say?  Turns out it was a Missile Launcher.  So I can throw away that advanced rocket launcher I got a long time ago!  Also I had problems holding all the plasma rounds I was finding.
19: 5 restarts.  I actually had to go redo this area as I demanded on 100% kills and did not have the knowledge (or the resources, in the case of the only possible solution that comes to mind - let's just say it involves something random and something related, but not random and far more life-saving) of how to get into the central vault in the special level here.  Also, here is where I lost my beloved Phaseshift Boots.
20: No restarts.  Arachnotron/Revenant groups backed by Arch-viles are perhaps my worst nightmare.
21: No restarts.  I've practically been facing two arch-viles on every level... but why have they always been together?  I'd think there'd be some animosity involved in there SOMEwhere....
22: 1 restart.  Mainly due to bad position initially.  This level was kind of easy the second time around.  I consider it the calm before the inevitable storm....
The Mortuary: 6 restarts.  I actually cleared this the first try but forgot to save afterward.  The secret?  This level is why the BFG9000 was MADE!  That, a couple stacks of power cells, and the Missile Launcher made this an intense, but still fun level to do.  Don't expect me to do this on BFG-less challenges however.
23: 3 restarts.  I learned during one attempt that roadhouse boxing with a revenant is a BAD idea.  But apparently, with hell knights and barons it isn't so bad.
Lava Pits: 9 restarts.  Due to both forgetting my envirosuits and not having a backup save, I ultimately decided to use the thermonuclear device here.
24: 1 restart.  The successful level was a massive arachnotron-filled cave.
25: No restarts.  I couldn't get a full win due to my ill-fated decisions involving the Lava Pits.

In total this took me about 59 retries to do - and about four or five hours of playing time.  That's quite a bit less than I'd thought it would take.

What I'm probably going to wind up doing from here is acting as if the HMP requirement wasn't met and doing Angel of Purity on that difficulty.  And Angel of Marksmanship beckons still.  I'll revisit AoLT some other day, but not for a long while.

And now that I've gotten this monkey off my back (in the eyes of the game at least) this is probably also the last time I savescum.

22
Discussion / Re: Doom maps in DoomRL
« on: January 24, 2009, 13:35 »
If you are on AoMr, spawn Trigun, Beretta or Jackal.
If you are on AoB, then Butchers Claw, more berserk packs, etc.

And so ... :) .

As far as those two examples - not unless the level is proven so insanely difficult that the player deserves whatever they want from it.

I did come up with a couple of possibilities for artifacts in that level, however (and both originally come from Rise of the Triad as well) - and I hope it's okay to bring them up here, as I would think notes on artifacts within a map probably are relevant to the topic of the map itself.

Flamewall
-In the original: A weapon with 7 shots in it.  If the enemy was hit from the direct shot, not much damage.  But if the shot hit the ground (this could include aiming it at the floor), it would spread into a massive wave of flame that killed any non-boss, non-robotic enemy on contact (in fact, it turned said enemies into charred skeletons that instantly crumbled).  (Bosses and robots were totally immune.)
-DoomRL variant: I think this should shoot a 5-square wave of flame (the center square would align with the player's position) that can't go through walls, but does significant damage (I was thinking somewhere between the shotgun's damage rating and the rocket launcher's) to enemies and is likely to destroy any items caught in the path.  I could see Lost Souls, Arch-viles, and any bosses having some resistance to the weapon (the former two because of their more fiery nature, the latter to keep somewhat with the original weapon).  Also, this should use rockets as ammo.  (Should it have a maximum range for balance purposes?  I couldn't possibly see such a weapon being dodgeable.  Well, okay, maybe the flying enemies could dodge it, but not much else.)

Asbestos Armor
-In the original: Reduced any form of heat damage (missile weapons and heat-based hazards) to almost nothing - I believe it's also the only thing that would save the player from a Flamewall.  Did not protect against bullet weapons at all.
-DoomRL variant: 10 armor, applying only to heat-based weapons.  Unfortunately for the people trying to balance this, said category's potential is huge - it could include plasmaballs from Cacodemons and Hell Knights, plasma rifle shots from former commandos and Arachnotrons, rockets from Revenants, the fiery blasts from Mancubi, Arch-vile ranged attacks, and possibly rockets from Cybie himself.  We'd need to establish what counts here.  2 armor against all else.  I don't know about the other statistics, but its pickup quote would probably be "Oh, so itchy!" just like in Rise of the Triad.


I had a few other ideas but I found them so weak that they should be relegated to standard uniques.  If anyone wants to hear of them I can post them over in the 'Requests for Features' forum - not on this topic because it gets too irrelevant.


NOTE: I'll probably get back on track and make another map one of these days.

23
--------------------------------------------------------------
 DoomRL (v.0.9.8.10) roguelike post-mortem character dump
--------------------------------------------------------------

 Wesker, level 10 Cacodemon Lieutenant, killed by a Cyberdemon
 on level 25 of the Phobos base.
 He survived 91771 turns and scored 106911 points.
 He wasn't afraid to be hurt plenty.

 He killed 498 out of 666 hellspawn. (74%) *
 He was an Angel of Light Travel!


-- Graveyard ** -------------------------------------------------

  ###########################################################
  #..........................................................
  #..........................................................
  #....###...................................................
  #....###...........###...............................###...
  #....###...........###...........###.................###...
  #.........X........###...........###.................###...
  #................................###.......................
  #..........................................................
  #..........................###..............###....###.....
  #..........................###..............###....###.....
  #..........................###..............###....###.....
  #..........................................................
  #......................................###.................
  #...................................................###....
  #.............###...C...............................###....
  #.............#>#...................................###....
  #.............###..........................................
  #..........................................................
  ###########################################################

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

  Health -12/70   Experience 43216/10
  ToHit +6  ToDmg Ranged +3  ToDmg Melee +3

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

    Ironman        (Level 2) ***
    Son of a bitch (Level 3)
    Eagle Eye      (Level 3)
    Cateye         (Level 2)

  EE->SoB->SoB->EE->Cat->Cat->EE->SoB->Iro->Iro->  ****

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

    [a] [ Armor      ]   red armor [2/4] (28%)
    [b] [ Weapon     ]   modified BFG 9000 (10d8) [90/130] (M1)
    [c] [ Boots      ]   modified protective boots [4/4] (66%) (P)
    [d] [ Prepared   ]   plasma rifle (1d8)x8 [14/40]

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

    [a] modified rocket launcher (6d6) [1/1] (A1)
    [b] BFG 9000 (10d8) [20/100]
    [c] rocket (x14)
    [d] rocket (x14)
    [e] rocket

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

    71 former humans
    56 former sergeants
    11 former captains
    121 imps
    41 demons
    45 lost souls
    20 cacodemons
    28 barons of hell
    21 hell knights
    29 arachnotrons
    12 former commandos
    6 pain elementals
    3 arch-viles $
    8 mancubi
    1 revenant

-- 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 4 he stormed the Chained Court.
  On level 11 he witnessed the Wall.
  He massacred the evil behind the Wall!
  On level 14 he ventured into the Halls of Carnage.
  On level 15 he he found the City of Skulls.
  He fled the City in terror! $*
  On level 18 he ventured into the Spider's Lair. $**
  He cleared the Lair, kickin' serious spider ass!
  On level 23 he entered the Lava Pits.
  He decided it was too hot there. $***
  Then at last he found Phobos Arena!
  On level 25 he finally was killed by a Cyberdemon.

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

 The baron of hell fires! Boom! The baron of hell fires! The missile hits
 the baron of hell. The baron of hell fires! Boom!
 Fire -- Choose target...
 The arch-vile raises his arms! The mancubus suddenly rises from the dead!
 The baron of hell fires! You are hit!
 There are stairs leading downward here.
 
 You enter a big arena. There's blood everywhere. You hear heavy mechanical
 footsteps...
 You swap your weapon.
 Fire -- Choose target... The missile hits the Cyberdemon.
 You start running!
 Fire -- Choose target... The missile hits the Cyberdemon. The Cyberdemon
 fires! You are hit! Your red armor is damaged!
 Fire -- Choose target... The missile hits the Cyberdemon. The Cyberdemon

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

 Before him 474 brave souls have ventured into Phobos:
 438 of those were killed.
 6 of those were killed by something unknown.
 And 28 couldn't handle the stress and committed a stupid suicide.

 Some rumours though, say that the Cyberdemon was killed already!
 Is he immortal? 2 souls claim to have killed him...
 1 sacrificed itself for the good of mankind.
 1 killed the bastard and survived.

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

* Once I got the BFGs from Halls of Carnage and City of Skulls, whenever I could get to stairs, I used them immediately.  Special or not, enemies left behind or not, didn't matter.
** Cybie either has as much vision range as a player with Cateye(2), or else he just retaliates to anything shot at him no matter how far.  I also suspect he's immune to knockback of any sort.
*** I didn't think getting Triggerhappy was a smart idea because I'd ditched the chaingun by then and went mostly with the plasma rifle (surprise, surprise).  So I was at a loss as to what to get.
**** I initially went with 'glass' before 'cannon', but decided to switch because this seems more effective.  Eagle Eye needs to be first however.
$ And one of these I accidentally ambushed at POINT-BLANK range, where with my traits, two plasma rifle volleys is enough to kill.
$* Not quite true - I just snagged the BFG9000 and left.
$** First stairs I found on that level, but I believe going here was a mistake.  I cleaned out the place because I felt I was never close enough to the stairs to make a mad dash and survive.  Cost me two large medpacks, which might have been better served against Cybie - but I did get a LOT of plasma ammo which might have gotten me to Cybie in the first place.
$*** Again, just needed to find stairs ASAP.


So, basically, I've reached the point where I nearly have the challenge down.  I believe I had enough ammo to take Cybie down, maybe even just with the BFG, but it was health that was the bigger issue.  Lastly, I regret not tossing rockets away and picking up a thermonuclear bomb when I had the chance (I thought I'd need the ammo to even survive), as I'd have won without that slip-up.


Because I'm so utterly frustrated with AoLT and just want to reach Captain status, I'm strongly considering savescumming next time I do it.  To make such a playthrough worthwhile to me at all (both strategy-wise and accomplishment-wise) I'd probably do it on UV, with 100% kills and doing every special level I find (barring maybe Unholy Cathedral).  AND getting a full win, which I haven't had the chance to get since skipping an opportunity due to 'not feeling ready'.  Trust me, that'd be plenty difficult.

24
Discussion / Re: Doom maps in DoomRL
« on: January 23, 2009, 13:01 »
FrostyTheDragon:
Map looks nice - it would be nice to test it out in DoomRL.
Only thing I do not like is the room with "9".

As for rewards - it should depend on the type of game.

Yeah, while I wanted the '9' to represent an arch-vile on higher difficulties, I didn't know the best spot to put him.  I thought putting him right in the room with '4' wasn't a great idea, and looking at it now, maybe I should have just thrown him and the corpses into the hallway before the exit.

This is what I get for trying to ad-lib here.  I still don't have a clue what to do with that part.


As far as rewards?  I still haven't really gotten there.  But I think that if any unique spawns on that map, it should be in the main stash (the room before the exit) far more often than in any other part of the map - and if a unique doesn't spawn, at least one of the weapons should be a yellow one, meaning fastload, extended, rapid, or simply advanced.  I'm against spawning a BFG9000 on this map as it is right now unless it's shown to be an extremely difficult map.

Maybe have a weapon or armor from Rise of the Triad show up as an artifact here?  I'm out of other ideas.

25
Pre-0.9.9 / Re: [E|90%|19|YASD] Death by an Arachvile
« on: January 23, 2009, 11:52 »
Frosty, note the DoomRL version in this mortem :)

Whoops.  In all fairness, I meant whether the WIKI listing for the evasive mode was for the older or newer versions.  (I have my doubts as to whether what's listed actually applies to 0.9.8.10 or if it's older than that, honestly.)

Unless you're referring to my cluelessness in regards to new things such as chain fire, in which case I have nothing to say.

And if you'd rather have me not butt in on beta-related stuff yet, the fact that it's from the beta should be noted in the topic title.

26
Pre-0.9.9 / Re: [E|90%|19|YASD] Death by an Arachvile
« on: January 23, 2009, 10:29 »
As for tactics, I'm still an utter newb with them though I've been playing DoomRL for a couple years now.

I ought to clarify that one a bit.  It used to be multiple different tactics in an old release but nowadays it's a button for an evasive mode (the game notes the tactic as 'running' but it's not running proper, I don't think).  Increased chance to dodge shots (though that won't help against an Arch-vile or Revenant, it will help somewhat against Hell Knights, Barons, and just about anything else with a projectile attack), movement speed increased (I think the wiki says 30%, although I don't know if that's an older release or the current one), but a slight accuracy hit.

After you use it, you need to either heal or go to the next floor to use it again.

Plus I went with chain fire, and I never thought of trying to cancel it (I imagine there's still a cool down while you wait for the barrel to stop spinning and firing) in order to pop a couple medpacks.

If there is a cooldown proper, I haven't noticed it much.  I think any 'cooldown' is built into the firing time of a weapon.

Plus cooldown didn't really apply much to chainguns in the original Doom.



By the way, did Halls of Carnage ever show up as a possible special level for you?  It's one of four levels I know of that has a BFG9000, which, in addition to coming in handy against enemy hordes assisted by Arch-viles, is really recommended in most modes (I can think of maybe two challenge modes where it's not needed, and in both cases you couldn't use one in those modes anyway) for the endgame.

27
Pre-0.9.9 / Re: [E|90%|19|YASD] Death by an Arachvile
« on: January 23, 2009, 05:53 »
What I find funniest about this playthrough is that you still have all those medpacks when you die.

Did this archvile ambush you to the point where you didn't even see him until you were dead?  Also, are you aware of the button to switch tactics?  If he didn't totally ambush you, the tactic switch and a few medpacks might have gotten you away from the arch-vile in time.

There's nothing else I can say, really.

28
Discussion / Roguelike ideas I thought up at one time or another
« on: January 22, 2009, 20:40 »
Okay, so I have one of those minds that tends to either drift randomly or come up with unusual things.  At several different points I came up with ideas for other games to turn into roguelikes.

While I intend to eventually pick up one of these ideas and actually make a roguelike out of it (note that I have this and this in mind, and was thinking of using the 'Curses' library), I decided I'd share all of them with you guys for two reasons:

1) Maybe people could help me decide which one to work on and expand more.  Heck, I could wind up with ideas to further implement.
2) Maybe someone likes an idea so much that they want to beat me to the punch and make it into an actual roguelike on their time.  In these cases, I'd like to be kept in the loop to help with design ideas.

So without further ado, let me share the ideas I had for potential roguelikes.

HereticRL

Some of you will immediately comment that this would be too close to DoomRL.  My original design document for this (it's not really much, though I still need to make quick notes for the monsters) hinted at completely different inventory and level-up systems (yeah, I come from the school of thought that says 'design a lot of it before you do much work at all') to attempt to separate this enough from DoomRL.  (And actually I also wound up putting stuff from Hexen into the design as well.)  Still, it might wind up an uphill battle.

RotT-RL

"RotT" stands for "Rise of the Triad".  As in, the game that originally was intended to be the sequel to Wolfenstein 3D, but wound up something completely different.  Unfortunately, implementing the most well-known thing from this game into the roguelike would probably have to be part of the 'step 15' of design.  Inventory wouldn't be too hard though (in the original game, there were no ammo drops - bullet weapons had infinite ammo and all the ammo in missile weapons was locked in the weapon itself).

Altered Beast - The Roguelike

Sadly, when I look at it, most of my design intent for this bears great resemblance to the existing 'Berserk!' roguelike.  There's probably still enough difference somewhere, though.  I should note that when writing my design in this case, I pulled from both the original arcade game and the GBA remake to get my ideas.  One thing that would change from the original 'Altered Beast' games is that instead of a different form in each level, the player probably would get one form for the entire game and that form would power up every few levels.  (This would also allow a little replay value to seep in.)


If anyone wishes to inquire into one of my ideas or perhaps persuade me into a particular choice, feel free to let me know.

29
Discussion / Re: Doom maps in DoomRL
« on: January 20, 2009, 14:13 »
Okay, I don't know if the 'contest' for a special level is still going, or whether it's original levels or remakes of actual Doom levels that are intended, but I decided to try my hand at making a more original (but still not fully original) level for this 'contest'.

The level is derived from one in an FPS called 'Rise of the Triad'.  In the original game the level was called 'Dead in Two Seconds' (it probably refers to what happens if you don't immediately hurry in the starting room - they put 12 Triad Enforcers, probably the toughest normal enemy in the game, in front of you) and was actually not in the normal progression of the game - you could only access the level with a warping cheat.  I don't have a good alternate name for the level for this version - but let's see if the level is viable first.

When would this level show up?  I'm thinking somewhere in the lower levels - specifically, I was thinking of this as being a possible alternate for the Lava Pits (meaning either this OR Lava Pits shows up).

Code: [Select]
##############################################################################
##%%%%########################################################################
##%9%%####.............b######################################################
##%%%%##.#.#.#.#.#####+############a.8...a####################################
##%%%%##.#..4....####...###############.###.............######################
########......4..####...#########a.88.......###########.######################
######.....4...4.####...#################.#####..8d####.######################
#####...#############...########d..7............####.........1################
#####.###############...#########.7.....#######.###.........1..##b#####b.d####
#####.##########........3.......####+#####b.c##.###........1..2.#.....6.ab####
#####.........##....3...........+......+..6a.##.##..............+.#####c..####
#############.##.3.....1........##.###.###b.b##.##....^..@..2.1.##############
######........##...........3..#################.#.......}.....2..#############
######+#########..3..3..1.....#################.......||.....1.2..############
###bae.bde###########...########################............2....#############
###edb.ecb############+##########################...........1.1.##############
######+##############..e#########################.............################
#####...############b.6.b#########################..........##################
#####.5>#############beb#############################.....####################
##############################################################################

Key
@: Player start position.
}: A rocket launcher.
|: Rockets.
^: Invulnerability Globe.
1: Hell Knight (ITYTD, HNTR, HMP) or Baron of Hell (UV, N!)
2: Hell Knight (ITYTD, HNTR), Baron of Hell (HMP, UV), or Revenant (N!)
3: Former Captain (ITYTD), Hell Knight (HNTR), or Arachnotron (HMP, UV, N!)
4: Cacodemon (ITYTD, HNTR) or Revenant (HMP, UV, N!)
5: Revenant (ITYTD, HNTR) or Mancubus (HMP, UV, N!)
6: Cacodemon (ITYTD) or Pain Elemental (HNTR, HMP, UV, N!)
7: Former Captain (ITYTD, HNTR) or Former Commando (HMP, UV, N!)
8: Lost Soul (ITYTD), Demon (HNTR), Former Captain (HMP, UV) or Former Commando (N!)
9: Revenant (ITYTD), Mancubus (HNTR), or Arch-Vile (HMP, UV, N!).
a: Weapons.  Haven't determined exactly what yet, although I was intending on 'random'.
b: Ammo or powerups.  Haven't determined exactly what yet, although I was intending on 'random'.
c: Armor or boots.  Haven't determined exactly what yet, although I was intending on 'random'.
d: Mods.  Haven't determined exactly what yet, although I was intending on 'random'.
e: Items (medpacks, envirosuits, that sort of thing).  Haven't determined exactly what yet, although I was intending on 'random'.
+: Doors, of course.
%: Corpses.  Probably a mixture of imp and hell knight corpses with one or two barons or revenants mixed in somewhere.
>: The exit.

Other Notes:
-A lot of hallway compression went into making that map the right size, vertically speaking.  I was able to actually keep most of the horizontal layout.
-The original map only had any enemies in the big starting room and the upper-left room.  For this to qualify as something you'd see in the Phobos Hell region I felt compelled to add more enemies, and I'm extremely concerned that I went overboard.
-The bottom-center room was actually not enterable in the original.  I thought it better to let the player go in there.
-All the walls in the original were fiery walls that burnt the player if they were touched.  As of right now, I'm still tinkering with the possibility of a 1-square ring of lava around most of the rooms to mimic this effect, but I've been working on this map (layout, spawns, and everything) for over 4 straight hours and I need a break.  Will take suggestions in this regard (note that I hope to avoid the possibility of the player charging over any lava to take shortcuts, but if I have to do that, fine).
-All walls are indestructible, except for the ones around the room with '9' in it.  I know I didn't use '!' to represent the edges of the map like some people did, but I thought the edge of the map showed up as something closer in the actual game to what I did here anyhow.
-I tempted the idea of putting a BFG9000 in a place that could only be reached safely with an envirosuit pack, but decided that I'd done enough to this map as it is.
-The map was intended to be quite difficult, at minimum on par with Lava Pits.  Maybe even more difficult.  The first room was specifically designed to be a 'gimme' if you're thinking fast enough (it even has an invulnerability powerup much like the original level - the ammo wasn't there though) - it's the later rooms that are going to be hard on a player.
-I consider the map layout mostly okay for a conversion to DoomRL except for one thing - the corner room with '9' in it (that room was not in the original map, and may want some tweaking).  It's the monster and item spawns that I really need help with.  I'm concerned that (1) I don't strike the right balance between authenticity to the original level and DoomRL playability, and (2) I may have made the level too difficult with all those enemies.
-The reward is what's on the map already, really.  Anything you manage to pry out of there is yours to keep.
-I do have a blank version of both this modified map variant and of the original level's map in ASCII if it's necessary to change things even more.


If this is well received (but not before then, as I'm a sucky mapper and I know it), I may try converting an actual Doom level to DoomRL.  We'll see.

30
Pre-0.9.9 / Re: [H|AoRa|91%|StdWin] Video included!
« on: January 19, 2009, 14:29 »
"Killed by something unknown"?

Far as I can tell, that just means something blew up a barrel next to him and the monster who did it was beyond his sight range, or something like that.

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