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1
Discussion / Re: Balancing Assemblies
« on: April 07, 2016, 08:30 »As someone who disagrees with you right here, Crawl's long fights and big damage swings work (for people who like that game) because of its other mechanics, like the regenerating HP system.
Personallly I vastly prefer games balanced around non-regenerating HP - it's much more intuitive to be terrified because you're on 5 HP and the next fireball will kill you rather than because you're on 0 scrolls of blinking (note: I am garbage at crawl. Obviously I mean "consumables in general", though) and the next entire fight with a centaur (really garbage) will.
Regenerating HP has little to do with making this high variance work though.. it works because you can react even to worst-case scenario rolls with an appropriate action, and there's (almost always) enough information on screen to tell you whether or not you should be taking a particular fight. Heck, there's classes centered around not being able to regenerate (deep dwarves) and they work just fine, they work quite well in fact: you just have rough parallels to DoomRL's TaN traits, medkits and vampirism to keep you alive.
Don't get me wrong, I actually dislike the swinginess of Crawl's damage and I wish enemy damage was easier to anticipate, but it works just fine. I wouldn't *want* DoomRL to go this route without a good reason, I'm just trying to say it's definitely possible to have a system where you're not always able to avoid damage even with ideal positioning. Would said system be more fun and interesting IN DoomRL? I don't know! But whatever becomes of DoomRL and/or JH I'd be glad to test it out.
2
Discussion / Re: Balancing Assemblies
« on: April 07, 2016, 03:51 »Out of curiosity, how would DoomRL even work without a way to prevent all damage? I guess stronger dodging might work, but given how punishing getting hit is, leaving that to chance seems like a great way to run out of medkits and die.
Roguelikes like DCSS (or just "Crawl") work just fine with extreme amount of variance on damage and hit rates, it's all math and probability in the end (you just gotta make sure the math checks out and you don't have extreme scenarios like too little/too much damage). However, being forced to use tactics to avoid damage is fun, specially when you're threatened by potentially lethal amounts of damage. Cornershooting works surprisingly well with relation to how monster damage currently works, but I'm sure this strategy can be fleshed out into a more elaborate way of gaining positional advantage (maybe for JH :3 *hint hint*)
3
Discussion / Re: Balancing Assemblies
« on: April 03, 2016, 10:06 »
To add to the cornershooting topic, I think one big takeaway from its advent is that *some* form of cover-based defense is essential in the context of DoomRL. It doesn't need to be as binary as it currently is (aka a low level character with some weapon traits can render even archviles harmless with a tactical shotgun and a corner, yet 2 imps can be deadly in the open). Take XCOM, for example; you can use map geometry to vastly boost your defense, and getting flanked nullifies this defense bonus. I really think cornershooting can be fixed and replaced with a system that provides chance to dodge and/or even damage reduction based on your cover (or even the type of tile you're standing on).
It would need some math to calculate hit chances based on proximity and whether you're flanked or not, but it's a tried and true method of emphasizing the use of cover in turn based combat, and I figure this would be the natural evolution of cornershooting.
I don't mean to derail from the topic though, I'd be glad to talk more about this elsewhere :P
It would need some math to calculate hit chances based on proximity and whether you're flanked or not, but it's a tried and true method of emphasizing the use of cover in turn based combat, and I figure this would be the natural evolution of cornershooting.
I don't mean to derail from the topic though, I'd be glad to talk more about this elsewhere :P
4
Discussion / Re: Balancing Assemblies
« on: April 02, 2016, 21:30 »
I could answer this accurately if it were 3 years ago.. :(
The only ones that still stand out for me and still remember is:
1. Tactical shotgun
Basically if you had the mods, this was a no-brainer. It's better than its exotic equivalent the assault shotgun in every way imaginable except for having a clip size of 5 instead of 6, and the combat shotgun was fairly easy to get. I think preserving the combat shotgun's original damage could be a reasonable nerf: you're mostly making this assembly to avoid pumping the shotgun. This way there's *something* in the way of trade-offs, since you could consider keeping a combat shotgun with just a single P mod if you really needed the extra damage.
2. Antigrav boots
It's fairly overkill to get +50% move speed, period. The only reason this is "balanced" is because you just won't find a N mod in most games. I think a cool way to nerf this assembly could be to make it so the bonus depends on your tactics, starting with a modest move speed bonus (say 25%), but switching tactics to running makes the boots count as though the move speed bonus is 50%. If you're tired, the boots go down to 0-15% bonus. This might need a name change though :P
In general, the problem with nerfing assemblies that have rare mods like Obsidian or Nano is that for the most part they *should* be "overpowered" given the drop rates for O and N mods as well as the Whizkid requirements. If you wanted to nerf the super assemblies, I think drop rates should be improved; otherwise it'd be pointless to ever risk planning around finding these rare mods for a exotic-tier reward.
In general, most mods that have N And O on them are "overpowered" to some extent, but the ones are aren't always introduce some kind of trade-off that balances them out somewhat (can't take off, reduced damage, reduced move-speed, etc). In addition, N and O's base effects can be considered overpowered in and of itself with the right weapons or armor, and I'm not sure how that would be fixed aside from nerfing their base effect alongside increasing their drop rate if we want to go the route of making assemblies a tool to guarantee a certain level of equipment quality.
I think there's potential for very fun changes here though: if you nerf assemblies that need nerfing but adjust drop rates so the player can more freely experiment with assemblies in most games then I can see it working out. I do feel it's ok for assemblies that require WK2 and rare mods to be almost overpowered to some extent; hoarding the right mods and withholding on using them can be a pretty big risk if you don't already have good equipment, after all. The payoff should always be relatively big with these otherwise the player would feel cheated for investing in WK2, IMO.
(This is BananaKen on twitter, btw)
The only ones that still stand out for me and still remember is:
1. Tactical shotgun
Basically if you had the mods, this was a no-brainer. It's better than its exotic equivalent the assault shotgun in every way imaginable except for having a clip size of 5 instead of 6, and the combat shotgun was fairly easy to get. I think preserving the combat shotgun's original damage could be a reasonable nerf: you're mostly making this assembly to avoid pumping the shotgun. This way there's *something* in the way of trade-offs, since you could consider keeping a combat shotgun with just a single P mod if you really needed the extra damage.
2. Antigrav boots
It's fairly overkill to get +50% move speed, period. The only reason this is "balanced" is because you just won't find a N mod in most games. I think a cool way to nerf this assembly could be to make it so the bonus depends on your tactics, starting with a modest move speed bonus (say 25%), but switching tactics to running makes the boots count as though the move speed bonus is 50%. If you're tired, the boots go down to 0-15% bonus. This might need a name change though :P
In general, the problem with nerfing assemblies that have rare mods like Obsidian or Nano is that for the most part they *should* be "overpowered" given the drop rates for O and N mods as well as the Whizkid requirements. If you wanted to nerf the super assemblies, I think drop rates should be improved; otherwise it'd be pointless to ever risk planning around finding these rare mods for a exotic-tier reward.
In general, most mods that have N And O on them are "overpowered" to some extent, but the ones are aren't always introduce some kind of trade-off that balances them out somewhat (can't take off, reduced damage, reduced move-speed, etc). In addition, N and O's base effects can be considered overpowered in and of itself with the right weapons or armor, and I'm not sure how that would be fixed aside from nerfing their base effect alongside increasing their drop rate if we want to go the route of making assemblies a tool to guarantee a certain level of equipment quality.
I think there's potential for very fun changes here though: if you nerf assemblies that need nerfing but adjust drop rates so the player can more freely experiment with assemblies in most games then I can see it working out. I do feel it's ok for assemblies that require WK2 and rare mods to be almost overpowered to some extent; hoarding the right mods and withholding on using them can be a pretty big risk if you don't already have good equipment, after all. The payoff should always be relatively big with these otherwise the player would feel cheated for investing in WK2, IMO.
(This is BananaKen on twitter, btw)
5
Requests For Features / Re: Balance suggestions
« on: April 21, 2013, 08:03 »I wonder if we should nerf that farming... thing.
This would just drive everyone to rely on nano/nuclear/melee stuff. In a situation where we *can't* use any of those and we're forced to deal with scarce ammo, it doesn't sound very fun or necessarily challenging, just frustrating.
Also, farming the ammo isn't "free", you still have to isolate an enemy of interest while making sure you're ready for any wandering enemies, or alternatively wipe out the entire floor while leaving a corpse or two intact. Even if a wandering imp can't kill you, he could still shoot a fireball and accidentally gib a corpse.
On tactical boots: they aren't great, but they're still quite good if you assemble them with WK2, so you can get a total of 25% movespeed with an additional A mod. I guess outside of WK2 it just doesn't feel useful to assemble them. Maybe allow the assembly on any boots, but with halved protections or something? Exotics should be excluded of course, otherwise you'd have A modded tactical phaseshift boots which would pretty much be free anti-grav boots.
6
Releases / Re: The Elevator of Dimensions (0.9.1)
« on: April 20, 2013, 14:13 »Things learned:
* Berserker build isn't suicide like I thought it would be
* Nobody remembers level 2; nobody's commented on it in any way and apparently apparu forgot about it completely :)
* Level 3 is too tedious. Do you think elite beings (like the elite formers you run into on Ao100) would help?
* Nobody plays Skulltag Invasion, so nobody gets the 'gibberish' names on Level 4
* I may be too generous with the mod packs (perhaps that's something I can scale by difficulty)
* Perhaps the boss should actually REMAIN invincible for a while after his fire attacks so that he can use his specials... actually that might be too tedious and annoying.
* Nightmare is too easy.
If you want to see what the final boss can do, well, the code IS editable. Skipping waves is pretty easy, and you can then manipulate your doomguy on spawn to be the build you want.
In order:
* Berserker build is more than viable, and I agree N! is too easy.
* Don't take it as something bad, I enjoyed the level. :P Taking down bruiser demons was very satisfying, but one thing to note is berserker build shits on this level, but probably the biggest reason is the rune that lets your health max out at 250%, hellrunner + letting medpacks overheal to this amount basically lets me activate berserk without ever dying. I forgot the name of the rune, but that rune might be a tad overpowered.
* Cutting down on the enemies and putting stronger ones near the end would be cool. Any wolfenstein boss or elite beings would be awesome.
* I thought it was a bug, lol
* The amount of mod packs are very generous, but I feel it should just be rebalanced instead: slightly more instances of rare mods, significantly less common mods. Currently, for a melee build I only *really* need mods for tactical/anti-grav boots, and whatever I can find for a melee weapon. This is partly thanks to the rune that lets me overheal to 250%. I feel more rare mods could help accommodate other builds without necessarily overpowering the rest of the upgrade paths.
* You could add more "super attack" instances where he's invincible while performing his other actions. I would scale the strength of his specials based on his remaining health, so if you had 4 specials (ex. 75%, 50%, 30%, 10%) his last two would be stronger: additional summons, or explosions occur twice as fast. You're supposed to be very strong by this point, after all :3
* Maybe the Angelic badge could be made harder? ;3 Nightmare could be a *little* bit harder on the later levels, but level 1 is pretty brutal as is, and in my case comprised all my deaths aside from jumping into the void at the end.
7
Releases / Re: The Elevator of Dimensions (0.9.1)
« on: April 20, 2013, 12:46 »
Kudos for this mod, it's really fun. I tried Nightmare right off the bat since I was used to the punishment from standard DoomRL anyway, and after a few runs it felt like MBm -> Whizkid -> Whatever was the way to go. It worked out, the hardest part was the beginning, but once you get rid of the big wave of anubis ministers, you can run laps around the map picking up health upgrades while you berserk on everything. The nightmare strategy of triggering berserk with arch-viles doesn't work with diabolists, but at the very least brutes fulfill that role nicely, with their suicide attacks actually making you live longer. I'm fairly certain I clocked 7 deaths at the very first level, then at the arch-lich I was wandering around and fell into the void like an idiot: I got flashbacks to that N! Ao100 run where I nuked myself on level 100, but at least I was still within the Angelic badge range.
I realized I didn't pick my stuff back up after falling into the void, but noteworthy items were: APT duelist armor, anti-grav plasteel boots, P3T2 Railgun, B3T2 Super Shotgun, A Ripper. The Arch-Lich is a cakewalk with a melee build it seems, though the Arch-Lich's fire attack was very creative. I wish more bosses had those kind of "super attacks", and this seems like a great concept to extend to DoomRL, too ;)
I mirror other people's sentiments on the Wolfenstein level: it's a good breather level but it's also a bit tedious. Maybe reduce the amount of enemies and add an extra room where you fight a Wolfenstein boss? You start to get rare mods around this time, and a single, very strong enemy is still probably easier than the group of diabolists you have to deal with in the first level.
I can't see myself using MAd in Nightmare, it felt like Hellrunner was essential, specially since you can't get something like anti-grav boots early on (it seems like a nano pack is only guaranteed in the fourth level?), the lack of run speed really messes with you if you're caught off position. Then again, it might just have to do with the playstyle.
Also, the final boss can spawn more enemies? 4xBru + Ripper + Berserk barely let him get some melee attacks in + his "super attacks". I'm almost curious to see what he can do, but I wasn't about to risk the Angelic badge! :p
In my mortem, you'll see that some of the monster names are garbled. They all came from level 3 IIRC, the one where you just go in circles.
I realized I didn't pick my stuff back up after falling into the void, but noteworthy items were: APT duelist armor, anti-grav plasteel boots, P3T2 Railgun, B3T2 Super Shotgun, A Ripper. The Arch-Lich is a cakewalk with a melee build it seems, though the Arch-Lich's fire attack was very creative. I wish more bosses had those kind of "super attacks", and this seems like a great concept to extend to DoomRL, too ;)
I mirror other people's sentiments on the Wolfenstein level: it's a good breather level but it's also a bit tedious. Maybe reduce the amount of enemies and add an extra room where you fight a Wolfenstein boss? You start to get rare mods around this time, and a single, very strong enemy is still probably easier than the group of diabolists you have to deal with in the first level.
I can't see myself using MAd in Nightmare, it felt like Hellrunner was essential, specially since you can't get something like anti-grav boots early on (it seems like a nano pack is only guaranteed in the fourth level?), the lack of run speed really messes with you if you're caught off position. Then again, it might just have to do with the playstyle.
Also, the final boss can spawn more enemies? 4xBru + Ripper + Berserk barely let him get some melee attacks in + his "super attacks". I'm almost curious to see what he can do, but I wasn't about to risk the Angelic badge! :p
In my mortem, you'll see that some of the monster names are garbled. They all came from level 3 IIRC, the one where you just go in circles.
Spoiler (click to show/hide)
8
Discussion / Re: Opinions on new special levels needed!
« on: April 17, 2013, 20:45 »Killing stuff in doorways disposes of their corpses, and it's not hard to find a doorway in Hell's Armory. Just sayin'.
Yes, I totally agree on that for Hell's Armory. :-)
9
Discussion / Re: Opinions on new special levels needed!
« on: April 17, 2013, 12:42 »I don't think an opinion of the form "make N! easier" is going to get much traction, somehow :)
This isn't about making it easier necessarily. Your options are severely limited in AoB, to the point where if you want to try clearing hell's arena on N!, really you're just startscumming level 2 for some combination of medpacks/armor/berserk packs. I wouldn't mind if hell's arena were actually *harder* as long as you're given a chance to apply more strategy in Hell's Arena and rely just a little less on RNG the level before.
10
Discussion / Re: Opinions on new special levels needed!
« on: April 17, 2013, 10:59 »
Hell's Arena: Not a new special level, but even if only for certain modes (say AoB), add some guaranteed random water generation to help dispose corpses on N!.
Military Base: West side entrance has a pretty wild design, it's really hard to tell when an enemy has LoS or not in the entrance area. Having this kind of problem in the most dangerous choke point of the level is a great way to eat a napalm rocket and die instantly, but maybe that's the point.
Phobos Lab: Need to be able to aggro nightmare demons without them biting your face off. Rockets work OK for this actually, but things get a bit unbalanced in challenge modes. Improving the rewards while keeping things as is would be cool, too.
Deimos Lab: Everything is easier to clear except the shamblers, since you can wipe out most of the enemies at the warp room where you start off, just have a little patience. In contrast, hell's armory may have cacodemons floating all around you in lava, and they can take a while to pick off. The extra gear and supercharges in Deimos Lab should be enough for the enemies when you pull the levers. The double shamblers are a problem but you should have a fresh armor, supercharge and possibly a new weapon + mods handy for them.
Abyssal Plains: Cool level, though I consider this easier thanks to the health packs and powerups. Also, who's trapping who in the middle? I *want* all those lost souls/pain elementals/agony elemental lined up in front of me so I can erase them more easily :3 There's no reason you shouldn't be ready for the middle portion considering all the stuff you find on this level, though it could be problematic depending on the challenge mode.
Limbo: Feels easier than mortuary, the lava works much more in your favor by providing less stuff to be revived (at least in the middle). Once you secure the middle you can slowly pepper either side's arch-viles to death with rockets or ammochain rapidfire without needing to draw any bridges. The possibility of reviving nightmare enemies is scary, but the map layout simply works too well in your favor. Even on N! I don't think I've died yet after clearing the initial ambush.
Military Base: West side entrance has a pretty wild design, it's really hard to tell when an enemy has LoS or not in the entrance area. Having this kind of problem in the most dangerous choke point of the level is a great way to eat a napalm rocket and die instantly, but maybe that's the point.
Phobos Lab: Need to be able to aggro nightmare demons without them biting your face off. Rockets work OK for this actually, but things get a bit unbalanced in challenge modes. Improving the rewards while keeping things as is would be cool, too.
Deimos Lab: Everything is easier to clear except the shamblers, since you can wipe out most of the enemies at the warp room where you start off, just have a little patience. In contrast, hell's armory may have cacodemons floating all around you in lava, and they can take a while to pick off. The extra gear and supercharges in Deimos Lab should be enough for the enemies when you pull the levers. The double shamblers are a problem but you should have a fresh armor, supercharge and possibly a new weapon + mods handy for them.
Abyssal Plains: Cool level, though I consider this easier thanks to the health packs and powerups. Also, who's trapping who in the middle? I *want* all those lost souls/pain elementals/agony elemental lined up in front of me so I can erase them more easily :3 There's no reason you shouldn't be ready for the middle portion considering all the stuff you find on this level, though it could be problematic depending on the challenge mode.
Limbo: Feels easier than mortuary, the lava works much more in your favor by providing less stuff to be revived (at least in the middle). Once you secure the middle you can slowly pepper either side's arch-viles to death with rockets or ammochain rapidfire without needing to draw any bridges. The possibility of reviving nightmare enemies is scary, but the map layout simply works too well in your favor. Even on N! I don't think I've died yet after clearing the initial ambush.
11
Nightmare! / Re: [N!|YAAM|YAFW] Double Angelic
« on: April 14, 2013, 03:16 »Surely it's possible. Made it with usual cateye-whizkid-dodgemaster. Actually I dont see a point of MAc since you can always farm some poor arachno for more cells, but accuracy and tactical information helps you to kill demons where it need to be killed. So different people, different approaches (but i dont really think that someone want to made it with some crappy entrenchment).
Nice with though. It was a great luck that hell armory was spawned instead of deimos lab (seriously it need real nerfing on N!)
I know cells aren't a problem, even though in anomaly I somehow managed to get into that level without farming them up sufficiently. The main thing about MAc is being able to chainfire ambushes like in anomaly and nightmare demons in phobos lab without having to reload. In places like Limbo having maxed out chainfire is really useful in case there's 4 or more arch-viles in plain sight, it lets you clear most if not all of the arch-viles that are off-screen. This has the added bonus of not destroying items which rockets can easily do.
I very much prefer deimos lab for the bigger reward. The two shamblers aren't a problem with chainfire plasma, and you can tank a fair share of hits with the supercharge globes on the back if you can't get a good position. It'd be great if you could take cover a bit more easily though.
EDIT: I was thinking vampyre could work too. Hell's arena would be much harder because you have no traits to help your shotgun/combat shotgun if you're lucky. Anomaly with a ballistic armor + chainsaw might let you tank the whole thing, but I've never tried it. From that point onwards though, having berserk activate from arch-viles instantly is always a plus, and getting Azrael's Scythe lets you gib most enemies on the spot, which saves you the trouble of disposing corpses.
12
Nightmare! / Re: [N!|YAAM|YAFW] Double Angelic
« on: April 13, 2013, 18:29 »Killing things into doorways and blowing up bodies with Rocket Launchers is a good strategy too. :) Killing things more doesn't really do it, because there's no limit to how many times an enemy will revive. (As far as I know)
Yeah, yeah, I get it. I'm slow. Congratulations, Mr. Speedy! :P (Seriously, congrats! This looks like it was an awesome run!) :D
I still played for over 4 hours! Which makes me wonder just how 2Dev can play that fast. He must have spent a large chunk of the 3 hours throwing knives at the AoD. ~3 hours for damageless, conqueror 100% is about what I'd expect to take if I had a crystal ball predicting shot outcomes and had a tracking map effect at the start of every level.
Thanks for the props, I think for N! 100% ammochain is a no-brainer, but it's probably possible with other builds. The main disadvantage with ammochain is how awful the synergy is at first, but even without agility mods, chainguns and plasma rifles are pretty deadly with THx2. This type of run is fun if you're used to doing nightmare strategies. The start is rough, but once you get MAc, your biggest obstacle is probably the anomaly, while the rest of the levels fall behind your plasma death ray.
13
Nightmare! / [N!|YAAM|YAFW] Double Angelic
« on: April 13, 2013, 09:17 »
Ok, so not nearly 2Dev, but I'm quite happy with this run either way. Took a break in between which is why it clocked in at 5 hours. N! 100% doesn't take *that* long. :P
Phobos Lab is brutal, I honestly wasn't expecting to get past it but ballistic armor + ammo chain plasma rifle melts nightmare demons quickly enough to minimize damage.
Phobos Anomaly was a really close call too, I ran out of cells while I was trying to clear the ambush portion, leaving me with a combat shotgun and a chaingun. I had barely enough rockets to kill the corpses. Thankfully I took no additional damage from the bruiser brothers, they die pretty easily to cornershooting with a combat shotgun thanks to SoB+Rel.
I didn't need to throw knives or anything at the AoD. Though my movespeed was somewhat modest because I could never find a nano mod for anti-grav boots, I could attack and move at about 0.54/0.55 sec or so; I used a tech modded piercing combat knife and timed my attacks every time he took a "double step" to make sure he won't have time to retaliate.
Phobos Lab is brutal, I honestly wasn't expecting to get past it but ballistic armor + ammo chain plasma rifle melts nightmare demons quickly enough to minimize damage.
Phobos Anomaly was a really close call too, I ran out of cells while I was trying to clear the ambush portion, leaving me with a combat shotgun and a chaingun. I had barely enough rockets to kill the corpses. Thankfully I took no additional damage from the bruiser brothers, they die pretty easily to cornershooting with a combat shotgun thanks to SoB+Rel.
I didn't need to throw knives or anything at the AoD. Though my movespeed was somewhat modest because I could never find a nano mod for anti-grav boots, I could attack and move at about 0.54/0.55 sec or so; I used a tech modded piercing combat knife and timed my attacks every time he took a "double step" to make sure he won't have time to retaliate.
--------------------------------------------------------------
DoomRL (0.9.9.7) roguelike post-mortem character dump
--------------------------------------------------------------
Thomas Parasiuk,
level 18 Cyberdemon Chaos Br. General Marine,
nuked the Mastermind at the Hell Fortress.
He survived 511809 turns and scored 1051862 points.
He played for 5 hours, 25 minutes and 46 seconds.
He opposed the Nightmare!
He killed 2050 out of 2050 hellspawn. (100%)
This ass-kicking marine killed all of them!
-- Special levels --------------------------------------------
Levels generated : 11
Levels visited : 11
Levels completed : 11
-- Awards ----------------------------------------------------
Cyberdemon's Head
Medal of Prejudice
UAC Star (gold cluster)
Aurora Medallion
Conqueror Badge
Grim Reaper's Badge
Hell Armorer Badge
Hell Champion Medal
UAC Platinum Badge
Veteran Angelic Badge
Elite Diamond Badge
Elite Angelic Badge
Demonic Platinum Badge
-- Graveyard -------------------------------------------------
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###########################################################
-- Statistics ------------------------------------------------
Health 114/60 Experience 170480/18
ToHit Ranged +0 ToHit Melee +0 ToDmg Ranged +3 ToDmg Melee +3
-- Traits ----------------------------------------------------
Class : Marine
Finesse (Level 3)
Hellrunner (Level 3)
Son of a bitch (Level 3)
Reloader (Level 2)
Juggler (Level 1)
Dodgemaster (Level 1)
Whizkid (Level 2)
Triggerhappy (Level 2)
Ammochain (Level 1)
SoB->SoB->TH->TH->Rel->Rel->MAc->Fin->Fin->WK->WK->HR->HR->DM->HR->Jug->SoB->Fin->
-- Equipment -------------------------------------------------
[a] [ Armor ] duelist armor [4] (AOP)
[b] [ Weapon ] plasma rifle (1d8)x6 [12/40] (P1S1T3)
[c] [ Boots ] plasteel boots [2/2] (100%)
[d] [ Prepared ] missile launcher (6d6) [4/4]
-- Inventory -------------------------------------------------
[a] BFG 9000 (13d6) [169/169] (B2P3)
[b] Railgun (8d8) [35/40]
[c] red armor [6/6] (100%) (P)
[d] Angelic Armor [7/7] (100%)
[e] Azrael's Scythe (9d9)
[f] rocket (x7)
[g] power cell (x70)
[h] power cell (x70)
[i] power cell (x36)
[j] power cell (x70)
[k] power cell (x70)
[l] power cell (x70)
[m] large med-pack
[n] large med-pack
[o] large med-pack
[p] envirosuit pack
[q] thermonuclear bomb
[r] lava element
[s] steel boots [1/1] (100%) (A)
-- Resistances -----------------------------------------------
Bullet - internal 0% torso 50% feet 0%
Melee - internal 0% torso 50% feet 0%
Shrapnel - internal 0% torso 50% feet 0%
Acid - internal 0% torso 0% feet 50%
Fire - internal 0% torso 0% feet 25%
-- Kills -----------------------------------------------------
220 former humans
229 former sergeants
96 former captains
213 imps
114 demons
492 lost souls
122 cacodemons
59 hell knights
68 barons of hell
27 arachnotrons
46 former commandos
67 pain elementals
75 revenants
47 mancubi
43 arch-viles
43 nightmare imps
12 nightmare cacodemons
51 nightmare demons
15 nightmare arachnotrons
2 bruiser brothers
2 shamblers
1 lava elemental
1 agony elemental
1 Angel of Death
1 Cyberdemon
1 Spider Mastermind
1 John Carmack
1 Arena Master
-- History ---------------------------------------------------
He started his journey on the surface of Phobos.
On level 2 he entered Hell's Arena.
He left the Arena as a champion!
On level 5 he stormed the Chained Court.
On level 5 he found the Arena Master's Staff!
He defeated the Hell Arena Master!
On level 7 he assembled a ballistic armor!
On level 7 he sneaked into the Phobos Lab.
He broke through the lab.
On level 8 he encountered the Phobos Anomaly.
On level 9 he entered Hell's Armory.
He destroyed the evil within and reaped the rewards!
On level 10 he assembled a fireproof armor!
On level 11 he arrived at the Containment Area.
He emerged from the Containment Area victorious!
On level 12 he found the City of Skulls.
He wiped out the City of Skulls.
On level 13 he found the Jackhammer!
On level 14 he ventured into the Halls of Carnage.
Level 15 was a hard nut to crack!
On level 15 he assembled a piercing blade!
On level 16 he found the Tower of Babel!
On level 17 he invaded the Unholy Cathedral!
On level 17 he found the Azrael's Scythe!
He then destroyed the Unholy Cathedral!
On level 19 he entered the Vaults.
On level 19 he found the Railgun!
He cracked the Vaults and cleared them out!
On level 20 he was foolish enough to enter Limbo!
On level 20 he found the Angelic Armor!
He managed to clear Limbo from evil!
On level 22 he arrived at Mt. Erebus.
He managed to raise Mt. Erebus completely!
Then at last he found Dis!
He overloaded a nuclear BFG 9000 on level 24!
He defeated the Mastermind and found the TRUE EVIL!
Then finally in Hell itself, he killed the final EVIL.
-- Messages --------------------------------------------------
You see : John Carmack (severely wounded) | pool of blood | [ m ]ore
The missile hits John Carmack. The missile hits John Carmack. The missile
hits John Carmack. The missile hits John Carmack. The missile hits John
Carmack. The missile hits John Carmack. The missile hits John Carmack. The
missile hits John Carmack. The missile hits John Carmack. The missile hits
John Carmack. The missile hits John Carmack. You are hit!
Chain fire ( full ) -- Choose target or abort...
You see : John Carmack (almost dead) | pool of blood | [ m ]ore
The missile hits John Carmack. The missile hits John Carmack. The missile
hits John Carmack. The missile hits John Carmack. The missile hits John
Carmack. The missile hits John Carmack. The missile hits John Carmack. The
missile hits John Carmack.
Chain fire ( full ) -- Choose target or abort...
You see : John Carmack (almost dead) | pool of blood | [ m ]ore
The missile hits John Carmack. The missile hits John Carmack. John Carmack
dies. Congratulations! You defeated John Carmack! Press <Enter>...
-- General ---------------------------------------------------
1246 brave souls have ventured into Phobos:
1040 of those were killed.
3 of those were killed by something unknown.
72 didn't read the thermonuclear bomb manual.
And 101 couldn't handle the stress and committed a stupid suicide.
30 souls destroyed the Mastermind...
1 sacrificed itself for the good of mankind.
22 killed the bitch and survived.
7 showed that it can outsmart Hell itself.
--------------------------------------------------------------
14
Century Lounge / [N!|AAo666|30%|YAVP] Fake Fireangel + Blademaster
« on: April 10, 2013, 22:27 »
Finding the butcher's cleaver and Malek's set basically gave me two master traits for free. I also got a nuclear biggest fucking gun, with another firestorm mod added to it (so BBFFF lol), the result was a portable mini nuke that doesn't damage me, it was amazing. Even though it would obliterate items in about a 3rd of the level.
I found Malek's complete set pretty late in the game, so I felt like I didn't really need it to finish, but it allowed me to play like a buffoon and just dash through hundreds of enemies with fire attacks. Nightmare arachnotron caves are scary, they were my main reason to use homing phase devices. Did this in 3 separate sessions, specially with Malek's set it's trivial to run to the stairs in most cases.
I was hoping DS/BA would spawn, but I don't understand why the later levels hardly had any uniques at all. There was a sharp decrease in uniques spawned, almost like the game tries to generate an unique but instead of picking another unique in the case of a repeat, it just does nothing instead. It sure felt like it or I just happened to have the world's worst luck on the latter half of this run. Someday I'll get to wield DS+BA =(
I found Malek's complete set pretty late in the game, so I felt like I didn't really need it to finish, but it allowed me to play like a buffoon and just dash through hundreds of enemies with fire attacks. Nightmare arachnotron caves are scary, they were my main reason to use homing phase devices. Did this in 3 separate sessions, specially with Malek's set it's trivial to run to the stairs in most cases.
I was hoping DS/BA would spawn, but I don't understand why the later levels hardly had any uniques at all. There was a sharp decrease in uniques spawned, almost like the game tries to generate an unique but instead of picking another unique in the case of a repeat, it just does nothing instead. It sure felt like it or I just happened to have the world's worst luck on the latter half of this run. Someday I'll get to wield DS+BA =(
--------------------------------------------------------------
DoomRL (0.9.9.7) roguelike post-mortem character dump
--------------------------------------------------------------
Igor Savin, level 25 Arch-Vile Chaos Colonel Scout,
completed 100 levels of torture on level 666 of Hell.
He survived 283870 turns and scored 30731572 points.
He played for 20 hours, 48 minutes and 20 seconds.
He opposed the Nightmare!
He killed 17351 out of 56828 hellspawn. (30%)
He was an Archangel of 666!
-- Special levels --------------------------------------------
Levels generated : 0
Levels visited : 0
Levels completed : 0
-- Awards ----------------------------------------------------
UAC Star (gold cluster)
Experience Cross
Centurial Angelic Badge
-- Graveyard -------------------------------------------------
###########################################################
............=======.B.RB....%...=V=..=#...........V..B...M+
............#===.===.O..........======#.....B.##...M..##...
...........0#==.=..==...........M=====#....B..##..##..##...
####...M....====....=....=.=..X..=M===/...##......##..V==..
####.....#..#===..==.B..===.=...=======...##....B...B.=.=#.
####....##..#===##=.==%.B====.B.==.=..#.VR...B.0##.##==O##.
####..####..#.====..=..%==M==}|.==.hB.#.........##.##===.0.
......####..#..=....=.....==.....}##.O#.B##B.........====A.
.......................B##.....Os.##.h#..##B........===#...
.h....####....##........A...h.Bssh....#....h........==.V..h
.....V####......%......^.##.....##....#..h##.V##...##.=.V0.
h####.####................#.##..##....#B..##^.##...##M.=.h.
.####=====..................B.........#.Bh......|..B..B.##.
.####====.../........................B#..h..##....B##..^##h
.###h=====............................#..##.##B..0.##.h..^.
.M....=.=.......====.................O#..##h.......BM......
................=.===.................#...h0.............VM
...............======.................#..B.......V....B....
###########################################################
-- Statistics ------------------------------------------------
Health 73/50 Experience 5402374/25
ToHit Ranged +4 ToHit Melee +10 ToDmg Ranged +4 ToDmg Melee +13
-- Traits ----------------------------------------------------
Class : Scout
Finesse (Level 2)
Hellrunner (Level 3)
Tough as nails (Level 3)
Son of a bitch (Level 4)
Eagle Eye (Level 2)
Brute (Level 3)
Juggler (Level 1)
Berserker (Level 1)
Intuition (Level 2)
Whizkid (Level 2)
Badass (Level 2)
Int->Int->SoB->SoB->EE->EE->Fin->Fin->WK->WK->Jug->SoB->HR->HR->TaN->TaN->Bru->Bru->Ber->Bad->HR->SoB->TaN->Bru->Bad->
-- Equipment -------------------------------------------------
[a] [ Armor ] Malek's Armor [3/3] (73%)
[b] [ Weapon ] biggest fucking nuclear gun (16d12) [25/100] (F1)
[c] [ Boots ] Nyarlaptotep's Boots [6/6] (100%)
[d] [ Prepared ] Butcher's Cleaver (5d6)
-- Inventory -------------------------------------------------
[a] double shotgun (9d3)x2 [2/2]
[b] nanomachic nuclear plasma rifle (1d7)x6
[c] nuclear plasma rifle (1d7)x6 [52/52] (B3)
[d] VBFG9000 (10d8) [40/150]
[e] Railgun (8d8) [40/40]
[f] red armor [6] (OP)
[g] Shielded Armor [2]
[h] ripper (6d6) (S)
[i] power cell (x50)
[j] large med-pack
[k] large med-pack
[l] homing phase device
[m] power mod pack
[n] power mod pack
[o] power mod pack
[p] agility mod pack
[q] Hell Staff
[r] Hellwave Pack
[s] antigrav plasteel boots [2/2] (100%) (A)
-- Resistances -----------------------------------------------
Bullet - internal 60% torso 60% feet 60%
Melee - internal 60% torso 60% feet 60%
Shrapnel - internal 60% torso 60% feet 60%
Acid - internal 60% torso 90% feet 90%
Fire - internal 60% torso 100% feet 100%
Plasma - internal 60% torso 90% feet 60%
-- Kills -----------------------------------------------------
904 former humans
1691 former sergeants
2423 former captains
217 imps
123 demons
1549 lost souls
179 cacodemons
590 hell knights
2116 barons of hell
734 arachnotrons
50 former commandos
239 pain elementals
1215 revenants
1393 mancubi
1853 arch-viles
76 nightmare imps
384 nightmare cacodemons
493 nightmare demons
239 nightmare arachnotrons
120 nightmare arch-viles
6 elite former humans
7 elite former sergeants
52 elite former captains
46 elite former commandos
251 bruiser brothers
202 shamblers
49 lava elemental
65 agony elementals
85 Cyberdemons
-- History ---------------------------------------------------
On level 15 he ran for his life from acid!
On level 19 he assembled a burst cannon!
On level 21 he found the Jackhammer!
He nuked level 22!
On level 25 he stumbled into a complex full of revenants!
On level 26 he found the Necroarmor!
On level 27 he assembled a tactical shotgun!
On level 30 he stumbled into a complex full of arch-viles!
On level 30 he assembled a piercing blade!
On level 31 he was targeted for extermination!
He sounded the alarm on level 33!
On level 43 he ran for his life from lava!
On level 46 he was walking in fire!
On level 52 he ran for his life from lava!
On level 53 he found the Butcher's Cleaver!
On level 57 he found the Grammaton Cleric Beretta!
Level 59 was a hard nut to crack!
On level 61 he stumbled into a complex full of mancubi!
On level 65 he was targeted for extermination!
On level 66 he ran for his life from lava!
On level 70 he ran for his life from lava!
On level 73 he assembled a cerberus armor!
On level 78 he assembled a nanofiber armor!
Level 80 was a hard nut to crack!
On level 81 he stumbled into a nightmare arachnotron cave!
On level 84 he stumbled into a complex full of arch-viles!
On level 87 he stumbled into a nightmare demon cave!
On level 90 he assembled a cerberus armor!
On level 96 he found the Revenant's Launcher!
Level 97 was a hard nut to crack!
Level 98 was a hard nut to crack!
On level 99 he was targeted for extermination!
On level 100 he ran for his life from lava!
Level 101 was a hard nut to crack!
On level 102 he was targeted for extermination!
On level 103 he stumbled into a nightmare cacodemon cave!
On level 108, hell froze over!
On level 109 he assembled a antigrav boots!
On level 112 he encountered an armed nuke!
On level 116 he ran for his life from lava!
He nuked level 116!
On level 123 he stumbled into a nightmare cacodemon cave!
Level 126 was a hard nut to crack!
He left level 129 as soon as possible.
He left level 131 as soon as possible.
On level 132 he encountered an armed nuke!
On level 139 he ran for his life from lava!
Level 140 was a hard nut to crack!
On level 141 he stumbled into a agony elemental cave!
On level 142 he ran for his life from lava!
On level 145 he found the Hell Staff!
On level 146 he stumbled into a nightmare arachnotron cave!
He left level 146 as soon as possible.
On level 147 he stumbled into a complex full of arch-viles!
On level 152 he stumbled into a lava elemental cave!
On level 160 he stumbled into a complex full of arch-viles!
On level 165 he ran for his life from lava!
On level 168 he found the Medical Powerarmor!
On level 170 he ran for his life from acid!
On level 174 he found the Railgun!
On level 175 he stumbled into a agony elemental cave!
He left level 175 as soon as possible.
On level 177 he stumbled into a nightmare arachnotron cave!
He left level 177 as soon as possible.
On level 178 he ran for his life from lava!
On level 183 he encountered an armed nuke!
On level 185 he found the Frag Shotgun!
On level 186, hell froze over!
On level 187 he stumbled into a nightmare demon cave!
On level 188 he found the Acid Spitter!
On level 190 he stumbled into a complex full of revenants!
Level 190 was a hard nut to crack!
On level 194 he stumbled into a complex full of revenants!
On level 196 he stumbled into a nightmare cacodemon cave!
He nuked level 196!
On level 197 he stumbled into a lava elemental cave!
He left level 197 as soon as possible.
On level 200 he stumbled into a nightmare cacodemon cave!
He left level 200 as soon as possible.
On level 204 he stumbled into a complex full of mancubi!
Level 207 blasted him with an unholy atmosphere!
On level 208 he assembled a ripper!
He sounded the alarm on level 210!
On level 217 he was walking in fire!
He sounded the alarm on level 221!
On level 227 he ran for his life from lava!
On level 228 he stumbled into a nightmare cacodemon cave!
On level 234 he stumbled into a nightmare cacodemon cave!
On level 235 he ran for his life from lava!
On level 236 he was targeted for extermination!
On level 242 he found the Trigun!
Level 244 blasted him with an unholy atmosphere!
On level 254 he stumbled into a nightmare demon cave!
He left level 254 as soon as possible.
He left level 255 as soon as possible.
He left level 256 as soon as possible.
Level 260 was a hard nut to crack!
On level 262 he encountered an armed nuke!
On level 262 he found the Malek's Armor!
On level 264, hell froze over!
He left level 265 as soon as possible.
He left level 270 as soon as possible.
He nuked level 272!
He left level 272 as soon as possible.
On level 273 he found the Anti-Freak Jackal!
On level 274 he stumbled into a agony elemental cave!
On level 275 he stumbled into a complex full of mancubi!
On level 278 he stumbled into a nightmare demon cave!
He left level 278 as soon as possible.
On level 279 he stumbled into a nightmare demon cave!
He left level 279 as soon as possible.
On level 280 he stumbled into a complex full of arch-viles!
On level 282 he stumbled into a complex full of shamblers!
Level 282 blasted him with an unholy atmosphere!
On level 282 he assembled a biggest fucking gun!
On level 286, hell froze over!
On level 289 he stumbled into a nightmare arachnotron cave!
He left level 289 as soon as possible.
He left level 291 as soon as possible.
Level 295 blasted him with an unholy atmosphere!
He left level 295 as soon as possible.
He left level 297 as soon as possible.
On level 303 he stumbled into a nightmare demon cave!
He left level 303 as soon as possible.
He left level 304 as soon as possible.
On level 305 he stumbled into a complex full of arch-viles!
On level 306 he ran for his life from lava!
On level 307 he was targeted for extermination!
He left level 307 as soon as possible.
On level 309 he stumbled into a nightmare demon cave!
He left level 309 as soon as possible.
On level 311 he found the Subtle Knife!
Level 315 was a hard nut to crack!
He left level 315 as soon as possible.
On level 318 he found the Lava Armor!
On level 319 he found the Nyarlaptotep's Boots!
On level 320 he stumbled into a complex full of revenants!
On level 321 he found the Mjollnir!
He left level 324 as soon as possible.
He left level 327 as soon as possible.
He left level 328 as soon as possible.
He sounded the alarm on level 330!
On level 331 he was targeted for extermination!
He left level 334 as soon as possible.
He left level 338 as soon as possible.
On level 339 he found the Enviroboots!
He left level 340 as soon as possible.
He left level 342 as soon as possible.
He sounded the alarm on level 343!
He left level 343 as soon as possible.
On level 345 he stumbled into a nightmare demon cave!
He left level 345 as soon as possible.
He left level 346 as soon as possible.
Level 347 was a hard nut to crack!
On level 347 he found the Cybernetic Armor!
On level 348, hell froze over!
On level 349 he encountered an armed nuke!
He left level 349 as soon as possible.
He left level 350 as soon as possible.
On level 351 he ran for his life from acid!
On level 353 he stumbled into a nightmare arachnotron cave!
He left level 353 as soon as possible.
He left level 355 as soon as possible.
He left level 356 as soon as possible.
On level 357 he stumbled into a nightmare demon cave!
He left level 357 as soon as possible.
On level 358, hell froze over!
Level 362 was a hard nut to crack!
On level 363 he ran for his life from lava!
He left level 365 as soon as possible.
He left level 369 as soon as possible.
He left level 370 as soon as possible.
He left level 371 as soon as possible.
On level 375 he stumbled into a nightmare cacodemon cave!
On level 375 he found the Hellwave Pack!
He left level 376 as soon as possible.
He left level 377 as soon as possible.
He left level 378 as soon as possible.
He left level 379 as soon as possible.
On level 383 he stumbled into a nightmare cacodemon cave!
He left level 383 as soon as possible.
He left level 384 as soon as possible.
He left level 386 as soon as possible.
He left level 387 as soon as possible.
On level 390 he stumbled into a nightmare cacodemon cave!
He left level 390 as soon as possible.
He left level 392 as soon as possible.
He left level 393 as soon as possible.
He left level 394 as soon as possible.
He left level 396 as soon as possible.
On level 397 he was walking in fire!
He left level 399 as soon as possible.
On level 400 he encountered an armed nuke!
He left level 400 as soon as possible.
He left level 401 as soon as possible.
On level 402, hell froze over!
He left level 403 as soon as possible.
He left level 405 as soon as possible.
He left level 407 as soon as possible.
On level 408 he ran for his life from lava!
He left level 409 as soon as possible.
He sounded the alarm on level 413!
He left level 413 as soon as possible.
On level 414 he stumbled into a complex full of arch-viles!
He left level 415 as soon as possible.
He left level 417 as soon as possible.
Level 418 blasted him with an unholy atmosphere!
Level 419 was a hard nut to crack!
He left level 419 as soon as possible.
On level 421 he was bombarded!
He left level 421 as soon as possible.
On level 423 he stumbled into a nightmare cacodemon cave!
He left level 423 as soon as possible.
He left level 424 as soon as possible.
He left level 425 as soon as possible.
On level 426, hell froze over!
He left level 426 as soon as possible.
On level 429 he encountered an armed nuke!
He left level 429 as soon as possible.
He left level 430 as soon as possible.
Level 431 blasted him with an unholy atmosphere!
He left level 431 as soon as possible.
On level 432 he was bombarded!
He left level 432 as soon as possible.
He left level 434 as soon as possible.
He left level 435 as soon as possible.
He left level 436 as soon as possible.
Level 437 was a hard nut to crack!
On level 438 he stumbled into a nightmare cacodemon cave!
He left level 438 as soon as possible.
He left level 441 as soon as possible.
He left level 442 as soon as possible.
He left level 443 as soon as possible.
On level 446 he stumbled into a nightmare demon cave!
He left level 446 as soon as possible.
He left level 452 as soon as possible.
He left level 453 as soon as possible.
Level 454 was a hard nut to crack!
He left level 454 as soon as possible.
He left level 455 as soon as possible.
He left level 457 as soon as possible.
On level 458 he ran for his life from acid!
He left level 460 as soon as possible.
He left level 461 as soon as possible.
On level 462 he stumbled into a nightmare demon cave!
On level 464 he stumbled into a nightmare demon cave!
He left level 464 as soon as possible.
He left level 465 as soon as possible.
He left level 466 as soon as possible.
He left level 467 as soon as possible.
He left level 471 as soon as possible.
On level 473 he ran for his life from acid!
On level 477 he stumbled into a agony elemental cave!
He left level 477 as soon as possible.
He left level 478 as soon as possible.
He left level 479 as soon as possible.
On level 480 he was targeted for extermination!
On level 481, hell froze over!
He left level 481 as soon as possible.
Level 482 was a hard nut to crack!
He left level 483 as soon as possible.
On level 485 he ran for his life from lava!
He left level 485 as soon as possible.
He left level 487 as soon as possible.
He left level 488 as soon as possible.
He left level 489 as soon as possible.
He left level 490 as soon as possible.
He left level 491 as soon as possible.
He left level 492 as soon as possible.
He left level 493 as soon as possible.
On level 494 he stumbled into a lava elemental cave!
He left level 494 as soon as possible.
He left level 495 as soon as possible.
On level 496 he ran for his life from lava!
He left level 496 as soon as possible.
On level 497 he stumbled into a complex full of revenants!
On level 497, hell froze over!
He left level 498 as soon as possible.
On level 499 he encountered an armed nuke!
He left level 499 as soon as possible.
He left level 500 as soon as possible.
He left level 501 as soon as possible.
He left level 504 as soon as possible.
On level 505, hell froze over!
On level 506 he stumbled into a nightmare arachnotron cave!
He left level 506 as soon as possible.
He left level 508 as soon as possible.
He left level 509 as soon as possible.
He left level 510 as soon as possible.
He left level 511 as soon as possible.
On level 513 he stumbled into a nightmare arachnotron cave!
He left level 513 as soon as possible.
He left level 514 as soon as possible.
He left level 516 as soon as possible.
He left level 518 as soon as possible.
He left level 519 as soon as possible.
He left level 520 as soon as possible.
On level 522, hell froze over!
He left level 524 as soon as possible.
He left level 525 as soon as possible.
He left level 526 as soon as possible.
On level 527, hell froze over!
He left level 527 as soon as possible.
On level 528 he stumbled into a nightmare cacodemon cave!
He left level 528 as soon as possible.
Level 529 was a hard nut to crack!
He left level 530 as soon as possible.
He left level 531 as soon as possible.
On level 533 he stumbled into a nightmare arachnotron cave!
He left level 533 as soon as possible.
On level 534 he stumbled into a nightmare demon cave!
He left level 534 as soon as possible.
Level 535 was a hard nut to crack!
He left level 535 as soon as possible.
He left level 536 as soon as possible.
He nuked level 540!
On level 541 he ran for his life from lava!
On level 543 he stumbled into a nightmare cacodemon cave!
He left level 543 as soon as possible.
On level 546, hell froze over!
He left level 547 as soon as possible.
He nuked level 548!
On level 549 he stumbled into a complex full of arch-viles!
He left level 549 as soon as possible.
On level 551 he stumbled into a complex full of arch-viles!
On level 552 he ran for his life from lava!
On level 553 he ran for his life from acid!
On level 554 he stumbled into a nightmare cacodemon cave!
He left level 554 as soon as possible.
On level 555 he ran for his life from lava!
He left level 555 as soon as possible.
On level 556 he ran for his life from lava!
On level 557 he ran for his life from lava!
Level 558 was a hard nut to crack!
He left level 558 as soon as possible.
On level 561 he encountered an armed nuke!
On level 562 he stumbled into a nightmare demon cave!
He left level 562 as soon as possible.
He left level 563 as soon as possible.
He left level 564 as soon as possible.
He left level 565 as soon as possible.
He left level 567 as soon as possible.
On level 569 he assembled a VBFG9000!
On level 570 he ran for his life from lava!
He left level 570 as soon as possible.
He left level 571 as soon as possible.
He left level 573 as soon as possible.
He left level 575 as soon as possible.
He left level 577 as soon as possible.
He left level 578 as soon as possible.
He left level 579 as soon as possible.
Level 580 was a hard nut to crack!
Level 582 blasted him with an unholy atmosphere!
He left level 582 as soon as possible.
On level 583 he found the Shielded Armor!
On level 587 he stumbled into a nightmare demon cave!
He left level 587 as soon as possible.
He left level 588 as soon as possible.
He left level 591 as soon as possible.
He left level 593 as soon as possible.
He sounded the alarm on level 594!
He left level 594 as soon as possible.
He left level 595 as soon as possible.
On level 596 he ran for his life from lava!
He left level 597 as soon as possible.
He left level 598 as soon as possible.
Level 599 was a hard nut to crack!
He left level 599 as soon as possible.
He left level 600 as soon as possible.
On level 601 he stumbled into a complex full of shamblers!
He left level 601 as soon as possible.
He left level 604 as soon as possible.
He left level 607 as soon as possible.
He left level 608 as soon as possible.
He left level 609 as soon as possible.
On level 610 he was walking in fire!
On level 612 he stumbled into a nightmare cacodemon cave!
He left level 612 as soon as possible.
On level 613 he stumbled into a complex full of mancubi!
On level 613 he was walking in fire!
He left level 615 as soon as possible.
On level 618 he stumbled into a nightmare cacodemon cave!
He left level 618 as soon as possible.
Level 619 was a hard nut to crack!
On level 622, hell froze over!
He left level 622 as soon as possible.
Level 623 was a hard nut to crack!
He left level 623 as soon as possible.
He sounded the alarm on level 624!
He left level 624 as soon as possible.
He left level 625 as soon as possible.
On level 626 he was targeted for extermination!
He left level 626 as soon as possible.
On level 627 he assembled a nanomanufacture ammo!
He left level 627 as soon as possible.
He left level 628 as soon as possible.
Level 630 was a hard nut to crack!
Level 631 blasted him with an unholy atmosphere!
He left level 631 as soon as possible.
He left level 632 as soon as possible.
Level 633 was a hard nut to crack!
He left level 633 as soon as possible.
He left level 634 as soon as possible.
He left level 635 as soon as possible.
On level 637 he stumbled into a agony elemental cave!
He left level 637 as soon as possible.
He left level 638 as soon as possible.
He left level 639 as soon as possible.
He left level 640 as soon as possible.
He left level 643 as soon as possible.
He left level 645 as soon as possible.
On level 646 he was targeted for extermination!
He left level 646 as soon as possible.
He left level 647 as soon as possible.
On level 648 he stumbled into a complex full of arch-viles!
Level 648 was a hard nut to crack!
He left level 648 as soon as possible.
He left level 650 as soon as possible.
He left level 651 as soon as possible.
He left level 653 as soon as possible.
Level 654 blasted him with an unholy atmosphere!
He left level 654 as soon as possible.
He left level 655 as soon as possible.
He left level 656 as soon as possible.
He left level 657 as soon as possible.
He left level 658 as soon as possible.
He left level 659 as soon as possible.
On level 660 he stumbled into a complex full of arch-viles!
On level 660 he was targeted for extermination!
He left level 660 as soon as possible.
He left level 662 as soon as possible.
On level 665 he stumbled into a nightmare demon cave!
He left level 665 as soon as possible.
On level 666 he finally completed 100 levels of torture.
-- Messages --------------------------------------------------
You dodge! Boom! The arch-vile raises his arms! You dodge! The missile hits
the baron of hell. You dodge! The missile hits the baron of hell. You dodge!
The missile hits the baron of hell. You dodge! The missile hits the baron of
hell. You need to taste blood!
You are hit! You hear the scream of a freed soul! You are hit! The missile
hits the mancubus. You are hit! You need to taste blood!
Unknown command. Press "?" for help.
The arachnotron dies. The former captain dies. The agony elemental spawns
lost souls! You dodge! The missile hits the arch-vile. You are hit! You are
hit! You are hit! The missile hits the arch-vile. The arch-vile dies. You
dodge! Boom! Boom! The former sergeant reloads his shotgun. There are stairs
leading downward here. You need to taste blood!
You're crazy, you know that, right? Hell, congratulations anyway! Press
<Enter>...
-- General ---------------------------------------------------
1223 brave souls have ventured into Phobos:
1022 of those were killed.
3 of those were killed by something unknown.
72 didn't read the thermonuclear bomb manual.
And 100 couldn't handle the stress and committed a stupid suicide.
26 souls destroyed the Mastermind...
1 sacrificed itself for the good of mankind.
20 killed the bitch and survived.
5 showed that it can outsmart Hell itself.
--------------------------------------------------------------
15
Nightmare! / Re: [N!|AoB/AoOC|YAAM] A Nightmarish Gargulec Cross! (Berserker Diamond!)
« on: April 08, 2013, 21:34 »
Nice run! I'd recommend Vampyre for lots of challenges involving dual angels if you enjoy using it. It's very powerful for any N! AoOC runs.