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Messages - Creepy

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Unholy Cathedral: The Angel of Death could not stop the sunrise.

That one is ridiculously badass. So badass.

Discussion / Re: Ultra-Violence complaint/whine/whatever
« on: June 02, 2012, 19:57 »
HMP to UV; major difficultly leap, because of a jump in aggression, mob size, and the medium-size critters show up while you still have small-size guns.
AoMr; additional difficulty leap because you're stuck with low-power pistols until you spec up their DPS. This difficulty modifier synergizes with the earlier medium-level enemies, making things worse than normal UV. And, of course, the increased size of the small-critter hordes that you have to shoot down one at a time.
YAAM; additional difficulty leap because you have to kill goddamn Hell Knights with a low-ammo pistol and few traits on the early levels. Which you could be sneaking by instead.

You're not really dealing with one bump in difficulty, you're dealing with several.

Discussion / Re: Let's go shoe shopping!
« on: June 02, 2012, 10:06 »
I love enviroboots just because standing on a lake of lava and raining hate at the chumps that can't get at me is funny. The Lava Caves are a freaking turkey shoot if you have boot-based lava immunity.

But unless I'm firewalking, I stick with tacboots, yeah.

Discussion / Re: Corner Gibbing
« on: May 29, 2012, 07:28 »
Corpses disappear on door tiles probably because corpses were crushed by doors in Doom and this feature went to DoomRl in a bit modified way.

And then they come back as ghosts~

Requests For Features / Re: The Horrible Ideas Thread
« on: May 18, 2012, 12:23 »
The ability to grab Lost Souls and throw them at things. Throwing Lost Souls while berserk makes them explode like rockets, because you throw too hard.

Requests For Features / Re: New Ideas for Special Levels
« on: May 18, 2012, 12:20 »
Spider's Lair - Not sure

You, sir, have made me giggle most heartily.

But yeah, I like the idea of a Mancubus special level. Or rather, the idea of a Mancubus level gives me the fits and I think that's exactly the response you'd want from a mancubus level. Releasing things from pillars though... that'd make it hard to 100% without asking the fatties for help, making it less about killing the fatties and more about manipulating them. Also, that's vaguely mortuary-ish; we've already got a level where the enemy is giving itself reinforcements all the time.

Maybe something more akin to a "storm the beach" thing, where you're trying to deal with the Mancubi fire with cover that's constantly disappearing (because of mancubi fire). Or something?

Requests For Features / Re: Smoother liquid transition
« on: May 15, 2012, 19:07 »
Floor tiles could be on a lower layer than liquids, which could have all ended up sharing a layer for ease of use.

Transition from floor to liquid would just be putting the liquid tiles with the appropriate transparent bits above a generic floor tile on the layer below them. Transitioning between different liquids would then require adding two more layers (Current liquid layer becomes dedicated water layer, add a layer for acid and a layer lava). I don't know how many layers are in use at the moment (floor, liquids, walls, objects?), but adding two more would probably add a sizable amount to the graphical-version's requirements.

Requests For Features / Re: Building ammo packs
« on: May 13, 2012, 05:10 »
Yeah, there wouldn't be much incentive to NOT build a billion ammo boxes. Even if I was losing some ammo to do it. Super-speed reloading is useful enough that I'd be more than happy to lose a little to build boxes.

Requests For Features / Re: The Third Slot
« on: May 13, 2012, 01:56 »
Enemies use a phase device, if they picked up a phase device and use it. The same way a player picks up phase devices and uses them. Medikits, too; enemies have to find, pickup, and use medikits in the same way a player would have to find, pickup, and use a medikit. They don't just randomly get to use it for free, they use items on their turn if they found one.

Which still manages to be annoying and spam up the message log. It shouldn't do either. Seeing eight attacks in the log will at least mean there was eight attacks, quite concrete and clearly, but trying to count the number of turns between the screaming nonsense message? When the log doesn't bother to record ticks between messages? This is not giving anyone clear information, it's just pushing REAL information off the buffer.

Console still turns everything red, so no.

A message would be nice when the full-screen thingers are starting to wear off, though. Just enough that for someone high on invulnerability to realize they should get to cover before it wears off or something.

Discussion / Re: Screenshots: ASCII and Graphics
« on: May 04, 2012, 11:53 »
Dodge like a mofo, hope they kill each other in the crossfire?

Discussion / Re: The Wall Strategy
« on: May 03, 2012, 22:36 »
Phase devices and supplication to the RNG.

Gotta get used to the lack of time limit. Doomguy can wait. Until the stars burn out, if you have a mind for it.

Imps have 105%, which makes it very rare; early game nothing else goes that fast unless they're dedicated melee. Late-game does have quite a few critters that go fast enough to get the first shot on occasion though, you're right on that.

It does fix the whole early game problem of "assholes with shotguns" pretty tidily though.

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