Chaosforge Forum
DoomRL => Requests For Features => Topic started by: Ander Hammer on April 22, 2012, 16:42
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Hell is just generally full of lava and it gets awful without frequent envirosuit spawns, heavy heavy boots, and/or extreme care.
To ameliorate this problem, since for some reason it's not in DoomRL already, I suggest adding rivers of blood, perhaps between acid and lava on the 'scale'. A simple color-shift for both graphical and console versions, and they act like pools of blood for tracking it all over the place.
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..perhaps between acid and lava on the 'scale'.
Sounds pretty neat, especially with the tracking feature. What 'scale' do you refer to, though?
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The fluid type of rivers is determined by a roll of 1d(6 + 2 × difficulty) + dlevel.
And water is the lowest, followed by acid, then lava, which has no upper bound.
Maybe, when it becomes impossible to generate blood, too, because the constant is just so high, there could be a chance that a lava river becomes blood. Or maybe generation could be more fundamentally changed: above a certain roll is lava, unless the roll is even/divisible by 3/5/whatever.
Fun trivia: it wasn't playing Inferno that got this idea in my head, but rather a Dwarf Fortress LP...
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I'd say the rules for fluid (and especially barrel) generation should be changed a bit so there is more variability in the later game.
I think it's already been acknowledged in a recent thread.
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Yeah, the rivers and lakes of lava that show up are both annoying and monotonous. It's not much fun when a thick river is generated in a cave level and the bridge happens to be deep in the walls instead of in the actual cavern area.
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I don't want to completely remove the strategic concerns, though.
Maybe a Doomguy trailing blood (or splashing around in water, for that matter) should be easier to track or notice?
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Blood rivers could be nice - at least some variety (and not lava, lava, lava again).
Regarding blood stains - advanced AI could sometimes search for a player if it noticed fresh blood pools / blooded walls.
Probability should depend on the amount of the blood in sight (and size of blood pools), blooded corridors leading into certain direction, etc.