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Messages - ssfsx17

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1
Discussion / Re: Doom: Semper Fidelis
« on: May 14, 2007, 21:51 »
Hmm... it could be like a kind of Doom/Space Hulk game, but unlike the published one, the rooms and encounters would be determined randomly.

2
Discussion / Re: Doom: Semper Fidelis
« on: May 13, 2007, 01:32 »
I looked at the rules and saw that at any given moment, there are only six things that could possibly happen to you.

This means that the game can be solved using a little probability theory.

3
Discussion / Re: Doom: Semper Fidelis
« on: May 12, 2007, 13:05 »
It's simple enough that you could totally calculate out everything and "solve" the game mathematically. That hurts a lot of the potential for fun.

4
Requests For Features / Challenge: Obsessive-Compulsive
« on: April 11, 2007, 10:42 »
You must pick up everything you run on top of, if you still have inventory space. You may never unload anything. You cannot drop anything except for empty weapons. You cannot replace any of your equipment slots with nothing - equipment is always swapped directly for another piece of equipment. In order to make this challenge possible, swapping equipment happens directly between two items, so you don't need a spare inventory slot to switch out stuff.

5
Discussion / Re: Shottyman Challenge
« on: April 10, 2007, 11:04 »
A Shottyman Challenge wouldn't be much of a challenge. Archies and the Cybie might be a little tough to take down, but with the Shottyman and Hellrunner traits, you can basically run up to most of the other monsters and blast them in the face without getting hit much. I guess it could be rated "Easy."

6
Discussion / Re: DoomRL trainer
« on: April 08, 2007, 11:17 »
If you want a web scoreboard, you'll also want tools to examine the replays. All replays would also have to be run through your own copy of DoomRL or through someone else you trust. It basically boils down to whether you want to run a whole Compet-N for the DoomRL or not.

7
AliensRL / My two cents
« on: April 07, 2007, 10:51 »
- W-Y troopers and synthetics to be fought against on the descent, instead of a bunch of aliens. While they are potentially much more lethal, they also drop weapons and ammo. Alternatively, there could be special W-Y rooms where they try to keep aliens in cages and also try to get you infested.

- Facehuggers, which come out of the eggs. They'd be weak enough that you could easily deal with them with any sidearm, but have enough speed and attack power to make you feel very afraid. If you are hit by one enough times then you could be marked as infested, making the W-Y folks very interested in you.

- As you approach the Queen's Lair, people stuck in pods who beg you to kill them. You can do so, or you can run away from them as fast as possible to save ammo and to avoid the chestbursters that will come out of them.

- Melee weapons, however primitive they may be (crowbars, knives, etc). Sure, you should never let yourself run out of ammo, but I also like to conserve it if I know I have enough medkits.

- Flares. Drop them or throw them to improve visibility in dark areas. I used them a lot in the AVP2 computer game, even more than I used the flashlight.

- I think other people have already mentioned flamethrowers and motion trackers a lot of times.

8
Discussion / Re: The official Arch-Vile thread
« on: December 04, 2006, 13:28 »
Somehow, I don't remember archies reviving monsters that quickly in the original. Suffice to say, I always BFG them in the face about two to three times.

9
Requests For Features / How deep does the LUA go?
« on: December 02, 2006, 12:33 »
How much of the game can we expect to be able to customize using LUA scripts?

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