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1
Berserk! / Re: Request for Help : Monsters Needed!
« on: February 06, 2007, 22:41 »
I missed this topic when it was first posted, so I'm glad to see suggestions are still being taken. I have a few ideas, but here's the first I've finished writing up.
Name: Corpsepuppet
Strength: good
Dexterity: good
Speed: good
Attack type: Melee
Description: The reanimated corpse of a freshly slain human- this would be a City type monster. A mostly undecayed zombie, in essence. Not much more to say, but they don't...
Behavior: ...act like you would expect of a zombie- they are fast, strong, and fierce, much more so than they were in life. Although aggressive, they are clearly not mindless- they always seek to be around groups of other demons, and retreat if badly injured. Once slain, their secret is revealed...
Special Abilities: ...when one is killed, a graveworm appears out of the corpse.
Name: Graveworm
Strength: terrible
Dexterity: terrible
Speed: mediocre
Attack type: N/A
Description: A hideous, two-foot long demonic worm, black and slimy. Though disgusting and fearsome to behold, they are extremely weak- they cannot attack, and one solid blow is usually more than enough to kill one. They are, obviously, the controlling force within the corpsepuppets.
Behavior: Incapable of attacking, they try to put as much distance between themselves and the player as they can while they search for a fresh corpse to burrow into. This is another reason why corpsepuppets always seek to be part of a group of other demons- any demons that die nearby will make for an easily accessible corpse in the event that the graveworm needs one. As well, the other demons can shield the graveworm while it does this.
Special Abilities: able to burrow into a corpse and reanimate it as a corpsepuppet. This takes a turn to do, and requires a fresh corpse.
Name: Corpsepuppet
Strength: good
Dexterity: good
Speed: good
Attack type: Melee
Description: The reanimated corpse of a freshly slain human- this would be a City type monster. A mostly undecayed zombie, in essence. Not much more to say, but they don't...
Behavior: ...act like you would expect of a zombie- they are fast, strong, and fierce, much more so than they were in life. Although aggressive, they are clearly not mindless- they always seek to be around groups of other demons, and retreat if badly injured. Once slain, their secret is revealed...
Special Abilities: ...when one is killed, a graveworm appears out of the corpse.
Name: Graveworm
Strength: terrible
Dexterity: terrible
Speed: mediocre
Attack type: N/A
Description: A hideous, two-foot long demonic worm, black and slimy. Though disgusting and fearsome to behold, they are extremely weak- they cannot attack, and one solid blow is usually more than enough to kill one. They are, obviously, the controlling force within the corpsepuppets.
Behavior: Incapable of attacking, they try to put as much distance between themselves and the player as they can while they search for a fresh corpse to burrow into. This is another reason why corpsepuppets always seek to be part of a group of other demons- any demons that die nearby will make for an easily accessible corpse in the event that the graveworm needs one. As well, the other demons can shield the graveworm while it does this.
Special Abilities: able to burrow into a corpse and reanimate it as a corpsepuppet. This takes a turn to do, and requires a fresh corpse.
2
Bug Reports / Re: Crash in Hell's Arena
« on: December 08, 2006, 19:42 »
I've gotten this crash a few times, and I'm pretty sure that it happens when the last monster in a wave is a cacodemon who gets killed by the explosion of it's own projectile. I haven't tried to seriously test it, but for me, the crash always seems to happen when that situation occurs, and never at any other time- and it makes sense that it might confuse the game, since the player didn't actually kill the last monster.
Haven't posted in a while, but I just wanted to say I'm really enjoying the new version. It seems like it's even harder than the last one, though that may be my perfectionist streak coming out. I always have to try to become the arena champion, rare as it is that I actually manage to do it...
Haven't posted in a while, but I just wanted to say I'm really enjoying the new version. It seems like it's even harder than the last one, though that may be my perfectionist streak coming out. I always have to try to become the arena champion, rare as it is that I actually manage to do it...
3
Requests For Features / backpack
« on: January 03, 2006, 06:05 »
Maybe it's just the way I play, but I don't think I care for the idea of a Packman trait much- from my perspective, it would be extremely powerful, basically mandatory in fact. I could even see taking one level of Tough As Nails and then nothing else but Packman. Trying to keep enough ammo and still have room for med packs, weapons, and armor is one of the biggest challenges of the game for me, and I suspect having that trait would make the game much easier for me. Easier, in fact, to the point of being less fun.
Of the ideas talked about here, the idea of finding a backpack that gives a one shot increase to the maximum ammo per slot is most appealing to me. It's true to the original, and you could put it on a special level and make getting it a tough challenge. Maybe beef up the difficulty of Hell's Armory and put it there... in any case, I see an increase to ammo carrying capacity as a HUGE advantage, so I think the player should have to work for it.
Of the ideas talked about here, the idea of finding a backpack that gives a one shot increase to the maximum ammo per slot is most appealing to me. It's true to the original, and you could put it on a special level and make getting it a tough challenge. Maybe beef up the difficulty of Hell's Armory and put it there... in any case, I see an increase to ammo carrying capacity as a HUGE advantage, so I think the player should have to work for it.
4
Requests For Features / Proposed Feature - Challenge Modes
« on: December 16, 2005, 04:16 »
A few challenge mode ideas. They probably suck, but here goes...
Angel of Flammability: You take extra damage from heat and fire. Damage done by lava and imp fireballs is increased. Optionally(this might be a pain to code), when damaged by one of these things, you might catch fire and take some damage in subsequent turns...
Angel of Acid Susceptibility(there's probably a better name, but I can't think of it): You take extra damage from acid. Acid on the floor, the acid balls of hell knights and barons, and exploding barrels all do an increased amount of damage, and as with the Angel of Flammability, you could optionally keep taking damage for a few turns afterwards...
Angel of Magnetism: Projectiles always hit, and if you get fired on by a chain gun or plasma rifle, every single one of the projectiles hits you. This one might be impossible. It could be tweaked so that bullets always hit you, but you have a chance of dodging rockets, plasma, imp fireballs, and knight/baron projectiles. And maybe armor protects you better as well...
Angel of the Shield: Armor blocks much more damage, but deteriorates much more quickly.
Angel of Martial Arts Mastery: You can't wield anything. Not even the chainsaw or a combat knife. However, you do greatly increased amounts of damage with bare hands, and also have incredible dodging ability...
Angel of Flammability: You take extra damage from heat and fire. Damage done by lava and imp fireballs is increased. Optionally(this might be a pain to code), when damaged by one of these things, you might catch fire and take some damage in subsequent turns...
Angel of Acid Susceptibility(there's probably a better name, but I can't think of it): You take extra damage from acid. Acid on the floor, the acid balls of hell knights and barons, and exploding barrels all do an increased amount of damage, and as with the Angel of Flammability, you could optionally keep taking damage for a few turns afterwards...
Angel of Magnetism: Projectiles always hit, and if you get fired on by a chain gun or plasma rifle, every single one of the projectiles hits you. This one might be impossible. It could be tweaked so that bullets always hit you, but you have a chance of dodging rockets, plasma, imp fireballs, and knight/baron projectiles. And maybe armor protects you better as well...
Angel of the Shield: Armor blocks much more damage, but deteriorates much more quickly.
Angel of Martial Arts Mastery: You can't wield anything. Not even the chainsaw or a combat knife. However, you do greatly increased amounts of damage with bare hands, and also have incredible dodging ability...
5
Requests For Features / Iffy idea, but, what the hell
« on: December 16, 2005, 03:44 »
ugh. well, I screwed up on the quoting big time. I was quoting Kornel quoting jake250, to try to clarify things...
6
Requests For Features / Iffy idea, but, what the hell
« on: December 16, 2005, 03:42 »
This is an old thread, but I read it and had a thought...
Quoting: jake250
ArchVile (I don't know how they would work though)
He would ressurect corpses into former humans (to simplify matters). Also he would have a direct yellow attack, that would have blast radius 1.
It seems like lost souls or even imps would make more sense, thematically. Or even make a special Arch Vile Zombie monster type- if it's former humans, even aside from the question of how demon corpses get raised as humans, you have to wonder where their weapons come from... But lost souls seem like they would work very well. They might be a bit too easy though...
In any case, I'm looking forward to having more monsters to fight in future versions. And I actually like the idea of spectres as being a differently colored dot. It seems to be the best way to simulate the way they appeared in the original game to me...
Quoting: jake250
ArchVile (I don't know how they would work though)
He would ressurect corpses into former humans (to simplify matters). Also he would have a direct yellow attack, that would have blast radius 1.
It seems like lost souls or even imps would make more sense, thematically. Or even make a special Arch Vile Zombie monster type- if it's former humans, even aside from the question of how demon corpses get raised as humans, you have to wonder where their weapons come from... But lost souls seem like they would work very well. They might be a bit too easy though...
In any case, I'm looking forward to having more monsters to fight in future versions. And I actually like the idea of spectres as being a differently colored dot. It seems to be the best way to simulate the way they appeared in the original game to me...
7
Pre-0.9.9 / At last, a YAVP...
« on: December 16, 2005, 03:25 »
I finally did it. I've been playing this game for a while, and won in the last version, but that one was MUCH easier. I finally managed to take down the cyberdemon in this version, and so I had to join the boards and post a YAVP. It took a ridiculous number of attempts, as the character dump shows, but it was a particularly satisfying victory...
--------------------------------------------------------------
DoomRL (v.0.9.8 (WIN-NS)) roguelike post-mortem character dump
--------------------------------------------------------------
Tarma Roving, level 7 soldier, defeated the Cyberdemon
on level 20 of the Phobos base.
He survived 110360 turns and scored 41968 points.
He killed 431 out of 431 hellspawn. (100%)
This ass-kicking marine killed all of them!
He found the Phobos Arena.
He stormed the Chained Court.
He ventured into the Halls of Carnage.
He fought on Hell's Arena.
He faced The Wall.
-- Statistics ------------------------------------------------
Health 23/60 Experience 35761/7
ToHit +3 ToDmg Ranged +2 ToDmg Melee +2
-- Traits ----------------------------------------------------
Ironman (Level 1)
Tough as nails (Level 2)
Son of a bitch (Level 2)
Eagle Eye (Level 1)
Cateye (Level 1)
-- Equipment -------------------------------------------------
[a] [ Armor ] red armor [2/4] (34%)
[ Weapon ] BFG 9000 (8d8) [40/100]
[c] [ Boots ] protective boots [4/4] (88%)
-- Inventory -------------------------------------------------
[a] green armor [1/1] (72%)
red armor [4/4] (100%)
[c] chainsaw (4d6)
[d] double shotgun (6d3)x2 [2/2]
[e] advanced rocket launcher (4d5) [1/1]
[f] chaingun (1d6)x5 [10/50]
[g] plasma rifle (1d8)x8 [22/40]
[h] 10mm ammo (x50)
shotgun shell (x4)
[j] rocket (x4)
[k] phase device
[l] phase device
-- Kills -----------------------------------------------------
59 former humans
72 former human sergeants
30 former human captains
50 imps
46 demons
32 lost souls
46 cacodemons
21 barons of hell
1 Cyberdemon
24 hell knights
17 arachnotrons
7 former human commanders
-- History ---------------------------------------------------
He started his journey on the suface of Phobos.
On level 2 he battled through a maze of rooms.
Afterwards he fought on Hell's Arena.
On level 3 he battled through a maze of rooms.
He then stormed the Chained Court.
On level 4 he battled through a maze of rooms.
On level 5 he battled through a maze of rooms.
On level 6 he battled through a maze of rooms.
On level 7 he found hellish caves.
Afterwards he witnessed the Wall.
On level 8 he battled through a maze of rooms.
On level 9 he battled through a maze of rooms.
On level 10 he battled through a maze of rooms.
On level 11 he found a hellish city.
On level 12 he battled through a maze of rooms.
On level 13 he found hellish caves.
He then ventured into the Halls of Carnage.
On level 14 he found hellish caves.
On level 15 he battled through a maze of rooms.
On level 16 he found a hellish city.
On level 17 he found hellish caves.
On level 18 he battled through a maze of rooms.
On level 19 he battled through a maze of rooms.
Then at last he found the Phobos Arena.
There finally he defeated the Cyberdemon.
-- General ---------------------------------------------------
Before him 89 brave souls have ventured into Phobos:
84 of those were killed.
And 5 couldn't handle the stress and commited a stupid suicide.
--------------------------------------------------------------
Yay, 100%! I think the reason it took as many tries as it did is because I was trying to get that right from the start. This was kind of a weird game, all around. I never saw red armor until very late, when suddenly a bunch of it started appearing, and even blue armor was rare. Med kits were fairly common, and with the poor state of my armor I went through lots of them. I think the main reason I won this game was that I got lucky with the power ups- there were quite a lot of Supercharge globes generated, and more than one level with Berserk Packs or Invulnerability Globes right near the stairs. That made a huge difference. I don't think I could have won without them...
Caves of arachnotrons SUCK, by the way. I wasn't sure I was going to survive that particular level, though I managed it somehow. This is why I decided to skip the Spider Lair... One trick I've noticed for arachnotrons, though, is that they're not nearly as dangerous in melee and won't fire the plasma cannon up close. I ended up using the chainsaw on them whenever I got the chance.
The Cyberdemon himself was pretty straightforward. I saved the BFG for him, and went through one set of red armor and all my remaining med kits in fighting him, but in the end he met his demise. I'm now eagerly awaiting the next version...
--------------------------------------------------------------
DoomRL (v.0.9.8 (WIN-NS)) roguelike post-mortem character dump
--------------------------------------------------------------
Tarma Roving, level 7 soldier, defeated the Cyberdemon
on level 20 of the Phobos base.
He survived 110360 turns and scored 41968 points.
He killed 431 out of 431 hellspawn. (100%)
This ass-kicking marine killed all of them!
He found the Phobos Arena.
He stormed the Chained Court.
He ventured into the Halls of Carnage.
He fought on Hell's Arena.
He faced The Wall.
-- Statistics ------------------------------------------------
Health 23/60 Experience 35761/7
ToHit +3 ToDmg Ranged +2 ToDmg Melee +2
-- Traits ----------------------------------------------------
Ironman (Level 1)
Tough as nails (Level 2)
Son of a bitch (Level 2)
Eagle Eye (Level 1)
Cateye (Level 1)
-- Equipment -------------------------------------------------
[a] [ Armor ] red armor [2/4] (34%)
[ Weapon ] BFG 9000 (8d8) [40/100]
[c] [ Boots ] protective boots [4/4] (88%)
-- Inventory -------------------------------------------------
[a] green armor [1/1] (72%)
red armor [4/4] (100%)
[c] chainsaw (4d6)
[d] double shotgun (6d3)x2 [2/2]
[e] advanced rocket launcher (4d5) [1/1]
[f] chaingun (1d6)x5 [10/50]
[g] plasma rifle (1d8)x8 [22/40]
[h] 10mm ammo (x50)
shotgun shell (x4)
[j] rocket (x4)
[k] phase device
[l] phase device
-- Kills -----------------------------------------------------
59 former humans
72 former human sergeants
30 former human captains
50 imps
46 demons
32 lost souls
46 cacodemons
21 barons of hell
1 Cyberdemon
24 hell knights
17 arachnotrons
7 former human commanders
-- History ---------------------------------------------------
He started his journey on the suface of Phobos.
On level 2 he battled through a maze of rooms.
Afterwards he fought on Hell's Arena.
On level 3 he battled through a maze of rooms.
He then stormed the Chained Court.
On level 4 he battled through a maze of rooms.
On level 5 he battled through a maze of rooms.
On level 6 he battled through a maze of rooms.
On level 7 he found hellish caves.
Afterwards he witnessed the Wall.
On level 8 he battled through a maze of rooms.
On level 9 he battled through a maze of rooms.
On level 10 he battled through a maze of rooms.
On level 11 he found a hellish city.
On level 12 he battled through a maze of rooms.
On level 13 he found hellish caves.
He then ventured into the Halls of Carnage.
On level 14 he found hellish caves.
On level 15 he battled through a maze of rooms.
On level 16 he found a hellish city.
On level 17 he found hellish caves.
On level 18 he battled through a maze of rooms.
On level 19 he battled through a maze of rooms.
Then at last he found the Phobos Arena.
There finally he defeated the Cyberdemon.
-- General ---------------------------------------------------
Before him 89 brave souls have ventured into Phobos:
84 of those were killed.
And 5 couldn't handle the stress and commited a stupid suicide.
--------------------------------------------------------------
Yay, 100%! I think the reason it took as many tries as it did is because I was trying to get that right from the start. This was kind of a weird game, all around. I never saw red armor until very late, when suddenly a bunch of it started appearing, and even blue armor was rare. Med kits were fairly common, and with the poor state of my armor I went through lots of them. I think the main reason I won this game was that I got lucky with the power ups- there were quite a lot of Supercharge globes generated, and more than one level with Berserk Packs or Invulnerability Globes right near the stairs. That made a huge difference. I don't think I could have won without them...
Caves of arachnotrons SUCK, by the way. I wasn't sure I was going to survive that particular level, though I managed it somehow. This is why I decided to skip the Spider Lair... One trick I've noticed for arachnotrons, though, is that they're not nearly as dangerous in melee and won't fire the plasma cannon up close. I ended up using the chainsaw on them whenever I got the chance.
The Cyberdemon himself was pretty straightforward. I saved the BFG for him, and went through one set of red armor and all my remaining med kits in fighting him, but in the end he met his demise. I'm now eagerly awaiting the next version...
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