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0.9.9.6 / [U|99%|YAVP] I'm incapable of not choosing UV and leaving levels uncleared
« on: March 15, 2012, 10:25 »--------------------------------------------------------------
DoomRL (v.0.9.9.6) roguelike post-mortem character dump
--------------------------------------------------------------
Jenkins, level 14 Cacodemon Corporal Scout,
defeated the Mastermind on level 8 of Hell.
He survived 130948 turns and scored 292321 points.
He played for 3 hours, 53 minutes and 29 seconds.
He was a man of Ultra-Violence!
He killed 944 out of 950 hellspawn. (99%)
He was a real killing machine...
He saved himself 2 times.
-- Special levels --------------------------------------------
Levels generated : 11
Levels visited : 6
Levels completed : 6
-- Awards ----------------------------------------------------
Mastermind's Brain
UAC Star (silver cluster)
UAC Star (gold cluster)
Hell Champion Medal
Hell Armorer Badge
UAC Bronze Badge
UAC Silver Badge
UAC Gold Badge
Scavenger Silver Badge
Scavenger Gold Badge
Skull Bronze Badge
-- Graveyard -------------------------------------------------
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-- Statistics ------------------------------------------------
Health 79/60 Experience 87307/14
ToHit Ranged +0 ToHit Melee +0 ToDmg Ranged +0 ToDmg Melee +0
-- Traits ----------------------------------------------------
Class : Scout
Ironman (Level 1)
Finesse (Level 2)
Hellrunner (Level 3)
Reloader (Level 2)
Juggler (Level 1)
Dodgemaster (Level 1)
Intuition (Level 2)
Shottyman (Level 1)
Shottyhead (Level 1)
Int->Int->Rel->Rel->SM->Fin->HR->Jug->MSh->HR->DM->HR->Fin->Iro->
-- Equipment -------------------------------------------------
[a] [ Armor ] Necroarmor [6/6] (100%)
[b] [ Weapon ] Jackhammer (8d3)x3 [0/9]
[c] [ Boots ] tactical boots [0/0] (100%)
[d] [ Prepared ] plasma shotgun (7d3) [39/39] (B1)
-- Inventory -------------------------------------------------
[a] tactical shotgun (8d3) [5/5]
[b] BFG 9000 (10d8) [100/100]
[c] BFG 9000 (10d8) [100/100]
[d] red armor [6/6] (96%) (P)
[e] shotgun shell (x50)
[f] shotgun shell (x50)
[g] shotgun shell (x3)
[h] shotgun shell (x50)
[i] shotgun shell (x50)
[j] power cell (x50)
[k] power cell (x12)
[l] power cell (x50)
[m] small med-pack
[n] large med-pack
[o] large med-pack
[p] large med-pack
[q] phase device
[r] homing phase device
[s] homing phase device
[t] homing phase device
[u] shell box (x100)
-- Resistances -----------------------------------------------
None
-- Kills -----------------------------------------------------
74 former humans
72 former sergeants
43 former captains
93 imps
64 demons
350 lost souls
40 cacodemons
25 hell knights
25 barons of hell
44 arachnotrons
13 former commandos
30 pain elementals
28 revenants
20 mancubi
16 arch-viles
2 bruiser brothers
1 shambler
1 agony elemental
1 Cyberdemon
1 Spider Mastermind
1 Arena Master
-- History ---------------------------------------------------
He started his journey on the surface of Phobos.
On level 3 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 6 he assembled a tactical boots!
On level 8 he encountered the Phobos Anomaly.
On level 10 he entered Hell's Armory.
On level 10 he found the Jackhammer!
On level 10 he assembled a fireproof armor!
He destroyed the evil within and reaped the rewards!
On level 12 he ventured into the Halls of Carnage.
On level 13 he assembled a tactical shotgun!
On level 13 he found the City of Skulls.
He wiped out the City of Skulls.
On level 16 he found the Tower of Babel!
On level 17 he stumbled into complex full of revenants!
On level 19 he entered the Vaults.
He cracked the Vaults and cleared them out!
On level 21 he found the Necroarmor!
He nuked level 22!
Then at last he found Dis!
On level 24 he finally defeated the Mastermind.
-- Messages --------------------------------------------------
You start running!
You dodge! Boom! You dodge! Boom! You dodge! Boom! You dodge! Boom!
You see : a Spider Mastermind (wounded) | blood | [ m ]ore
You see : a Spider Mastermind (wounded) | blood | [ m ]ore
You see : a Spider Mastermind (heavily wounded) | pool of blood | [ m ]ore
You see : a Spider Mastermind (heavily wounded) | blood | [ m ]ore
You see : a Spider Mastermind (heavily wounded) | pool of blood | [ m ]ore
You see : a Spider Mastermind (severely wounded) | pool of blood | [ m ]ore
Your weapon is empty.
You see : out of vision
You see : out of vision
You see : a Spider Mastermind (almost dead) | floor | [ m ]ore
The Spider Mastermind dies. Congratulations! You defeated the Spider
Mastermind! Press <Enter>...
You feel relatively safe now.
The arch-vile raises his arms!
-- General ---------------------------------------------------
39 brave souls have ventured into Phobos:
34 of those were killed.
And 2 couldn't handle the stress and committed a stupid suicide.
3 souls destroyed the Mastermind...
1 sacrificed itself for the good of mankind.
2 killed the bitch and survived.
--------------------------------------------------------------
Stupid level 22 was a barrel level with a horizontal acid river. Since I'm unable to leave a level before all demons are dead I had to nuke it for a few damn stragglers. Needless to say, I'm aghast. I thought nuking a level counts as killing everything. And now Jenkins' first real victory is ruined! RUINED!In other news, Jackhammer is insane. Neither Shambler nor Mastermind stood a chance. Cyberdemon wouldn't have either if I hadn't decided to stick to plasma shotgun for some reason. Not that plasma shotgun is weak, 5 knights and a baron who happened to spawn next to me on a level died before they could start attacking. I have no idea how RNG could allow me to have both of those in a shotgun run.
2
Requests For Features / Crossroads of Doom!
« on: March 15, 2012, 00:11 »
I'm wondering if it's possible to have more than two stairs in a level. So there'll be one stair that leads to a cave level while another leads to a city level, plus the red stairs to whatever special level that's supposed to be there. If that's possible we could have crossroad like levels where f.e. you can choose to go down the stairs named Infested Ruins for 3 levels of cities, or stairs named Hellish Cistern for 3 levels of water caves, or the unnamed stairs which will be random. Ofc, all the cities will be full of lava barrels and sergeants, all the caves will have far more enemies than is usual for caves of that level and the nameless stairs will be the standard random level with no additional ill intent.
What I'm trying to propose is like a special level where it's not just one fixed level but a series of random levels with odds stacked more than usual against the doomguys. Bastardry such as exceedingly short nuke timers, barrel levels in a row, alarm levels in a row, bad air levels in a row, walls coming down, armors spawned specifically on top of barons/knights, stairs hidden inside destructible pillars/behind walls, stairs in middle of lava, lava/acid flood from both sides of the level, empty levels full of skulls/demons, and semi random combinations of these would be expected.
I realize it'd be a lot of work just making a list of randomly mixable effects that won't make a level completely impossible, not to mention the technical feasibility of implementing something like branching levels in DoomRL code. But I'm pretty certain this kind of thing would be cool. And if it's not possible for DoomRL, and if I'm not delusional, there was a mention of DoomRL2 somewhere around here.
What I'm trying to propose is like a special level where it's not just one fixed level but a series of random levels with odds stacked more than usual against the doomguys. Bastardry such as exceedingly short nuke timers, barrel levels in a row, alarm levels in a row, bad air levels in a row, walls coming down, armors spawned specifically on top of barons/knights, stairs hidden inside destructible pillars/behind walls, stairs in middle of lava, lava/acid flood from both sides of the level, empty levels full of skulls/demons, and semi random combinations of these would be expected.
I realize it'd be a lot of work just making a list of randomly mixable effects that won't make a level completely impossible, not to mention the technical feasibility of implementing something like branching levels in DoomRL code. But I'm pretty certain this kind of thing would be cool. And if it's not possible for DoomRL, and if I'm not delusional, there was a mention of DoomRL2 somewhere around here.
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