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Messages - Shoop da Whoop

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31
Discussion / Re: player.wad Viewer
« on: July 21, 2011, 10:48 »
By the way, there is no "fists".

32


Well, better late than never.

33
--------------------------------------------------------------
 DoomRL (v.0.9.9.3) roguelike post-mortem character dump
--------------------------------------------------------------

 Mask, level 13 Cacodemon Warrant Officer, defeated the Cyberdemon
 on level 25 of the Phobos base.
 He survived 117061 turns and scored 199572 points.
 He played for 2 hours, 3 minutes and 11 seconds.
 He wasn't afraid to be hurt plenty.

 He killed 735 out of 735 hellspawn. (100%)
 This ass-kicking marine killed all of them!
 He was an Angel of Max Carnage!


-- Special levels --------------------------------------------

  Levels generated : 9
  Levels visited   : 8
  Levels completed : 8

-- Awards ----------------------------------------------------

  Cyberdemon's Head
  Medal of Prejudice
  UAC Star (bronze cluster)
  Aurora Medallion
  Grim Reaper's Badge
  Hell Champion Medal
  Hell Armorer Badge
  Heroic Bronze Badge
  Destroyer Silver Badge
  Lava Bronze Badge

-- Graveyard -------------------------------------------------

  ###########################################################
  #%.........................................................
  #..........................................................
  #..........................................................
  #........................................................##
  #........................................................##
  #..............................###..................###..##
  #............###...............###.......###........###....
  #............###...............###.......###........###....
  #............###...###...................###...............
  #..................###.....................................
  #.X................###.....................................
  #.........|...............###.........###..................
  #.......}|................#>#.........###...........###....
  #.........|...............###.........###...###.....###....
  #......###..................................###.....###....
  #......###..................................###............
  #......###.................................................
  #..........................................................
  ###########################################################

-- Statistics ------------------------------------------------

  Health 60/60   Experience 76817/13
  ToHit Ranged +12  ToHit Melee +12  ToDmg Ranged +0  ToDmg Melee +0

-- Traits ----------------------------------------------------

    Ironman          (Level 1)
    Finesse          (Level 2)
    Tough as nails   (Level 3)
    Reloader         (Level 3)
    Juggler          (Level 1)
    Whizkid          (Level 2)
    Badass           (Level 1)

  TaN->Rel->TaN->Bad->Fin->Jug->Fin->WK->Rel->WK->TaN->Iro->Rel->

-- Equipment -------------------------------------------------

    [a] [ Armor      ]   modified red armor [6] (AOP)
    [b] [ Weapon     ]   high power Railgun (8d10) [6/26]
    [c] [ Boots      ]   tactical boots [1/1] (100%)
    [d] [ Prepared   ]   nuclear BFG 9000 (8d8) [40/40]

-- Inventory -------------------------------------------------

    [a] modified rocket launcher (6d7) [1/1] (A1P1)
    [b] high power plasma rifle (1d10)x6 [20/20]
    [c] modified nuclear plasma rifle (1d7)x6 [24/24] (P1)
    [d] modified BFG 9000 (10d8) [169/169] (A1B2)
    [e] Angelic Armor [7/7] (100%)
    [f] rocket (x10)
    [g] rocket (x10)
    [h] rocket (x10)
    [i] rocket (x5)
    [j] power cell (x11)
    [k] power cell (x50)
    [l] power cell (x50)
    [m] power cell (x50)
    [n] large med-pack
    [o] large med-pack
    [p] large med-pack
    [q] large med-pack
    [r] phase device
    [s] homing phase device
    [t] envirosuit pack

-- Kills -----------------------------------------------------

    93 former humans
    92 former sergeants
    31 former captains
    146 imps
    61 demons
    99 lost souls
    30 cacodemons
    22 barons of hell
    1 Cyberdemon
    24 hell knights
    42 arachnotrons
    14 former commandos
    7 pain elementals
    17 arch-viles
    28 mancubi
    23 revenants
    2 bruiser brothers
    1 shambler
    1 lava elemental
    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 6 he assembled a tactical boots!
  On level 6 he stormed the Chained Court.
  He defeated the Hell Arena Master!
  On level 6 he found the Arena Master's Staff!
  On level 7 he assembled a tactical armor!
  On level 9 he entered Hell's Armory.
  On level 9 he assembled a high power weapon!
  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 15 he encountered the Phobos Hellgate.
  On level 18 he found the Lava Armor!
  On level 19 he ventured into the Spider's Lair.
  He cleared the Lair, kickin' serious spider ass!
  On level 20 he found the Onyx Armor Pack!
  On level 20 he entered the Vaults.
  On level 20 he found the Railgun!
  He cracked the Vaults and cleared them out!
  On level 22 he was foolish enough to enter the Mortuary!
  On level 22 he found the Angelic Armor!
  On level 22 he assembled a high power weapon!
  He managed to clear the Mortuary from evil!
  On level 23 he entered the Lava Pits.
  He managed to clear the Lava Pits completely!
  Then at last he found Phobos Arena!
  On level 25 he finally defeated the Cyberdemon.

-- Messages --------------------------------------------------

 You dropped a thermonuclear bomb. There is a thermonuclear bomb lying here.
 You swap your weapons instantly!
 Fire -- Choose target...
 You see : a Cyberdemon (unhurt) [m]ore | floor
 The missile hits the Cyberdemon. The Cyberdemon fires! You are hit! The
 Cyberdemon reloads his rocket launcher.
 Fire -- Choose target...
 You see : a Cyberdemon (lightly wounded) [m]ore | pool of blood
 The missile hits the Cyberdemon.
 Fire -- Choose target...
 You see : a Cyberdemon (heavily wounded) [m]ore | pool of blood
 The missile hits the Cyberdemon. The Cyberdemon fires! You are hit!
 Fire -- Choose target...
 You see : a Cyberdemon (severely wounded) [m]ore | pool of blood
 The missile hits the Cyberdemon. The Cyberdemon dies. You feel relatively
 safe now. Congratulations! You defeated the Cyberdemon! Press <Enter>...

-- General ---------------------------------------------------

 Before him 645 brave souls have ventured into Phobos: (results of importing player.wad since 0.9.9.1)
 591 of those were killed.
 4 of those were killed by something unknown.
 9 didn't read the thermonuclear bomb manual.
 And 40 couldn't handle the stress and committed a stupid suicide.

 Some rumours though, say that the Cyberdemon was killed already!
 Is he immortal? 1 souls claim to have killed him...
 1 killed the bastard and survived. (and now, second iss here!)

--------------------------------------------------------------

RNG was like raining mods at this run, especially with agility ones. There was nearly ten of them, including Chained Court. In the Armory I threw out chaingun (got on level 2 (!)) and made high-power plasma. Then it became like: "Enemy! Burst once, twice... Stop, whom am I shooting at?" Also, there was combat shotty (later - tactical) for weak enemies. Later also was thrown out.
When I found Lava armor, I've already got 2 [AP] red armors; and after finding onyx pack, they were also out. Medkits were mostly unused.
I could end game even without Railgun, but since I got it... And then high-powered it...
80 damage for 5 plasma.
*Shoop da Whoop has nothing to say.*
Also, I entered Phobos Arena invulnerable, hoping for very final battle, but after death of C everything ended. Sort of pity.

*Shoop da Whoop hopes that next mortem will be 0.9.9.4.*

34
Off Topic / Re: Now Playing: ...
« on: July 18, 2011, 08:22 »
[Songs to test by], volume 1 - 999999

35
Requests For Features / General traits discussion
« on: July 16, 2011, 15:47 »
Attention! Multi-part post!

I. The tree
Here is Traits Tree (more like forest, actually). Maybe, this will help (or confuse) someone.

It's obvious, that Reloader for now provides three of master traits, Eagle Eye and Son of a Gun are one-master, Ironman and Finesse stand aside for now. Many people mentioned this, so here is...

II. Pack of ideas
Posts from older threads, collected:
New master trait idea: Jack the Ripper
New trait suggestion - Aggregator
New Traits (thread)
Ironman Advanced/Master Trait Ideas
...And once again, Ironman-based traits

III. And now, something different
My ideas, someway weird and heretical.
1) Level-only trait requirements. For example, if we can finally unlink Juggler and Whizkid from Finesse, making Juggler only requirement CL 3, and for Whizkid it will be CL 4.
2) Logical connections between basic and advanced traits. Most of them are quite normal, except of Finesse and Son of a Bitch.
But if we disconnect Finesse (from Juggler and Whizkid) and then set it on the place of Son of a Bitch... Suddenly, logic appears: faster firing leads to more bullets per shot!

After this switch we can have something more... different. For example:

Advanced Trait - Heavy Weapon Man
Requires: Son of a Bitch (2)
Max. ranks: 2
Shorthand: HWM
Description: "Don't touch my sweety!"
Effect: when you have big gun (not melee, pistol or shotgun), your armor is increased by 1 per rank and also you suffer less penalties to accuracy while running (-1). At rank 2 there are no penalties at all!

Master Trait - Metalsmith
Requires: Whizkid (2), Heavy Weapon Man (2)
Max. ranks: 1
Shorthand: MSm
Effect: armor not decays from damage. (Thus, you can have red armor [4/4] (1%)!)


...This was overly long, but I hope it will be useful.

36
Requests For Features / Re: New special levels
« on: July 12, 2011, 14:44 »
Then we should not have non-appearing special levels.

37
Requests For Features / Re: New special levels
« on: July 12, 2011, 07:05 »
At first I also thought about idea of "chose" levels. But additional exits increase your chances of successful runthrough, and that changes balance. And also makes things more complicated (when there is no this level but there two of that ones).

UC seems always-here to me at Phobos Hell 1. Also, Hell's Armory is guaranteed to appear on difficulty UV and higher.

38
It's nearly two weeks passed, we want bread and circuses!
*Shoop da Whoop walks around thread nervously*

39
Requests For Features / Re: New special levels
« on: July 11, 2011, 09:47 »
Variations of classic levels is fine too.
Also, we need to remember previous proposals. Alas, I only remember mentioning of Spawning Vats and Tips and Tricks somewhere.

40
Requests For Features / New special levels
« on: July 11, 2011, 09:40 »
Maybe, this shall go for DoomRL 2. Yes, we already have a plenty of special levels. But still, variability = replayability. Maybe, once upon a time we'll have 30 (or more) levels instead of 25 - so we'll need them...
...Well, enough of prologues!


Phobos Laboratory
Depth: somwhere between Chained Court and The Wall.
Difficulty: Hard
Entrance Text: "There are coloured lights everywhere. Looks like Christmas!"
Exit Text: cleared: "Science must serve people!"; not cleared: "Well, somtimes knowledge can harm."

Idea of level: several rooms in a row, representing labs, beautiful and symmetrical; can be decorated with 1-tile boxes. Doomguy begins at the exit, going from left to right. Each next room is opened with lever (maybe, even in classic colours: yellow, blue and red). Walls are unbreakable. Enemies (formers) strength increases from room to room. At the last third (or fourth) of them there is cage, easily breakable (same as wooden crate, or even less) and can be seen through...
......
....##
....#m
....##
......
...with strong monster inside, difficulty dependant. Or, perhaps, this is secret superhuman prototype. In the same tile there is a treasure lever.

Rewards: plasma rifle (there is no special level with it, so...), ammo, random simple mod, some healing items (medpacks or globes).


Bridge over Styx
Depth: same as Hellgate; replaces it
Difficulty: Medium
Entrance Text: "You hear massive flow."
Exit Text: "Alea iacta est!"

Idea of level: instead of gates, there is bridge to Hell! One side (entrance) is side of base, with regular floor and some supplies for Doomguy. Other side is hellish, red, covered in blood and all the things. Bridge itself is 5 tiles wide (maybe even 3 tiles on harder difficulties!); made of white "=". And it comes over sea of lava. Most enemies are lost souls and cacodemons. There can be also some imps on little islands. Exit (not portal, regular ">") is guarded by one bruiser brother (because without cover pair of them will be too painful) and, maybe, some nightmare demons.


Other unformed yet ideas:
Barrels o' Fun - special level... with barrels!
Cerberon Square - arena level with Quake enemies and unique Quad Damage powerup.
City of Bones - counterpart of City of Skulls. With revenants.
Spawning Vats - room with some indestructable "spawners" and energy generator on other side. Destroy it, before there are too many of them! (phase packs doesn't work)

41
Discussion / Some thoughts about item names (assemblies too)
« on: July 04, 2011, 10:27 »
First idea is little: after power modpack changed color, it's sometimes hard to distinguish it from small medpack. After all, names of healing items are long. We can rename them back or near to original:
small medpack -> stimpack; big medpack -> medpack (or, as in original, medkit).

Next are numerous armor "nano" assemblies.
Nanofiber Armor, Nanofiber Skin Armor, Cybernano Armor - I didn't even know that there are three of them, just knew from the wiki. We need more speaking names! For example:
nanofiber can stay the same or be powered; nanofiber skin -> exosceletal; cybernano -> cybernised.

Any other thoughts?

42
Yay, now I have contribution in the game!

43
Discussion / Re: More intro-level layouts needed!
« on: June 29, 2011, 20:12 »
I think, you're right here.

It's hard to get 20 starting levels with enough differences. So it's better make them as different as possible, even having not so big number.

44
Discussion / Re: More intro-level layouts needed!
« on: June 29, 2011, 12:35 »
Code: [Select]
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.....,,,,..,,,,,,,,#######,,,,,,,,,,,....,,,,,,,,,.....
.......,,,,,,,,,,,,#*,,,,###3,,,,,,,,,,,,,,,,,,,,,,,,..
........,,,,,,,,,,,#,,,,1+,###,,,,,,,,,,,,,,,,,,,,,,,,.
......,,,,,,,,,#####,,,,,#2,,###,,,,###,,,,,,,,,,,,,,..
.....,,,,,,,,,,#,,,#######,,,,,###,,,,#,,,,,,,,,,,,,...
.....,,,,,,,,,,#>HP+,,1,,+,,,4,,,+,,,4+,,,,,,,,,,,,....
.......,,,,,,,,#,,,#######,,,,,###,,,,#,,,,,,,,,,......
.....,,,,,,,,,,#####,,,,,#2,,###,,,,###,,,,,,,,,,,,,...
......,,,,,,,,,,,,,#,,,,1+,###,,,,,,,,,,,,,,,,,,,,,....
......,,,,,,,,,,,,,#*,,,,###3,,,,,,,....,,,,,,,,,,,....
........,,,,,,,,,,,#######,,,,,,,,.....................
..........,,,,,,,,,,,,,,,,,,,,,........................
..............,,,,,.....,,,,...........................

The idea is: you can run straightforward to get out faster or you can try to get medpacks after some time. Thing before door is something like entrance "gates", with guard, heh.

45
Off Topic / Re: Random Thoughts
« on: June 29, 2011, 12:14 »
*/me waits when Kornel will announce new version of DoomRL*

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