Chaosforge Forum

  • November 14, 2019, 04:22
  • Welcome, Guest
Please login or register.



Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Jorge Alonso

Pages: 1 [2] 3
16
Requests For Features / Re: Colors in inventory screen
« on: January 16, 2008, 04:03 »
Maybe before the name of the item put its colored icon (red + for medkits, etc)?

17
Requests For Features / Colors in inventory screen
« on: January 16, 2008, 02:25 »
Whit so many type of items in the inventory screen, and with prefixes like advanced and modified, it becomes hard to find quickly the item you want, so why not give them colors according its type (armor, weapon, ammo, medkit, mod, etc.)?

18
As the title says, why not a map whit "buildings" like the "city" levels, and inside of every "building", a "maze of rooms"? Mini-example:

Code: [Select]
######################
#                    #
#        ########### #
# ####+# #     +   + #
# # #  # ########+## #
# # +  # #   #     # #
# ###### #   +     # #
#        #+######### #
#                    #
######################

19
Requests For Features / Maps in darkness
« on: June 07, 2007, 01:54 »
Maps in darkness: the long of the line of sight is divided by a value.

20
Another idea for a challenge game: When you go down to another level, you lost almost your all inventory. For example, you don't lost your equipment items, two items of ammo for your weapons and the thermie.

21
Requests For Features / Re: Map wtih teleporters
« on: May 28, 2007, 03:36 »
(unbreakable) levers that are teleporters?

22
Requests For Features / Re: Map wtih teleporters
« on: May 28, 2007, 02:32 »
But if you use two-way teleporters, how would the player be able to visit more than 2 sub-maps? Put multiple 'porters in each section?

For example: Teleporters are in pairs, so if you enter in one of them, you appear in the other. Another option is that teleporter in map 1 leave you in map 2, teleporter in map 2 leave you in map 3, 3 in 4, and 4 in 1.

23
Requests For Features / Re: Traits stadistics
« on: May 25, 2007, 05:30 »
Not needed IMO. The game archives all your mortems in the mortems folder and each mortem contains the order of traits.

I mean: You go to the highscores screen, and you can say: Hey!, my best/worst positions are with traits X and Y, or when I use trait Z; I need improve my habilities with trait W, and this time I not get trait V.

Also, we all can share this info to see what traits or combos are more powerfull that others, with objetive data. Maybe we will find something interesting/surprise.

24
Requests For Features / Traits stadistics
« on: May 25, 2007, 00:11 »
1) Highscores screen with the traits of each brave marines.

2) Player screen with stadistic of use of traits.

25
Requests For Features / Map wtih teleporters
« on: May 24, 2007, 11:35 »
Take a new map, divide it in (for example) 4 parts by unbreakable walls, without doors. Make a normal map in each part, so we have 4 independent submaps. Then, put unbreakable teleporters (maybe two-ways teleporters) in each part for conect each others.

26
Why I request the keys for doomrl? Because I miss so mush the aspect of puzzle-maps of doom. I miss the exploration of level to find how to solve the map and then can escape.

27
Requests For Features / Re: Relatively Safe Reminder
« on: May 22, 2007, 03:10 »
I think he means an ini option that lets you deactivate the "level is safe" text/reminder.

Yes.

28
Requests For Features / Re: Relatively Safe Reminder
« on: May 21, 2007, 03:04 »
I always hate the thext that says the level is safe. Sometimes, there is so much level for explore, but you know you killed all enemies, so make the exploration is so bored... An option in the ini file?

29
How about earning XP for every explored tile? Losing XP doesn't sound right to me.
This is how I thinked, but it maybe crash the balance of the game: you get more xp than before. If you go to loss xp, then you are forced to explore. The problem is that you could loss xp level also.

30
1) new challenges:

angel of cowardice
- you always are in coward mode
- you have an extra bonus in dodge and run
- you don't get xp for killing monsters
- at leave a level, you get xp for monsters you left alive

angel of pain
- you only get xp for every hurt you get
- when you get big hurts, there is a % that you get berserk

angel of apprentice
- you need more xp for advance an xp level

angel of exploration
- if you don't explore completily a level, you loose xp

angel of madness
- every time you advance one level, another ``angel of ...'' challenge is selected

2) rooms with acid or lava, and strech passages:

Code: [Select]
##########
#==...===#
#==.==.==#
+...==.==#
#=====.==#
#=====.==#
######+###

3) keys:
- keys are invulnerables
- monsters can pick up keys, so you need kill them for get that keys
- in early levels, you don't need keys
- in next levels, you need one key for activate the exit stairs
- in next levels, you need two keys
- in last levels, you need three keys
- normal exit and red exit can or can not need same keys for activation

Pages: 1 [2] 3