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Messages - Infinitum

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16
@Laptop: Funny, running out of bullets is what precluded the death of most of my midgame characters (forcing me to use weapons I weren't spec'd for, taking more risks and generally running out of resources - ammo conservation is very much a thing for at least some builds). Also, the UI is also pretty spartan as is - there's plenty of room below weapon information for an extra line regarding ammo reserves. Adding it there wouldn't take from any currently used space and simultaneously fit in a -lot- of commonly referenced gameplay information. As for stacks, it wouldn't be unfeasible to have a graphic display of those next to the counter as well.


17
Post Mortem / [H|99%|YAFW] A winner is I
« on: April 26, 2013, 15:59 »
Hellu, just managed my first victory. I have quite some roguelike and DOOM experience beforehand so decided to try my hand at HMP to begin with and could never get myself to lower the difficulty afterwards, despite the game repeatedly shooting down my early attempts to get off the ground. Decided on a Rapid Fire marine build early and then pretty much bruteforced that until success.

Early game was uneventful with the exception of the Arena Master unexpectedly deciding to go for a walk to the level start within moments of me spawning (basically I bumped into him as I returned from killing the first set of Hell knights). Turns out I got to the Berserk pack faster than he could blast me though. After that it was rough sailing with a Heavy Weapon Chaingun up until Hell's armory, which turned out to be the power tipping point as I was getting my grubby hands on a laser rifle and proceeded to 2HKO pretty much everything from that point onward. Ammo consumption turned out to be kind of heinous however, and as I didn't find a Nano mod (or any advanced mod for the entire game..), this made me abandon my original plan of assembling an early Nano Rifle  and beeline Ammo Chain, which turned up a few levels down (I chose to skip skulls due to this though, screw that noise). Oh, and Burst Cannon Laser? It's where it's at. Ammo chain incidentally out to be double fortuitous as I somehow managed to Rocket Launcher away the Backpack in Containment Area. Had some serious breaks from the RNG otherwise, finding Nuke and Invincibility before UC, a hatred Skull before Limbo and a Gothic Armor to complement my Fireproof Red early in hell (as well as a few unique sets I ended up not using). Nuked Spider because I could, blew an early BFG blast on the great evil due to inexperience and then proceeded to murder him in a matter of turns anyway. He did almost blpw away my Fireproof Red though, which made me switch to the Angelic Armor at the last moment.

The lone thing that got away was a Hell knight on the chase level which I couldn't bring myself to hunt down due to the time restraint. I did hear it fry some on the approaching wall of lava, but that reached the stairs before he died unfortunately. Ah well.

--------------------------------------------------------------
 DoomRL (0.9.9.7) roguelike post-mortem character dump
--------------------------------------------------------------

 Joker, level 14 Imp Lance Corporal Marine,
 nuked the Mastermind at the Hell Fortress.
 He survived 183115 turns and scored 241079 points.
 He played for 2 hours, 38 minutes and 10 seconds.
 He wasn't afraid to be hurt plenty.

 He killed 854 out of 855 hellspawn. (99%)
 He was a real killing machine...

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

  Levels generated : 11
  Levels visited   : 10
  Levels completed : 9

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

  UAC Star (silver cluster)
  Aurora Medallion
  Grim Reaper's Badge
  Hell Armorer Badge
  Hell Champion Medal
  Armorer Bronze Badge
  UAC Bronze Badge
  UAC Silver Badge
  Lava Bronze Badge
  Reaper Bronze Badge
  Reaper Silver Badge
  Reaper Gold Badge
  Scavenger Bronze Badge
  Scavenger Silver Badge
  Scavenger Gold Badge

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

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

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

  Health 52/80   Experience 88880/14
  ToHit Ranged +0  ToHit Melee +0  ToDmg Ranged +2  ToDmg Melee +2

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

  Class : Marine

    Ironman          (Level 2)
    Finesse          (Level 3)
    Son of a bitch   (Level 2)
    Reloader         (Level 2)
    Whizkid          (Level 1)
    Badass           (Level 1)
    Triggerhappy     (Level 2)
    Ammochain        (Level 1)

  SoB->SoB->TH->TH->Fin->Fin->WK->Rel->Rel->MAc->Iro->Iro->Fin->Bad->

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

    [a] [ Armor      ]   Angelic Armor [7/7] (90%)
    [b] [ Weapon     ]   burst laser rifle (1d9)x7 [62/80]
    [c] [ Boots      ]   tactical boots [0/0] (100%)
    [d] [ Prepared   ]   nuclear BFG 9000 (8d6) [26/40]

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

    [a] minigun (1d8)x8 [199/200] (A1P2)
    [b] red armor [6/6] (100%) (P)
    [c] fireproof red armor [2/4] (34%)
    [d] plasma shield [0/0] (100%)
    [e] Longinus Spear (8d8)
    [f] power cell (x50)
    [g] power cell (x50)
    [h] power cell (x50)
    [i] power cell (x50)
    [j] large med-pack
    [k] large med-pack
    [l] large med-pack
    [m] large med-pack
    [n] large med-pack
    [o] phase device
    [p] phase device
    [q] envirosuit pack
    [r] power mod pack
    [s] technical mod pack
    [t] technical mod pack

-- Resistances -----------------------------------------------

    Bullet     - internal 0%    torso 50%   feet 0%   
    Melee      - internal 0%    torso 50%   feet 0%   
    Shrapnel   - internal 0%    torso 50%   feet 0%   

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

    104 former humans
    88 former sergeants
    41 former captains
    115 imps
    86 demons
    146 lost souls
    60 cacodemons
    41 hell knights
    37 barons of hell
    16 arachnotrons
    6 former commandos
    6 pain elementals
    23 revenants
    43 mancubi
    17 arch-viles
    1 nightmare cacodemon
    3 nightmare demons
    5 elite former humans
    5 elite former sergeants
    2 elite former captains
    2 bruiser brothers
    1 shambler
    1 lava elemental
    1 Angel of Death
    1 Cyberdemon
    1 Spider Mastermind
    1 John Carmack
    1 Arena Master

-- History ---------------------------------------------------

  He started his journey on the surface of Phobos.
  On level 2 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 7 he assembled a high power weapon!
  On level 7 he assembled a tactical boots!
  On level 7 he marched into the Military Base.
  He purified his fellow comrades.
  On level 8 he encountered the Phobos Anomaly.
  On level 8 he assembled a fireproof armor!
  On level 9 he entered Hell's Armory.
  On level 9 he assembled a burst cannon!
  He destroyed the evil within and reaped the rewards!
  On level 11 he arrived at the Containment Area.
  He emerged from the Containment Area victorious!
  On level 14 he ventured into the Halls of Carnage.
  On level 16 he found the Tower of Babel!
  On level 17 he invaded the Unholy Cathedral!
  He nuked level 17!
  On level 17 he found the Longinus Spear!
  He then destroyed the Unholy Cathedral!
  On level 19 he entered the Vaults.
  On level 19 he found the Trigun!
  He cracked the Vaults and cleared them out!
  On level 20 he was foolish enough to enter Limbo!
  On level 20 he assembled a burst cannon!
  On level 20 he found the Angelic Armor!
  He managed to clear Limbo from evil!
  On level 22 he arrived at Mt. Erebus.
  On level 22 he found the Cybernetic Armor!
  He managed to raise Mt. Erebus completely!
  On level 23 he stumbled into a complex full of mancubi!
  Then at last he found Dis!
  He nuked level 24!
  He defeated the Mastermind and found the TRUE EVIL!
  Then finally in Hell itself, he killed the final EVIL.

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

 You start running!
 You are hit!
 You stop running.
 The missile hits John Carmack. The missile hits John Carmack. The missile
 hits John Carmack. The missile hits John Carmack. The missile hits John
 Carmack. The missile hits John Carmack. The missile hits John Carmack. The
 missile hits John Carmack. The missile hits John Carmack. You are hit! Your
 fireproof red armor is damaged!
 The missile hits John Carmack. The missile hits John Carmack. The missile
 hits John Carmack. The missile hits John Carmack. The missile hits John
 Carmack. The missile hits John Carmack. The missile hits John Carmack. The
 missile hits John Carmack. The missile hits John Carmack. You are hit!
 You wear/wield : a Angelic Armor [7/7] (98%) You are hit!
 Boom! The missile hits John Carmack. The missile hits John Carmack. John
 Carmack dies. Congratulations! You defeated John Carmack! Press <Enter>...
 You feel relatively safe now. Boom! Boom! Boom! Boom! Boom! Boom!

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

 41 brave souls have ventured into Phobos:
 34 of those were killed.
 And 6 couldn't handle the stress and committed a stupid suicide.

 1 souls destroyed the Mastermind...
 1 showed that it can outsmart Hell itself.

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


18
In Doom, pulling a switch meant changed the level layout somehow - opening a door, raising a platform, lowering walls, what have you. Worst case scenario you triggered an ambush and got some goodies as compensation. Here.. it's more akin to reading an un-id'd scroll, pulling random stunts that is nothing like the original game and with a bad enough risk/reward ratio that pulling them just isn't worth it without points in Intuition. There are instances where they work where the player groks them to, such as in special levels, but there's no reason why they couldn't work like this all the while.

I'd like to see each switch being linked to some sort of terrain feature on the level - such as raising (or lowering) a bridge through hazardous pools, opening or closing doors to otherwise inaccesible areas. Triggering ambushes (proper ones, lowering walls to inaccessinble alcoves and not just spawning monsters). Turning the level lights on or off (increasing or decreasing the players LOS). One way switches. Persistent switches (such as operating presses for fun and profit). Switches that are only active for a limited amount of time (forcing the player to run gauntlets or the like).

Anything but what they are now.

19
I support the OP's intent here. Having to backtrack through cleared levels on the off chance of free stuff isn't anyones idea of fun (or at least not anyone I'd entrust with interphase design).

There are some slight gameplay considerations mentioned earlier but there's no reason these cannot be designed around. For an instance, one fluff interpretation could be that the demonic presence block remote communications, preventing the player from accessing the local securtiy system. Once they're all gone - automap. So if the player is currently under the influence of a temporary buff display a prompt instead in order to present meaningful choice, eg "connection to local grid re-established ... access local area map y/n? (this takes 120 seconds)". Tiles that the player wouldn't be able to reach without expending resources (such as ones behind acid flows) could be handwaved as faulty sensors.

There could be some extra unforseen consequences, but again the original idea holds merit and should be implemented somehow.

20
Seeing as assymetrical LOS is such a central game concept, it'd be helpful if the game was less opaque about exactly which monsters could see the PC or not. Having to memorize LOS patterns is at best artificial difficulty and needlessly adds to the games difficuly curve (especially as players familiar with the mechanic from other roguelikes get a head start). A simple dimming of affected tiles would suffice and probably look neat to boot.

21
As per thread title. Having to pause and check in order to assess ammo usage kind of breaks the game's flow.

22
Requests For Features / Re: Relief after clearing level
« on: April 25, 2013, 11:00 »
Exactly. Why would anyone want that from a Doom game?

I guess applying a computer map wouldn't be out of order though, maybe handwaved with some tecnobabble if need be. ("Signal re-established ... accessing data cache ... ... local map routines updated").

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