Chaosforge Forum

DoomRL => Modding => Releases => Topic started by: yaflhdztioxo on May 06, 2010, 22:33

Title: Skulltag Arena
Post by: yaflhdztioxo on May 06, 2010, 22:33
The skulltag arena discussion thread.  Current version is on the mod server.  Current changelog and sources are stored here: http://forum.chaosforge.org/index.php/topic,6139.0.html (http://forum.chaosforge.org/index.php/topic,6139.0.html).  This mod is released under the 'Do whatever the hell you want with it' license.

I am interested in bugs and suggestions as well as balance discussion, though if someone else wanted to take over for this mod's upkeep I'd be fine with that too. 
Title: Re: Skulltag Arena
Post by: Blahness on May 08, 2010, 04:54
How many waves are there?
Title: Re: Skulltag Arena
Post by: yaflhdztioxo on May 08, 2010, 07:27
infinite
Title: Re: Skulltag Arena
Post by: thelaptop on May 08, 2010, 21:20
infinite
Or until the level counter overflows and wraps around...
Title: Re: Skulltag Arena
Post by: yaflhdztioxo on March 12, 2011, 14:28
Updated for 0992 bump.  Manual install only until I figure out the new mod loader tool.
Title: Re: Skulltag Arena
Post by: Nameless on March 13, 2011, 06:02
My first thought when trying this out was that it wasn't particularly exciting ... I changed the difficulty to a slightly harder, but the first half a dozen or so rounds were trivial. Then cool stuff started to appear. Then the arena started to get cluttered. Then thing started getting hectic.

It was at this point that I realised this mod is awesome.

Well, I did notice one or two problems. For some reason the intermission countdowns never appeared for me, which might have helped. There were far too many powerups spawned to feel in danger from anything other than instakills, especially since you could locate them all after one computer map. (I didn't even pick any defensive traits and I felt this. Never needed to swap armour, either.) And IMHO the announcer and crowd got very old very quickly.

On the bright side, keeping the item count down was less tedious than I thought it might be (actually kinda fun); enemies often gathered the spare ammo for you to rocket, and there were enough barrel / enemy explosions that you only had to manually deal with it occasionally. The extra enemies were balanced well as they spawned, and extra items were fun. The HUD tweaks were nicely done and everything seemed to work well. It might have been fairer and sometimes tenser to clean up acid/lava only every 5th round instead of randomly, but eh.

I used a power dualgunner build with P3T2 pistols and a rage rune - I could immediately kill (or at least knock out of firing range) ANYTHING, but ran into problems when viles decided that my 'reload' key actually stood for 'respawn'. I still did okay up until round 25-30 or so, at which point I was inevitably instagibbed by two mancubi. I'll try again later with a more rounded build and maybe the hardest difficulty.

Oh yeah, one last thing. This happens when you quit straight away:

He killed 0 out of 0 hellspawn. (0%)
 This ass-kicking marine killed all of them!

:P
Title: Re: Skulltag Arena
Post by: Nameless on March 13, 2011, 06:07
Okay since writing that review I have actually played this through on the hardest mode and let me tell you that while this remains an awesome mod STOP PLAYING at round 25. You will have reached an effective god mode and wiping out hoard after hoard of vile-backed enemies is not worth the occasional boss ememy that you will literally kill before they act. Nuking doesn't even help that much. I'm sure the final boss would be amazing to fight, but it would be faster for you to learn lua and code the thing in yourself from scratch than it would be to actually fight long enough for it to spawn. I stopped at round 52 and all I got was this lousy error message!

Spoiler (click to show/hide)

Nerf the rewards, put that sucker in at round 25 and you have a game, this is just nonsense.
Title: Re: Skulltag Arena
Post by: ParaSait on March 13, 2011, 07:42
Nice work... but why didn't you use the real skulltag announcer voice? The one in the mod sounds like a retarded news announcer. :<

Oh, and lol @ Nameless' YAAM :P

EDIT: Minigun + agility mod + triggerhappy + RAEG rune = AAAAHAHAHAHAAA!
Title: Re: Skulltag Arena
Post by: yaflhdztioxo on March 13, 2011, 09:09
Mrazerty: That is a Skulltag announcer.  96F.  It's personal preference I suppose, but you can disable him by removing the sound bindings or editing the Lua a little bit.  You can also change him to a more modern announcer if you care to rip the sounds, but I doubt anyone will care enough to.

Nameless:  I think all arena mods get boring after a while.  But you should have been given the option to fight the boss by level 50.  **edit** there was a bug and he was on lvl55 **/edit** Vile spawn rates have been reduced in response to your complaint (I agree; viles suck) and your crash is fixed (Quit?  I've... never considered that)  I'll tweak enemy spawns a little more to make the harder enemies more likely to appear, then upload.

**double edit** I've heard your cries for speed and difficulty, and delivered!  It's a bit more beta than normal this time around, but a new version is up and it makes the difficulty levels important.  Blood demons and chaingunners on wave one!  Double-Shotgunners by wave two!  Screw that, I'm going back to playing it on easy.
Title: Re: Skulltag Arena
Post by: Nameless on March 13, 2011, 23:46
Well, the first few rounds are certainly more interesting now. :) They feel roughly on par with the normal Hell Arena in terms of difficulty and strategy, although whether you initially snag a ranged weapon or get killed by a single blood demon is more or less dumb luck. After that it's good ol' corner shooting and abusing central enemy movement. The intermission length is well timed; I usually had just enough turns to make a dash for the loot and back off before the next round. Former majors were consistently pathetic; the level layout makes it very rare for them to surprise you in close range, so they just functioned as weaker sargents. Spectres could maybe use a damage buff, they're pretty inconsequential as is. Former specialists are VERY powerful; 6d6 rockets out of nowhere hurt. ;_;

The rate of powerups feels about right now - I was often low on health and sneaking / madly dashing around pillars to get a precious small health globe. Rage rune is still overpowered compared to the others. I played a couple of different builds on "much harder" that didn't make it beyond round 12, but they were my own carelessness and the difficulty felt good up to that point.
Title: Re: Skulltag Arena
Post by: fidsah on March 14, 2011, 00:34
Around round 25 of 0951, I had a round where 9/8 enemies spawned, including uber Karmak. I shot him in the face a little bit, and it ended as a victory. Is this supposed to happen? Mortem spoilered.

Spoiler (click to show/hide)

Title: Re: Skulltag Arena
Post by: thelaptop on March 14, 2011, 00:41
That's related to the condition that JC is not supposed to be spawned under normal circumstance.  I have raised this as a possibility before, and the emphatic answer was equivalent to saying that "JC should never be spawned as a non-game winning situation".
Title: Re: Skulltag Arena
Post by: yaflhdztioxo on March 14, 2011, 05:52
9/8 is acceptable.  It happens when enemies are generated outside of level generation, and I couldn't catch that if I wanted to.  UJC is a special case; I just don't count him because it's funnier that way.

Personally I like the haste rune the best.  Regeneration is also very nice, but less useful once the enemies start being able to one shot you.  Rage is pure offensive; I suck too much to not have any defense.  I'm proudest of prosperity, the lowest rune; it was a bitch to code.

Okay, today's takeaway: rate of health and enemies is apparently okay, SSGs are still kinda stupid since there are fewer corners to be surprised by (fixing that will require b2's AI), spectres could use a buff (are you ever surprised by them Nameless?  It'd be nice if I could disable auto-targeting them)

BTW, former specialists only have 3+1 rockets.  After that they're harmless, and you can keep them alive and organize the level.

There are two things I'm thinking about now: the computer map, which I'm thinking should maybe be an automatic award after round 5, and item generation in general.  I haven't sat down to decipher how the difficulty affects item gen, or if it does at all, and as is I'm not sure the fancy weapons will spawn consistently before lvl 25.  Ideally I'd like for a railgun to be almost guaranteed--they're too damn useful against viles--and for at least one of the BFGs to spawn before JC.  But I don't want to cheat the system for that.  I'd also like to hack my way around traits messing with stats while under rune effects; it tends to always be to the player's benefit, but it's very noticeable with a time freeze since a range value exception occurs and all of a sudden your movements take no time :)
Title: Re: Skulltag Arena
Post by: Angles of death on March 15, 2011, 02:37
How do I use this?
Title: Re: Skulltag Arena
Post by: UnderAPaleGreySky on March 15, 2011, 03:44
While a quick look at the wiki would tell you, I'll give you a slightly easier way.

Extract the mod, then place the entire skulltag_arena folder into your sandbox folder. Then download this (http://dl.dropbox.com/u/23469846/doomrl_skulltag.bat) .bat and place it in your main DoomRL folder. Running the file SHOULD let you play the mod; if not, I probably screwed up somewhere. :P
Title: Re: Skulltag Arena
Post by: ParaSait on March 15, 2011, 04:38
About time someone gives clear, foolproof instructions here on how to install it imo... :P

1) Extract the archive.
2) Move the skulltag_arena folder into the sandbox folder.
3) I suggest you rename DoomRL's sound.ini (for example I did sound.ini.orig) first and then move skulltag arena's sound.ini to where DoomRL's is.
4) Open notepad and type: doomrl -sandbox sandbox\skulltag_arena\skulltag_arena.lua
5) Save it to your DoomRL folder and call it "skulltag.bat".
6) Run the bat you just made. Yay!
Title: Re: Skulltag Arena
Post by: yaflhdztioxo on March 15, 2011, 04:43
Err, no.  You do NOT merge the WAV folder, and you always place the mod in the sandbox directory.  All of the sounds reference 'sandbox/skulltag_arena/wav/'.  Any other location and you won't get the different sounds.

Bah.  I've got to look into the sandbox script tools that handle it all automagically.
Title: Re: Skulltag Arena
Post by: ParaSait on March 15, 2011, 04:54
Err, no.  You do NOT merge the WAV folder, and you always place the mod in the sandbox directory.  All of the sounds reference 'sandbox/skulltag_arena/wav/'.  Any other location and you won't get the different sounds.
Wops. My bad. Edited. :D
Title: Re: Skulltag Arena
Post by: yaflhdztioxo on March 15, 2011, 05:12
KK swears it will be easier soon.

And I can't wait.  Fortunately, for THIS mod at least, the sound configs are compatible with regular DoomRL.
Title: Re: Skulltag Arena
Post by: Ander Hammer on March 16, 2011, 17:38
Okay, pretty neat. Beat it the first time on ITYTD with a high power minigun and an invulnerability.

Is the function of each rune described anywhere?
Title: Re: Skulltag Arena
Post by: yaflhdztioxo on March 16, 2011, 18:39
The exact function is only described in the code.

But when the announcer blares 'strength' or 'haste' you can probably figure out what's going on.  Regular Skulltag players will also know about what to expect.
Title: Re: Skulltag Arena
Post by: Ander Hammer on March 17, 2011, 13:56
I figured. It's easy enough to guess what each one does, but I'd really like to know exact effects. I guess I'll just have to play more.

If only I didn't die instantly on slightly harder...
Title: Re: Skulltag Arena
Post by: yaflhdztioxo on March 17, 2011, 16:57
The code is readily available for perusal :).  In fact, I can't distribute it any other way.
Title: Re: Skulltag Arena
Post by: Brewtal Legend on September 04, 2011, 04:53
will this work in 9.9.4?
Title: Re: Skulltag Arena
Post by: Game Hunter on September 04, 2011, 06:12
will this work in 9.9.4?
I don't think yaflhd...I'm just going to call him "add"...I don't think add ever updated this for even 0.9.9.3. Stuff in 0.9.9.4 is handled very differently when it comes to setting up the mod, so I doubt that any of the mods on here will actually work with 0.9.9.4. On the other hand, the changes between 0.9.9.3 and 0.9.9.4 aren't many (at least as a matter of rewriting the files) so it shouldn't be too difficult to change some. Skulltag may need extra work done to get it running though.

I'm actually planning on going through most of the mods here and porting them to 0.9.9.4, since there are actually a number of fun mods made since 0.9.9.1 (I don't think 0.9.9 mods will work due to their non-sandbox features) and I'd like to try to have everyone try them out as much as possible. Might motivate the creators enough to start making updates of their own!
Title: Re: Skulltag Arena
Post by: tehtmi on September 04, 2011, 07:45
Yeah, I'd also be on board for porting stuff to 0.9.9.4 with permission from the original authors. A simple mod would only take 10 or 20 minutes to port, and even a complicated one wouldn't be too onerous. (Inferno on the other hand... xD.)
Title: Re: Skulltag Arena
Post by: yaflhdztioxo on September 04, 2011, 11:35
All right I'll port it this weekend (maybe; procrastination may still occur)
Title: Re: Skulltag Arena
Post by: yaflhdztioxo on September 11, 2011, 20:30
Here it is.  This is just a straight port; I need to redesign a lot of things to properly (it IS a demonstration after all) work with the newer engine, and to work out the new items, balance, etc.  I cannot guarantee that it works properly right now; I don't have any sounds so I'm going based on the 'it didn't crash' principle there, and I suck, so I didn't get to the last few enemies to make sure they work too.

Bugs & problems can come my way, general feedback is better served through IRC, and balance advice I'm going to ignore until I can revamp it for 0994
Title: Re: Skulltag Arena
Post by: Steve on September 28, 2011, 22:44
Hey Folks, Just doing my obligatory crash report.
I got to wave 25 In the skulltag arena ported for 0.9.9.4, It said "are you ready for the final wave (y/n)" and I pressed Y. The screen then filled with letters and numbers, it closed before I could read any of them. Here is the error log
Spoiler (click to show/hide)
Title: Re: Skulltag Arena
Post by: Uranium on September 29, 2011, 15:59
Hey Folks, Just doing my obligatory crash report.
I got to wave 25 In the skulltag arena ported for 0.9.9.4, It said "are you ready for the final wave (y/n)" and I pressed Y. The screen then filled with letters and numbers, it closed before I could read any of them. Here is the error log
Spoiler (click to show/hide)

Yeah, this has happened to me, every time I've got to round 25.
Title: Re: Skulltag Arena
Post by: yaflhdztioxo on September 29, 2011, 17:47
I'll fix it.  *grumble* level procs moved into generator...
Title: Re: Skulltag Arena
Post by: yaflhdztioxo on October 12, 2011, 21:15
New version up.  Fixing all of the problems caused by jumping from 992 to 994 was a lot harder and more time consuming than I would have expected.
Title: Re: Skulltag Arena
Post by: Thexare on March 19, 2013, 20:18
Bug report for the 0.9.9.7 version - final boss got stuck in a wall. Had to lure him into shooting an adjacent me to break the wall he was inside, as I was in a melee build. Though my railgun might've done the job, hmm...

Also, I noticed only a single bulk mod, playing on ITYTD, and no tech mods, but I'm not sure how random the item drops are.
Title: Re: Skulltag Arena
Post by: White Rider on March 20, 2013, 00:10
Picked up a chainsaw that had spawned at the beginning of a new wave...and got a lovely string of angry error messages. The game continued as usual, after about 6-7 lines of angry error messages, as the screencap shows, and I was able to perform one action before the error messages repeated itself.

Here are some excerpts taken from error.log:

Code: [Select]
----------------------------------------------------------------------
Timestamp   : 3/20/2013 0:01:42
Error level : ERROR
Message     : Lua hook OnPickupItem caught ELuaStateException!

Call path     : beings[soldier].OnPickupItem
Call params   : (<object>)
Error message : Lua error : ...odules\skulltag_arena.module\\skulltag_arena_HUD.lua:77: attempt to compare number with nil
----------------------------------------------------------------------

----------------------------------------------------------------------
Timestamp   : 3/20/2013 0:01:45
Error level : ERROR
Message     : Lua call OnTick caught ELuaException!

Call path     : skulltag_arena.OnTick
Call params   : ()
Error message : Call(skulltag_arena.OnTick) Lua error : ...odules\skulltag_arena.module\\skulltag_arena_HUD.lua:77: attempt to compare number with nil
----------------------------------------------------------------------

After quitting out of the game, DoomRL crashed and spat this out at me:

Code: [Select]
----------------------------------------------------------------------
Timestamp   : 3/20/2013 0:03:27
Error level : FATAL EXCEPTION
Message     : Fatal exception encountered

An unhandled exception occurred at $0046E619 :
ELuaException : LuaError: skulltag_arena.OnTick -- Call(skulltag_arena.OnTick) Lua error : ...odules\skulltag_arena.module\\skulltag_arena_HUD.lua:77: attempt to compare number with nil
  $0046E619  TDOOMLUA__ONERROR,  line 435 of src/doomlua.pas
  $00457F16  TLUASYSTEM__PROTECTEDCALL,  line 1476 of e:/Projects/fpcvalkyrie/src/vluasystem.pas
  $0041DFE6  TDOOM__CALLHOOK,  line 85 of src/doombase.pas
  $0045D3B2  TLEVEL__CALLHOOK,  line 589 of src/dflevel.pas
  $0045EB12  TLEVEL__TICK,  line 945 of src/dflevel.pas
  $0041F64F  TDOOM__RUN,  line 378 of src/doombase.pas
  $00401CC5  main,  line 111 of src/doomrl.pas

----------------------------------------------------------------------
Title: Re: Skulltag Arena
Post by: yaflhdztioxo on March 20, 2013, 04:44
Bug report for the 0.9.9.7 version - final boss got stuck in a wall. Had to lure him into shooting an adjacent me to break the wall he was inside, as I was in a melee build. Though my railgun might've done the job, hmm...
Can you elaborate?  Was the final boss spawned ON a wall tile?  I have re-examined that code and found nothing fishy so far...
As for packs, item generation hasn't changed though the addition of new items has made other items comparatively rarer.  Wave == dlvl; I've never been flush with mods but I've found enough to make assemblies.
Picked up a chainsaw that had spawned at the beginning of a new wave...and got a lovely string of angry error messages. The game continued as usual, after about 6-7 lines of angry error messages, as the screencap shows, and I was able to perform one action before the error messages repeated itself.
Fixed.  When the weekend rolls around I'll update.  Til then don't pick up the chainsaw.
Title: Re: Skulltag Arena
Post by: Thexare on March 20, 2013, 19:22
He wasn't spawned on a wall, he teleported onto one.
Title: Re: Skulltag Arena
Post by: yaflhdztioxo on March 20, 2013, 20:19
Ah, found it.  Guess I should've reviewed the JC ai before yanking it since JC doesn't spawn in a level with walls...
Title: Re: Skulltag Arena
Post by: Tormuse on September 08, 2013, 21:48
I admit that I haven't played DoomRL in a while, but I had today off, and for no particular reason, I felt like playing Skulltag Arena, which I haven't fully tried out before, and after a few tries, I got SlashER Diamond!  :D

Spoiler: Mortem (click to show/hide)

I haven't read any of this thread and I didn't know what to expect, so I played a technician masterless build.  I also selected "no" to fun mode.  (Whatever that means)  The game was pretty stingy with modpacks, so I didn't bother getting Whizkid, but it was okay, because the basic weapons were more than a match for my opponents.  Considering it was UV difficulty, I expected more of a challenge, but I don't think there was ever a time that I had more than one enemy approach me at a time with very few exceptions and I never felt overwhelmed until the end.

At level 25, it asked me if I was ready for the final level and I said yes.  (I have a choice?  What happens if I say no?  Does it just end?  Or does it let me keep going with randomly generated enemies?)  The final battle was ridiculous, preceded by a great, "oh, crap!" moment when I realized that über JC summons Cyberdemons!  :o  Fortunately, I had Dodgemaster and I was able to get to an Invulnerability sphere before the shower of rockets blew it up.  (One Cybie hit me just as I was picking it up; I got it just in time!)  Shortly after that, I spotted a Nuclear Plasma Rifle, which would have made the ending pretty easy, but the shower of rockets continued and blew it up when I was one square away...  Then the shower of rockets blew up about two thirds of everything on the level.  :|  There was one glorious moment when I was able to stay in range of üJC long enough to completely empty my Plasma Rifle into him, but for the most part, the rockets hurled me all over the place like a rag doll and he kept teleporting away before I could finish him off.  I was wishing that I had some kind of knockback reduction, because even with Dodgemaster, it was impossible to dodge all of the incoming Cybie rockets because they were coming from all directions.  I never fired a shot at the Cybies, but one of them actually died from Cyberdemon crossfire alone!  Things got extra tense when the Invulnerability wore off, but fortunately by then, he was down to mortally wounded and a couple more rounds finished him off.  Whew!
Title: Re: Skulltag Arena
Post by: thelaptop on September 08, 2013, 22:14
Damnit Tormuse.  =P

Why not Elevator of Dimensions?  That one is still quite fun as far as I can remember.
Title: Re: Skulltag Arena
Post by: Tormuse on September 09, 2013, 05:40
Yes, it is quite fun;  I've played it many times.  In fact, I got the Angelic badge in it, but I wanted to try something different this time.  :)
Title: Re: Skulltag Arena
Post by: Buzzard on September 09, 2013, 10:47
What are the exact values of the Rune of Strength, out of curiosity?
Title: Re: Skulltag Arena
Post by: yaflhdztioxo on September 09, 2013, 18:21
Equivalent to a SoaB trait.
Title: Re: Skulltag Arena
Post by: Tormuse on September 09, 2013, 22:42
I'd still be curious to know what all of the runes do.  I never figured out what Doom Spheres do either.
Title: Re: Skulltag Arena
Post by: yaflhdztioxo on September 10, 2013, 05:44
It's all right there in the code :p

Strength = +1 to damage bonus
Resistance = +1 to armor
Prosperity = fiddling with the health cap
Rage = 2/3rd firetime and reloadtime
Regeneration = what the name implies, lower health means faster regen
Reflection = damage dealt to you is also applied to the nearest enemy
Drain = every enemy you kill heals you a little bit based on the enemy's max HP
Haste = boost to speed equiv to a level in HR + you never get tired

Doom = +4 to damage bonus
Guard = +4 to armor
Turbo = Double speed
Partial/Total invis = 2/4 point bonus to dodging (implemented as a PENALTY to all enemy ToHits because there was no dodgebonus property at the time)
Time Freeze = abuse of the timing code to give the player free moves, simulating a freeze in time
Title: Re: Skulltag Arena
Post by: Tormuse on February 01, 2014, 00:38
So, today, I played another Skulltag game, this time at Nightmare! difficulty, trying to see if I could get the SlashER Angelic badge.  Unfortunately, I encountered a bug that made the game unwinnable.  :(  At the start of round 8, I got an error message and the monsters didn't generate, so I had no choice but to exit.

Spoiler: Error message (click to show/hide)

I suspect that this bug is related to the fact that I took full advantage of an exploit that I discovered in N! difficulty.  After you finish a round and before the next one starts, if something revives and you kill it again, it starts the countdown to the next round again and generates extra items!  (Great way to get lots of extra free stuff!)  :D  At the end of round 4, I managed to place myself comfortably next to two bodies and repeatedly knocked them down with my combat knife each time one of them tried to get up.  Before long, the map looked like this:

Spoiler: Screenshot (click to show/hide)

By round 8, the map was 100% full of stuff and I suspect there simply wasn't any room to generate any more monsters, so they just failed to generate.  The items don't show in the mortem, but here's another screenshot I took:

Spoiler: Screenshot (click to show/hide)

Spoiler: Mortem (click to show/hide)

I may try this again soon and try not to go too overboard next time.  :P
Title: Re: Skulltag Arena
Post by: thelaptop on February 01, 2014, 01:18
Oh great, Tormuse blew up the game engine.  I've told Kornel a loooooooong time ago to look out for this, but he's like "m3h".  Heheheh...

Yes, you actually need space to spawn stuff otherwise bad things happen.

The DoomRL engine is not as robust as most would think.
Title: Re: Skulltag Arena
Post by: Tormuse on February 01, 2014, 03:27
Well, most of the time, it isn't an issue because no one is patient enough to completely fill the map.  (myself included)  :)  Initially, I wasn't trying to break the game; I just started killing and rekilling formers, because I figured that if I half-filled the map with their ammo and weapons, all the health bonuses would appear in one place and it would make it more likely for me to get med packs, which are hard to come by in this challenge, because formers keep picking them up...  but once I realized that I was getting extra equipment, that strategy snowballed into something ridiculous.  :P
Title: Re: Skulltag Arena
Post by: Shinji_Ikari_9th on February 02, 2014, 18:14
Well, most of the time, it isn't an issue because no one is patient enough to completely fill the map.  (myself included)  :)  Initially, I wasn't trying to break the game; I just started killing and rekilling formers, because I figured that if I half-filled the map with their ammo and weapons, all the health bonuses would appear in one place and it would make it more likely for me to get med packs, which are hard to come by in this challenge, because formers keep picking them up...  but once I realized that I was getting extra equipment, that strategy snowballed into something ridiculous.  :P


I think that you are being modest about this.  That idea ne-v-er works, when an ammo drop puts the count over the stack max, then it overflows to the nearest free cell.
Title: Re: Skulltag Arena
Post by: Tormuse on February 03, 2014, 01:30
I think that you are being modest about this.  That idea ne-v-er works, when an ammo drop puts the count over the stack max, then it overflows to the nearest free cell.

Unless there is no free cell, as in my above-mentioned game.  ;)

Well, I did it!  SlashER Angelic!  :D

Spoiler: Mortem (click to show/hide)

It took a few tries to get right, some when I tried a Malicious Blades build and some with a Vampyre build and Vampyre won out.  :)  I still haven't figured out what "Fun mode" means; I tried some games with it turned on and some with it off and couldn't tell the difference.  (I think this one had it off)

I will admit to abusing the exploit I mentioned in my previous post a little.  (Just a little...  well, maybe more than a little)  ;)  All the extra health combined with the prosperity rune meant that I never had to worry about health.  The first few rounds were the roughest, but once I got a decent collection of healing sources, the rest of the game went smoothly.  This time, I was careful to not ever completely fill the map with stuff.  If it ever looked like I was close, I would pull out my rocket launcher and blow stuff up.

I was pretty well unstoppable for the whole thing, even including going up against über JC.  The last battle was considerably less climactic than my previous win; I located üJC using a tracking map, then picked up a time freeze power-up and cut him up with the Ripper before he could react.  I was considering picking up an invulnerability and nuking him, but it turned out to be completely unnecessary.

Yay!  :D
Title: Re: Skulltag Arena
Post by: Tormuse on August 06, 2018, 11:07
Whoa...  WHOA!  The last post in this thread is from friggin' four and a half years ago?!?  O_o  It doesn't feel like that long.  Where did the time go?  What am I doing with my life?  :o

Well, anyway, I felt like playing this mod again with the same build as the above game.  Nothing really special; just a re-tread of what I already did before, but I figured it's worth posting for posterity, since I got SlashER Angelic badge.  :D  The battlefield got so cluttered with junk that I had to nuke it a few times just to clear it, but I got some pretty nice gear in the process.  :)  By the end, I was moving at 0.16 seconds per move and attacking at 0.23 seconds per move, (while berserk) and gaining health from everything I killed, making me unstoppable.  Even über John Kármàk (I don't know why his name displays so weirdly in the mortem when it shows properly in-game) only had time to get a single shot off before succumbing to my Ripper.  :)

Spoiler: Mortem (click to show/hide)
Title: Re: Skulltag Arena
Post by: thelaptop on August 07, 2018, 08:59
Wow... you're basically touring the forums and looking for stuff to play huh... nice win though!  Most excellent!  =D
Title: Re: Skulltag Arena
Post by: Tormuse on September 18, 2018, 16:51
Just wanted to share that I got SlashER Diamond again, this time with an Army of the Dead build.  :)  (Basically, I wanted to complete the Skulltag Arena without exploiting the bug that generates tons of extra equipment in N!)  :P

The Haste rune was helpful in mitigating the lack of speed of this build, but my biggest problem turned out to be ammo, which is a bit surprising, considering that this is the most ammo efficient shotgun build in DRL.  I spent a good chunk of the late game with less than two stacks of shells, since no Intuition trait meant that I had to do a lot more radar-shooting than normal.  (And I occasionally blew up important stuff when hitting unseen barrels)  Fortunately, eventually, I had a lucky spawn of an Arch-Vile near a Sergeant and I was able to re-kill him a bunch of times to get a hefty collection of shells and that carried me to the end.

I deliberately held off on fighting üJC until I was able to assemble a Piercing Chainsaw.  It seemed a fitting companion to my armour-piercing shotguns.  :D

Spoiler:  Mortem (click to show/hide)
Title: Re: Skulltag Arena
Post by: Tormuse on March 08, 2019, 21:14
I've been feeling like playing mods lately, so I gave this one a try and got SlashER Diamond with a Malicious Blades build.  :)  I never found a second power mod, so I couldn't get my favourite thing of dual wielding Chainswords.  Oh well...

Spoiler: Mortem (click to show/hide)

Things were a bit shaky at the beginning, being very reliant on my shotgun, but a rage rune was a huge help in getting me established.  I got a bit excited when I saw a drain rune appear, (Vampyre combined with Malicious Blades?  Yes, please!)  :D  but it got destroyed before I could pick it up.  :(  But I found a regeneration rune shortly after that and I decided I liked that better anyway.  :)

It was tough to keep up with üJC at the end, since he kept teleporting around and surrounding himself with Cyberdemons and when I tried killing one of the Cybies to get to him, it became clear that they were being spawned faster than I could possibly kill them.  (Fortunately, I grabbed a tracking map and invulnerability sphere before he started spawning them, because the barrage of rockets was blowing up everything)  In the end, I used my rocket launcher to rocketjump up to him and used a hatred skull to make myself berserk (I was amazed there were any corpses for the skull to consume, quite frankly) and my dual-wielded knives cut him up pretty quickly.

Yay!  :D