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Author Topic: Challenge modes ideas - old and new.  (Read 332018 times)

Thexare

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Re: Challenge modes ideas - old and new.
« Reply #465 on: February 17, 2011, 21:00 »

PLEASE give us this one:
(maybe unlocked with the Arch-Vile Rank or later)

Angle of 100 action hero
"You are fireangel AND army of the damned! You are ammochain and eagle eye!
You are a fucking bastard!"
Like  Angel of 100, but the traits do not block anything.
Name one current challenge that's nothing more than "X made easier".

Honestly, that was the biggest concern I had with my idea, but that's why it adds a new restriction to go along with the easier part


@Nameless:

Angel of Fate:
The Horde one would make a YAAM completely impossible. Perhaps Horde maps could instead consist of double the normal number of enemies, spawned as though it was on a slightly easier floor.

Angel of Escalation:
Cool idea. So if an enemy spawns with modded equipment, we can pick it up? Considering it'll keep happening, I don't forsee that really being much of an issue, but it could certainly bring the balance of mods and assemblies into question.

Oh god, Former Captains with an Assault Rifle.
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thelaptop

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Re: Challenge modes ideas - old and new.
« Reply #466 on: February 20, 2011, 21:45 »

Angel of Fairplay
Why should DoomGuy get all the fun?
In this challenge mode, all objects and power-ups work equally for friend and foe alike, more so than before.  See that minigun on the floor?  Well, the former human just picked it up, together with the Invulnerability Globe next to it.

Have fun.
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Deathwind

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Re: Challenge modes ideas - old and new.
« Reply #467 on: February 21, 2011, 00:11 »

Sounds like fun but it would take a MAJOR overhaul in the enemy AI.
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v.997 [16/5/2/0/0]

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Re: Challenge modes ideas - old and new.
« Reply #468 on: February 24, 2011, 21:08 »

Angel of Demons

"No random levels here! Starting at the Entry Base, you'll descend from one special level to the next until finally arriving at the Phobos Arena. You have to complete all of them, too!"

The idea here is to play a game of DoomRL with nothing but the 11 red-stairs levels, Base Entry, Hellgate, and Phobos Arena (and maybe HF if you want). The order would be according to the first level of possible appearance, like so:

Base Entry -> Hell's Arena -> Chained Court (hard) -> The Wall -> Hell's Armory -> Halls of Carnage -> Hellgate -> Unholy Cathedral -> City of Skulls -> Spider's Lair -> The Vaults -> Mortuary -> Lava Pits -> Phobos Arena(HF)

Stairs won't appear until the level is complete, meaning you have to go through every one. Alternatively, you COULD try to exit all of them and such, but it'll make killing the Cyberdemon basically impossible. (The only possibly without completing a level is the nuclear BFG, which could be changed around if necessary.)

Since some of the levels are (virtually) impossible without some help, you'll get some. Combat knife will show up at the end of Base Entry (like in AoB) for players wanting to melee, a couple envirosuit packs will appear at Lava Pits entrance, stuff like that. (As for UC, there's a new consumable that would at least allow for the possibility to win without investing in Bru/Ber.)

Due to completing every special (something a lot people may not accomplish until far later in their playing) I'd set the bar pretty high to attempt this, rank-wise. Need at least a few Golds, probably.
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thelaptop

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Re: Challenge modes ideas - old and new.
« Reply #469 on: February 24, 2011, 21:40 »

Angel of Demons
You forgot that this automatically blocks Explorer and Conqueror badges.
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MaiZure

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Re: Challenge modes ideas - old and new.
« Reply #470 on: February 24, 2011, 21:52 »

Angel of Demons


This should probably be called Angel of Conquest :P
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Deathwind

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Re: Challenge modes ideas - old and new.
« Reply #471 on: February 24, 2011, 23:43 »

you would need to double the ammo drops and spawn some rockets at the wall but I could see it...
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v.997 [16/5/2/0/0]

MaiZure

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Re: Challenge modes ideas - old and new.
« Reply #472 on: February 24, 2011, 23:50 »

you would need to double the ammo drops and spawn some rockets at the wall but I could see it...

Extra ammo, I agree
Arena already drops around 20 rockets and the launch while Armory will drop 20 more already...definitely more than enough for The Wall.
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Deathwind

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Re: Challenge modes ideas - old and new.
« Reply #473 on: February 25, 2011, 00:04 »

it's likely the rockets from the arena would be spent in chained court on the AM and the armory is after the wall, all I'm saying is spawn about 6 rockets or reorder the levels so the wall is later.
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v.997 [16/5/2/0/0]

Fanta Hege

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Re: Challenge modes ideas - old and new.
« Reply #474 on: February 25, 2011, 10:11 »

Angel of Pyrrhic

This is a battle you just can't win.. Any corpse that spends more than 4 seconds on your line of sight will automaticly revive itself, Even archvile ones. You will probably run into more corpses as usual aswell. and in N? They revive even faster!
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thelaptop

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Re: Challenge modes ideas - old and new.
« Reply #475 on: February 25, 2011, 10:19 »

Angel of Pyrrhic

This is a battle you just can't win.. Any corpse that spends more than 4 seconds on your line of sight will automaticly revive itself, Even archvile ones. You will probably run into more corpses as usual aswell. and in N? They revive even faster!
I'm sure this belongs here, together with a THE HORRIBLE idea.

(=
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Deathwind

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Re: Challenge modes ideas - old and new.
« Reply #476 on: February 27, 2011, 20:59 »

Angel of Apollo: You begin with a (cursed) nano-modded rocket launcher, red armor and plasteel boots. You may swap armor, but if the set you are wearing is ever completely destroyed you instantly suffocate.
This just seemed too good to stay in the horrible idea thread. It's not a challenge but a reward for earning all of those badges (or make it for medals).
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grommile

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Re: Challenge modes ideas - old and new.
« Reply #477 on: March 06, 2011, 10:54 »

Little reluctant to wade through a 32-page thread looking to see if this has already been suggested, so:

I'd quite like an Angel of Customization mode, where you can "build your own" by enabling multiple (non-conflicting) challenge modes, or possibly even breaking down the existing ones into finer-grained setups.
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Kg

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Re: Challenge modes ideas - old and new.
« Reply #478 on: March 06, 2011, 12:32 »

I'd say to set score multiplier on custom challenges (based on individual challenge difficulty), so if it's easy, score is multiplied less... And uhm, for challenges like AoB + AoMC.. imo don't allow :)
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Gargulec

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Re: Challenge modes ideas - old and new.
« Reply #479 on: March 06, 2011, 17:19 »

Been suggested before, KK stated that it is nigh-impossible under current challenge modes implementation. Shame, really.
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