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235 Souls fell before me, and the Cyberdemon skull brought that number
to 236. After several BFG9K blasts, his charred and broken corpse now
rests under my heels. Even his elite Knights and Barons could do
nothing against the might of the Extended chaingun, advanced rocket
launcher, and plasma rifle.
Granted, they almost got me several times, as well as those damn dirty
demons... On one level, I went down the stairs, only to fall into a
pack of 15 of them! Their claws ripped through my blue armor, and had
to switch to my only red. Fortunetly, if it had not been for my
advanced rocket launcher and that red armor, i would not be posting
this notice of victory:
----------------------------------------------------
DoomRL (v.0.9.7 (WIN)) roguelike post-mortem character dump
----------------------------------------------------
Mechanoid, level 6 soldier, defeated the Cyberdeamon
on level 20 of the Phobos base.
He survived 101315 turns and scored 28913 points.
He found the Phobos Arena.
He ventured into the Halls of Carnage.
He faced The Wall.
-- Statistics --------------------------------------
Health 50/70 Experience 22567/6
ToHit +3 ToDmg Ranged +1 ToDmg Melee +1
-- Traits ------------------------------------------
Ironman (Level 2)
Tough as nails (Level 1)
Son of a bitch (Level 1)
Reloader (Level 1)
Eagle Eye (Level 1)
-- Equipment ---------------------------------------
[a] [ Armor ] red armor [2/4] (33%)
[ Weapon ] BFG 9000 (8d8) [60/100]
[c] [ Boots ] plasteel boots [8/8] (99%)
-- Inventory ---------------------------------------
[a] blue armor [2/2] (100%)
red armor [4/4] (100%)
[c] advanced rocket launcher (4d5) [1/1]
[d] extended chaingun (1d6)x5 [75/75]
[e] plasma rifle (1d8)x8 [40/40]
[f] 10mm ammo (x100)
[g] 10mm ammo (x100)
[h] 10mm ammo (x100)
rocket (x5)
[j] rocket (x10)
[k] thermonuclear bomb
[l] large med-pack
[m] large med-pack
-- Kills -------------------------------------------
24 former humans
37 former human sergeants
16 former human captains
19 imps
44 demons
26 lost souls
29 cacodemons
14 barons of hell
1 Cyberdemon
21 hell knights
1 arachnotron
4 former human commanders
-- General -----------------------------------------
Before him 1 brave souls have ventured into Phobos:
1 of those was killed.
----------------------------------------------------
....
Best. Version. Yet!
= Comments:
O Those "urban" areas with all the little seperated rooms are VERY fun
to fight in, and that "Wall" special level was awsome... Though a
player could run out of rockets halfway through and be screwed over.
O The new BFG9K blast radius is F***ING TIGHT!
O Weapon ballance is excellent. Though i preferred to use the chaingun
for about 80% of the game, i can see the new Combat Shotgun and other
shotgun's altered stats being a very good move.
O Though i may not have found that "new enemy" you spoke of, i can
definitly say that one more thing that can kill me is good.
O Level with the huge amount of barrels was fuuuuuun. 8)
O Cyberdemon rocket knockback is fuuuuuun.
= Bugs:
O On occasion, the entire gun would be emptied when "U"nloaded from the
ground, however, if my inventory was full the ammo would magically
"disappear." However, i can't be trusted saying that as i was blasting
too many critters atm.
O Enemies would often shoot their allies in the back, and kill them for
me. Granted, it happened in the original DooM and is greatly helpful to
me, but those enemies that are attacked by their allies *do not attack
back* like in Doom. This means that the player could exploit this and
have a Hell Knight knock-off a group of Caco's for him.
O BIGGIE: ARMOR SHARD DID NOT REPAIR DAMAGED, *WORN* BOOTS! My worn
body armor was completely fixed up at the time (2/2 100%) but my boots
were damaged to 4/4 98% or so. I found a armor shard, used it, but it
did not repair my boots!
= Barrel o' Suggestions:
O Barrels pushed into water should cause a small area of water around
where the barrel was pushed in to become acid. If the level is flooded,
the barrels are counted as "tipped over" and turn the surrounding tiles
into acid. Finally, water and level-flooding levers have a use! 8)
O Barrels pushed into acid should expand the acid pool within that area
by a number between 1 and 8 tiles. This way a player could make a sort
of acidic moat, if he had enough barrels or wanted to screw around a
bit before leaving the level.
O Exploded barrels have a 20% chance of leaving a 1-tile pool of acid,
as well as coloring the surrounding walls/floor tiles greenas, as a
sort of "residue" effect.
O Barrels pushed into lava shouldn't explode immediately but instead
have a damn good chance to do so, and if they dont explode on contact,
then the color changes from green to orange to yellow to white, and
THEN they explode. The barrel is "melting" and gives the player a
chance to run from the timebomb. 8)
O Barrels that dont take 'lethal' damage should be pushed in whatever
direction they were getting shot from. This way a barrel that gets hit
can get knocked around a bit befor going off... As well as giving a
chance that one of the above ideas will happen. NOTE: This WAS in the
original doom. Shoot a barrel with a pistol, and the barrel would be
moved ever so slightly.
And if you're wondering why i have suggested so many barrel changes,
it's because you said you reduced the number per level. So, lets say
there were only three barrels in a entire level; you'd want those
barrels to do the most possible, right? That's my reasoning behind
suggesting these. Since we have less to work with, they have to do more
to remain useful. Look at it this way: there's only two melee weapons,
so you powered up 'Brute' to make them more useful. Quantity-n-Quality.
235 Souls fell before me, and the Cyberdemon skull brought that number
to 236. After several BFG9K blasts, his charred and broken corpse now
rests under my heels. Even his elite Knights and Barons could do
nothing against the might of the Extended chaingun, advanced rocket
launcher, and plasma rifle.
Granted, they almost got me several times, as well as those damn dirty
demons... On one level, I went down the stairs, only to fall into a
pack of 15 of them! Their claws ripped through my blue armor, and had
to switch to my only red. Fortunetly, if it had not been for my
advanced rocket launcher and that red armor, i would not be posting
this notice of victory:
----------------------------------------------------
DoomRL (v.0.9.7 (WIN)) roguelike post-mortem character dump
----------------------------------------------------
Mechanoid, level 6 soldier, defeated the Cyberdeamon
on level 20 of the Phobos base.
He survived 101315 turns and scored 28913 points.
He found the Phobos Arena.
He ventured into the Halls of Carnage.
He faced The Wall.
-- Statistics --------------------------------------
Health 50/70 Experience 22567/6
ToHit +3 ToDmg Ranged +1 ToDmg Melee +1
-- Traits ------------------------------------------
Ironman (Level 2)
Tough as nails (Level 1)
Son of a bitch (Level 1)
Reloader (Level 1)
Eagle Eye (Level 1)
-- Equipment ---------------------------------------
[a] [ Armor ] red armor [2/4] (33%)
[ Weapon ] BFG 9000 (8d8) [60/100]
[c] [ Boots ] plasteel boots [8/8] (99%)
-- Inventory ---------------------------------------
[a] blue armor [2/2] (100%)
red armor [4/4] (100%)
[c] advanced rocket launcher (4d5) [1/1]
[d] extended chaingun (1d6)x5 [75/75]
[e] plasma rifle (1d8)x8 [40/40]
[f] 10mm ammo (x100)
[g] 10mm ammo (x100)
[h] 10mm ammo (x100)
rocket (x5)
[j] rocket (x10)
[k] thermonuclear bomb
[l] large med-pack
[m] large med-pack
-- Kills -------------------------------------------
24 former humans
37 former human sergeants
16 former human captains
19 imps
44 demons
26 lost souls
29 cacodemons
14 barons of hell
1 Cyberdemon
21 hell knights
1 arachnotron
4 former human commanders
-- General -----------------------------------------
Before him 1 brave souls have ventured into Phobos:
1 of those was killed.
----------------------------------------------------
....
Best. Version. Yet!
= Comments:
O Those "urban" areas with all the little seperated rooms are VERY fun
to fight in, and that "Wall" special level was awsome... Though a
player could run out of rockets halfway through and be screwed over.
O The new BFG9K blast radius is F***ING TIGHT!
O Weapon ballance is excellent. Though i preferred to use the chaingun
for about 80% of the game, i can see the new Combat Shotgun and other
shotgun's altered stats being a very good move.
O Though i may not have found that "new enemy" you spoke of, i can
definitly say that one more thing that can kill me is good.
O Level with the huge amount of barrels was fuuuuuun. 8)
O Cyberdemon rocket knockback is fuuuuuun.
= Bugs:
O On occasion, the entire gun would be emptied when "U"nloaded from the
ground, however, if my inventory was full the ammo would magically
"disappear." However, i can't be trusted saying that as i was blasting
too many critters atm.
O Enemies would often shoot their allies in the back, and kill them for
me. Granted, it happened in the original DooM and is greatly helpful to
me, but those enemies that are attacked by their allies *do not attack
back* like in Doom. This means that the player could exploit this and
have a Hell Knight knock-off a group of Caco's for him.
O BIGGIE: ARMOR SHARD DID NOT REPAIR DAMAGED, *WORN* BOOTS! My worn
body armor was completely fixed up at the time (2/2 100%) but my boots
were damaged to 4/4 98% or so. I found a armor shard, used it, but it
did not repair my boots!
= Barrel o' Suggestions:
O Barrels pushed into water should cause a small area of water around
where the barrel was pushed in to become acid. If the level is flooded,
the barrels are counted as "tipped over" and turn the surrounding tiles
into acid. Finally, water and level-flooding levers have a use! 8)
O Barrels pushed into acid should expand the acid pool within that area
by a number between 1 and 8 tiles. This way a player could make a sort
of acidic moat, if he had enough barrels or wanted to screw around a
bit before leaving the level.
O Exploded barrels have a 20% chance of leaving a 1-tile pool of acid,
as well as coloring the surrounding walls/floor tiles greenas, as a
sort of "residue" effect.
O Barrels pushed into lava shouldn't explode immediately but instead
have a damn good chance to do so, and if they dont explode on contact,
then the color changes from green to orange to yellow to white, and
THEN they explode. The barrel is "melting" and gives the player a
chance to run from the timebomb. 8)
O Barrels that dont take 'lethal' damage should be pushed in whatever
direction they were getting shot from. This way a barrel that gets hit
can get knocked around a bit befor going off... As well as giving a
chance that one of the above ideas will happen. NOTE: This WAS in the
original doom. Shoot a barrel with a pistol, and the barrel would be
moved ever so slightly.
And if you're wondering why i have suggested so many barrel changes,
it's because you said you reduced the number per level. So, lets say
there were only three barrels in a entire level; you'd want those
barrels to do the most possible, right? That's my reasoning behind
suggesting these. Since we have less to work with, they have to do more
to remain useful. Look at it this way: there's only two melee weapons,
so you powered up 'Brute' to make them more useful. Quantity-n-Quality.
