[DoomRL 0.9.7] YAVP, that was almost a YASD.

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Archived from groups: rec.games.roguelike.misc (More info?)

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.
 
Archived from groups: rec.games.roguelike.misc (More info?)

> If you would find one -- post immidately

And so i have...
Barrels don't always have to explode... occasionally in Doom 3, i'd see
non-explosive barrels, as i did in HL2 and Counter Strike: Source.
Perhaps they could contain different things, like acid, molten metal,
poisonous vapours... or statis-enduced science subjects? Doom 3 was
into the whole "Evil Science" thing with Imps and bio-specimens getting
transported throughout the lower levels in what seemed to be souped-up
barrels (but for stasis) so maybe DRL could have some of that.
Most barrels in the game would explode, but a there'd always be a few
that could:
- Contain water; that when shot, will spill out about 3 to 9 tiles of
water. A empty barrel could remain behind to knock around for fun, or
as tactical sheild for weak projectiles. (bullets and pellets have a
chance of going through, but are otherwise blocked. explosives simply
destroy the cover.)
- Contain acid; like the water barrels, but with acid. These eventually
replace water barrels as you go down levels.
- Contain molten materials; that when shot, they act like the acid
barrels, but create lava instead... and they too will eventually
replace acid barrels in appearance. You could push a acid or lava
barrel into a narrow corridor, and lure enemies into it to melt in.
- Contain science subjects; when destroyed, 3 to 9 tiles of water are
created, and have a chance of spawning a (as in one) Lost Soul, a Imp,
or a Demon. For all intesive purposes, they look JUST like water
barrels, but if you're one tile away from them and "look" at them a
string of text could say "You hear [amount] liquid slosh inside."
giving a hint to it's content. [amount] could be "some" (lost soul)
"the" (imp) and "lots of" (demon)
- Contain a item; medical supplies, ammo, and very rarely a weapon.
After all, what better way to get arms though a checkpoint in the base
without arousing suspicion?
- Contain nothing; a lemon. simply there for some comedic value ("You
pry open the lid but find nothing!") and as movable (but fragile)
cover.
- Contain explosives; mentioning this because the amount held could
varry. One time the explosion is as large as a imp's fireball, the next
twice as large as normal!
- Could be pryed open with the combat knife; attacking a barrel with
the knife knocks the top of the barrel off, immediately revealing it's
contents, and to make it a nice area-effect weapon! With the top of the
barrel off all you'd have to do is move into it to "kick" it over, and
*splash* it's contents spray out over a coned-shaped area. But if you
pry off the top of a explosive barrel, eh, it'd be a bad way to go, as
you'd be immediately smothered in hot gasses...

Most barrels would be color-coded (light red for lava, green for acid,
blue for water, etc) but there could always be those "luck of the draw"
barrels that have their color coding scratched away to a dull rusty
brown... all of whose contents arn't known until you pry them open or
shoot them. Hmm...
Maybe a themed level could be made, where you have to go through a
"Warehouse" of science-subject barrels and item-containing barrels
(which always have their colors scratched off, to look like "luck of
the draw" barrels... so they'd get past security, natch) but the catch
is you can't tell the difference between them in the warehouse! All the
barrels in there have their colors scratched away! What's more is that
after a while the barrels will start to crack open, releasing their
demonic contents. And considering the size of a average level, there'd
be one hell of a lot of lost souls, imps, and demons to contend with. ;
)

If anything is overly stupid say so. I tried. 8P
 
Archived from groups: rec.games.roguelike.misc (More info?)

Uzytkownik wrote:
> 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.

But was truly all evil destroyed? Was it? Or maybe there's something
beyond...

> 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:

I love the style of this message :-D

> ----------------------------------------------------
> 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.

Quite small collection of special levels.

> Ironman (Level 2)
> Tough as nails (Level 1)
> Son of a bitch (Level 1)
> Reloader (Level 1)
> Eagle Eye (Level 1)

Aaah, that's a nice sight ;-). Seems as I fixed the trait balance problem
🙂

> [c] advanced rocket launcher (4d5) [1/1]
> [d] extended chaingun (1d6)x5 [75/75]

Yummy ;-).

> 4 former human commanders

How do you like those guys?

> Best. Version. Yet!

I know ;-).

> = Comments:
> O Those "urban" areas with all the little seperated rooms are VERY fun
> to fight in,

There will be more :-D. I decided that different level themes will add most
to gameplay...

> and that "Wall" special level was awsome...

Cute, ain't it? ;-D

> 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.

Good. The weapons will basicaly remain unchanged now. I may reduce the
knockback effect of the BFG though.

> O Level with the huge amount of barrels was fuuuuuun. 8)

:-D

> O Cyberdemon rocket knockback is fuuuuuun.

Uh, but BFG knockback makes the final fight way too easy ;-).

> 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.

If someone else reports that -- I'll check. Quick browse through the code
didn't reveal any errors.

> 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.

Well, until I plug in a more advanced AI that'll stay that way.

> 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!

LOL! That's not a bug ;-). I never intended to make armor shards repair
boots -- but if requested I can make it so.

> = 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)

Hmm, nice one, and relatively easy to implement.

> 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.

Hey, I like the explosion effect :-D. If you find me at least one
constructive use for that I might consider it.

> 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.

Hmm...

> 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)

Oh, this would complicate matters much implementation-wise, and would add
little game-wise. I'll leave it as it is.

> 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.

Yeah, right, I remember. Ok, that can be done.

> 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?

Ok, but none of the above adds any constructive use for barrels :-D. If you
would find one -- post immidately.
--
At your service,
Kornel Kisielewicz (charonATmagma-net.pl)
"Come on, Kornel. 11 years and no binary? And it's not vapourware?"
-- Mike Blackney
 
Archived from groups: rec.games.roguelike.misc (More info?)

Uzytkownik wrote:
>> If you would find one -- post immidately
>
> And so i have...

A general comment first -- those different barreles need to have a different
color -- people use the fact that barrels explode as a tactical element --
if barrels would behave erraticaly that would take away that tactical
element.

> Barrels don't always have to explode... occasionally in Doom 3, i'd
> see non-explosive barrels, as i did in HL2 and Counter Strike: Source.
> Perhaps they could contain different things, like acid, molten metal,

Possible.

> poisonous vapours...

No -- much implementation, little gain... or do you mean just a baron-type
green explosion?

> into the whole "Evil Science" thing with Imps and bio-specimens
> getting transported throughout the lower levels in what seemed to be
> souped-up barrels (but for stasis) so maybe DRL could have some of
> that.

Hmm.

> Most barrels in the game would explode, but a there'd always be a few
> that could:
> - Contain water; that when shot, will spill out about 3 to 9 tiles of
> water. A empty barrel could remain behind to knock around for fun, or
> as tactical sheild for weak projectiles. (bullets and pellets have a
> chance of going through, but are otherwise blocked. explosives simply
> destroy the cover.)

Oh this is a good one -- a light gray "heavy barrel" that works as a shield
against gunfire! May of course be pushed for tactical cover...

> - Contain science subjects; when destroyed, 3 to 9 tiles of water are
> created, and have a chance of spawning a (as in one) Lost Soul, a Imp,
> or a Demon. For all intesive purposes, they look JUST like water
> barrels, but if you're one tile away from them and "look" at them a
> string of text could say "You hear [amount] liquid slosh inside."
> giving a hint to it's content. [amount] could be "some" (lost soul)
> "the" (imp) and "lots of" (demon)

Oh, I can't imagine how an impi or demon could fit into a barrel -- but lost
souls could be implemented :-D

> - Contain a item; medical supplies, ammo, and very rarely a weapon.
> After all, what better way to get arms though a checkpoint in the base
> without arousing suspicion?

This is a good one -- a new _benefit_ of barrels. Maybe add combat crates
too? To see what's inside you must waste a shot, and it could be
explosive...

> - Contain explosives; mentioning this because the amount held could
> varry. One time the explosion is as large as a imp's fireball, the
> next twice as large as normal!

This would be annoying i think.

> - Could be pryed open with the combat knife; attacking a barrel with
> the knife knocks the top of the barrel off, immediately revealing it's
> contents, and to make it a nice area-effect weapon! With the top of
> the barrel off all you'd have to do is move into it to "kick" it
> over, and *splash* it's contents spray out over a coned-shaped area.
> But if you pry off the top of a explosive barrel, eh, it'd be a bad
> way to go, as you'd be immediately smothered in hot gasses...

This is far to erratic to be useful.

> the barrels in there have their colors scratched away! What's more is
> that after a while the barrels will start to crack open, releasing
> their demonic contents. And considering the size of a average level,
> there'd be one hell of a lot of lost souls, imps, and demons to
> contend with. ; )

Cool 🙂 "The Warehouse" -- seeems ok with me :-D

> If anything is overly stupid say so. I tried. 8P

Some of them are cool :-D
--
At your service,
Kornel Kisielewicz (charonATmagma-net.pl)
"Invalid thought detected. Close all mental processes and restart body."
 
Archived from groups: rec.games.roguelike.misc (More info?)

quoting <necromancer_90@hotmail.com>:
>And if you're wondering why i have suggested so many barrel changes,
>it's because you said you reduced the number per level.

I do wonder about that; I found lots and lots. Did that change actually
get committed?
--
David Damerell <damerell@chiark.greenend.org.uk> flcl?
Today is Potmos, March.
 
Archived from groups: rec.games.roguelike.misc (More info?)

David Damerell wrote:
> quoting <necromancer_90@hotmail.com>:
>> And if you're wondering why i have suggested so many barrel changes,
>> it's because you said you reduced the number per level.
>
> I do wonder about that; I found lots and lots. Did that change
> actually get committed?

Yes. But I've introduced "barrel'o'fun" levels ;-)
--
At your service,
Kornel Kisielewicz (charonATmagma-net.pl)
"11 years and no binary. And it's not vapourware" -- Igor Savin