Suggestions
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Suggestion Template
Use template below - just replace emboldened text with what is needed. Vote types: Yes/No/Change/SPAM (Spam for reposted suggestions:
===Suggestion Name===
{{suggestion|
suggest_time=~~~~~|
suggest_type=Trait, Balance change, Weapon, etc|
suggest_author=Who posted that|
suggest_description=Full description. Check spelling and be descriptive |
suggest_votes=
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For convenience, please place newest items first.
Bump In The Night
| Timestamp: | 16:04, 12 November 2009 (MST) |
| Type: | spectres |
| Author: | Old Spider |
| Description: | I'd ask where the spectres disappeared to but... heh... Just increase or decrease the brightness of the spot where the spectre is. It'll be hard to spot, but isn't that the idea? |
Votes
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Doorknobs & Knockers
| Timestamp: | 15:41, 12 November 2009 (MST) |
| Type: | doors, kids, men |
| Author: | Old Spider |
| Description: | Doors are annoying. They all act the same: like they're made of wood. I can blow away a door with a single 10mm bullet and that just doesn't make a lick of sense. In Doom I couldn't do a damn diddly thing to hurt doors and now they're all cardboard and where are the keycards?
1) metal doors. You'll need an explosive to blow one away. 2) locked doors. Since this is a roguelike and it'd take a lot of work to set up pathfinding to determine how randomized locked doors would work, how about having the locked doors and having to either blow it up or take time to pick the lock? This could also apply to relocking a door (which could be predictably funny when an angry Baron is behind it). The Whizkid trait would allow automatic picking on most locks. 3) as in Doom, most doors automatically close. I like the idea of leaving a door open, so why not allow the character to either leave a barrel or something in the the doorway to keep it open (annoying when you want to push another barrel through) or jigger the door controls (again time, and the chance to make the Whizkid trait a lot more powerful). Or splodin it. 4) add a Doorman trait. Make it a finesse-1 trait and make Whizkid dependent upon having Doorman. Doormen can use D to bring up an options menu for doors. 5) upgrade Whizkid to use a similar menu. W opens a special menu for modifying the current main weapon. Rather than depending upon finding upgrades (which can be amazingly rare) you can instead take a certain number of turns to convert identical equipment into the desired upgrade (use a pistol to upgrade a pistol, use a BFG9000 to upgrade the same, etc.). This would greatly enhance the Whizkid trait making it an enviable option. |
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Mac Port
| Timestamp: | 15:33, 4 May 2009 (MDT) |
| Type: | Port |
| Author: | Repton |
| Description: | Release a binary for Mac OS X. FreePascal and SDL are both available for Macs so I guess this should be straightforward. Or release the source so we can build our own :-) |
Votes
DSLite port
| Timestamp: | 11:35, 27 August 2008 |
| Type: | Hand-held port |
| Author: | Benkyo |
| Description: | A true port to the Nintendo DS Lite with full touch-screen functionality would be a major undertaking, but I would happily contribute a decent amount of money to such an effort. Either that or we wait for the source so others can get to work on it, I guess... |
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Pistol/Artifact Changes + WHERE IS THE MASTERMIND?
| Timestamp: | 10:29, 25 August 2007 (CET) |
| Type: | Realism, Balance, WTF>? . |
| Author: | The_Funktasm |
| Description: | Well, the pistol holds six rounds, so making it a revolver or expanding the clip by three rounds might make sense. It would also make sense if lower difficulties let you carry artifacts, but they take up 2 spaces.
Finally, where's the Spider Mastermind? |
Votes
Angels and Doomguys
| Timestamp: | 21:39 GMT +2 19.12.2006 |
| Type: | Challenges, Traits |
| Author: | TFoN |
| Description: | Challenges:
1. Angel of Action - "You're too damn tough to reload your guns! Do it movie-style, with new weapons as you go along". Sounds hard as hell, but I didn't say it was gonna' be easy :) Maybe start with 2-4 pistols, as ammo certainly won't do much good... 2. Angel of Disease - player starts supercharged, but loses life down to 10%-20% (5-10 HP if Ironman=0). Gains small amounts of health when kills (up to 200%? 150%?), making for a sadistic, morbid angel ;) I'm not sure if he should gain normal health from globes and medkits. Also, it might make Nightmare a little easier, but on the other hand, only if you're ALWAYS killing, avoiding no-one and not holding back. Traits: 1. Fireballs - should be unlockable, but I'm not sure by what... "You've an ego like hell and the weapons to match! Your massive will alone increases the blast radius of your rocket-launchers by 1 space for each level of this trait. But be careful not to get ahead of yourself and blow yourself away..." I guess damage will be sorted out by the same equation but for a larger radius, not changing damage at the center, but making it near the center a little higher than before. I don't think this trait should affect BFGs, as they don't make FIREballs :) 2. (Circle)Strafer - unlocked at Hellrunner=2. Increases dodge - by 15%? 20% from the Hellrunners makes 20% more + coward rather uber, considering there are 20% more yet to come. Maybe 25% and make it only one rank, but that's a little high for 1 trait. Either way, it's important to remember that as quick as that may make you, it comes at the expense of traits that allow you to hit (and damage) while you're being missed, so there IS balance.
Plus, maybe this one would pave the way for an Angel of Pacifism ;) |
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Observe The Suffering
| Timestamp: | 8:10, 16 December 2006 (CST) |
| Type: | Enhancements |
| Author: | Old Spider |
| Description: | 1) Color By Health: In the original doom you could see the character's relative health by looking at his pretty mug. Don't use the character's color to show his armor; rather, use the character's color to represent his health. People like me tend to forget to watch that hit point meter and end up blasting away only to be replaced by a slick red representative (if you know what I mean).
2) Blood Trails: If someone is bleeding (including the character) they leave a trail of blood spots wherever they move. 3) Better Blood Splattering: Is there a way to limit splatters on walls to the side which has been splattered? (that is a gem of a line right there...) 4) Damage Effects: According to the character's damage, reduce the character's abilities. A heavily damaged character wouldn't be able to move and react as quickly. 5) Falling Damage: If you can implement multiple levels, such as slightly darker colors for lower levels, then you could also induce falling damage and that satisfying crunch at the end of a good fall. |
Votes
- @1 - Only as an option from ini. I like my color dependant on armor. @2 - Why not. @3 - ditto. @4 - definetly not - we have such tihing in Berserk and it is a pain in the ass. DoomRL is fine as it is in terms of difficulty, we don't need another thing to make it harder. Bottom line: as challenge mode at best, not as a default thing. @5 - doubt it'll be possible to introduce diffrent levels. Malek
- Well, Damage Effects might be good in reverse, because a Supercharged person might perform better than a normal one. The other stuff would be good as graphical fluff, but the color one I'll agree with Malek on. Maybe someone could make the status face work as a health thing with an ASCII picture. Falling Damage might work as it does in Strife or Hexen, with ledges, but not "floor over floor." The_Funktasm
More info on @ (or e)
| Timestamp: | 23:48 GMT +1 30th May 2006 |
| Type: | Misc. |
| Author: | Adral |
| Description: | I think it would be nice to be able to know more statistics about oneself on the game. In the "e" screen there is room to put in some stats, just as in the "@" screen.
More specifically, in this menu it would be nice to see: A) Actual hitpoints (like you see them at the mortem) B) Actual To-hit and damage bonus, both ranged and melee, taking into account the current stance (aggresive, cautious, coward), so as to know the actual number the game is using on your "rolls" C) Dodge chance (also with the appropiate modifier on the stance) D) Final armor modifier, adding both the current armor and "Tough as nails" so as to have information quickly accesible E) Other information that would be nice to know at a glance |
Votes
- Malek - got my "Yay" vote on that ^^
Some Items/Traits
| Timestamp: | 22:41, 21 March 2006 (CET) |
| Type: | Some suggestions for new items/traits |
| Author: | sn0rb |
| Description: | 1. Assault Rifle (White {)- Uses 10mm ammo like the Pistol/Chaingun. Has a smaller clip than the Chaingun and does less damage. Fires 3 round burst (maybe full auto with Special Reload?).
2. Blur Artifact (Bright Purple ^)- Makes the Doomguy temporarily invisible. While invisible, he has an extra 10% to Dodge. 3. Minor grammar/spelling fixes- Mostly in the opening text/monsterlook profiles. 4. Weapon Proficency Traits (Traits)- Similar to the Son of a Gun trait, only applying to the different weapons (Shotguns, Chaingun, Rocket Launcher, &c.) 5. Purple Armor- Partial credit to Turgor on this one =p. But maybe [5/5] instead of [6/6]. 6. Fixit Kit (Light Gray +)- An Armor Shard that Doomguy can carry in his itempack. |
Votes
- Malek - 1. No - undoomish, 2. I have nothing againts that, 4. that would be nice, 5. undoomish but could be usefull,6 . Definite YAY.
- Turgor - 1. No, undoomish and rather unnecessary; 2. Good idea, but maybe a bigger dodge bonus to make it more usefull. Say 40%?; 3. Send the corrections to Kornel :); 4. I'm not sure. I'm leaning towards no; 5. No. Besides the undoomishness, I think the red [4/4] armor is good enough as the best armor; 6. I like this idea a lot! but why not a yellow +?
- The_Funktasm I could agree with #1, but it would only prove useful if items used a weight system instead of Inv. slots. #5: Why not just make Armor Upgrades? #6: It'd be a lot easier than carrying a whole extra set of armor. #3/4: Meh. #2 Could come in handy at the wall. Also, to all the "Undoomish" replies, there were only two shotguns, two armors, and no upgrade system. I'd think that making it fun and challenging would be of higher priority than making it exactly like the original.
- JBridge 1)Undoomish yeah, but pretty cool. I can see how this could be useful. 2) Agree with Turgor. 3) Wouldn't mind it. 4) Might be helpful, but you really need to work for SoaG so these traits might be a bit of a hassle. 5) Maybe. We could go even further and have [8/8] pink armor. It'd be rigged, but you'd rather be caught dead wearing it. 6) Might be cool, but I don't think I'd use it much.
- 1) Out of interest, Strife (a 1996 commercial action/RPG using the Doom engine with levels designed by Tim Willits) has a 3-shot Assault Rifle. In the context of DoomRL though, I think such a weapon would be overpowering in the beginning, then useless by midgame once the player has the chaingun. As for "undoomish" naysayers, you'd better start campaigning for removal of the Red Armor, weapons upgrades and thermies too. 4) I think weapon proficiency traits would be too imbalancing, and lessen the effectiveness of the randomness of weapons and their powerups. 6) Fixit Kit would be useful to save your modded Red Armor when your spare's been destroyed, but shouldn't be as powerful as a full Armor Shard. --Super Jamie 02:21, 27 August 2009 (MDT)
LITTLE CHANGES
| Timestamp: | 14:49, 29 December 2005 (CET) |
| Type: | small changes just to enhance gameplay |
| Author: | Ataris |
| Description: | 1)change the color of shotgun/shells to something different than light gray.. brown for example Now it is too similar to pistol/clip
2) barrels should have less blast radius.. 3) what about a new armor stronger than the red one? 4) create weapon traits, based on different weapon classes : one for pistol/chaingun, one for shotguns, one for rocket launcher and one for energy weapons 5) a new weapon? double barrelled rocket launcher or such? 6) walls should be more resistant.. maybe requiring two explosions of acid barrels to be destroyed well i think it is enough for now.. |
Votes
Votes here
- 1)Yes. colors differ on different OSs, but i think it's a good idea to make the shotgun more visible. 2)No 3)No 4)maybe good.. 5)No 6)No - Well now that that's over, may i suggest that you post well defined suggestions here, preferably with an explanation why you want something put in or changed? Like: add a purple armor [6/6] or working out what the weapon traits would do.. like this i just voted no mostly cause i don't know what you exactly mean. << Turgor
Changing Level 1
| Timestamp: | 02:49, 26 December 2005 (CET) |
| Type: | Balance, kinda. |
| Author: | rekenner |
| Description: | Maybe I'm just a lazy son of a bitch, but... Make it so the former humans on level 1 can't open the door to the health packs. I imagine most people just kill themselves as soon as they see the packs are gone. MAkes for a damn pain in the ass in the beginning as you lose healing and you take more damage. |
Votes
- No: Those health packs aren't necessary to win the game, and you can generally save 1 or 2 by killing the former human that took them. << Turgor
Item slots
| Timestamp: | 22:12, 5 December 2005 (CET) |
| Type: | Inventory layout |
| Author: | ataris |
| Description: | You should consider creating separated inventory for armor/medikits/ammo etc.. maybe limiting the max number of some types e.g. no more than 3 armors. At least make separated inventory for ammo, because sometimes it gets a bit confusing. And what about an ammo pack, to double the stack size? |
Votes
- Partially Yes: Ammo pack for double stacks - yes. Separate inventories - no. And 2 things:
- 1)You don't edit the template above - you copy it belov and then edit it.
- 2)Create an wiki account
- Partially Yes: Ammo pack is a good idea. As for the rest - managing the LIMITED inventory is part of DoomRL's strategy and I think it would be more interesting to leave it that way.<<Kornel
- Partially Yes: Hell, I had the same idea for an ammo pack to increase stack size. Damn Chaingun ammo... And maybe catagorizing the inventory would be nice, too. << rekenner
SS-NAZI
| Timestamp: | 15:19, 30 November 2005 (CET) |
| Type: | Enemy |
| Author: | JimmyJ |
| Description: | No ideas of what power and health will be. Perhaps a special level filled with them? |
Votes
- No/Change: Personally I don think this should appear in DoomRL unless it's going to be a secret FUN-level (i.e - no rewards, just fun of mass killing those or something like that) << Malek
- No/Change: I agree with Malek, only in a secret fun-level this would work.. maybe a level after you defeat the cyberdemon, hidden somehow? (instead of ending the game after killing the cyberdemon, you: need to use the stairs in this level (end game), or do/find something special (extra secret level)) << Turgor
- No/Change: But there IS a hidden level AFTER the Cyberdemon ALREADY in the game :-P, have YOU found the supreme evil, yet?<< Kornel
- Re: Like WHOAH! I just dropped dead (no ... wait ... I'm undead already xD). Not that I actually ever beaten the game but that "ultimate evil" thing was quite unsuspected ... I don't think that anyone found that - If someone did they would be bragging about it everywhere on the forums. << Malek
- Re: There is?? and here's me just ending the game as soon as i see the cyberdemon... must find ultimate evil now! << Turgor
- Re: Well, there truly is. But I warn you, that even if you know how to find it it still takes a big degree of luck (there must be the proper situation generated, which happens only in one in N games. << Kornel
- Re: well, can you give us some clues on this special level?? And eys, the SS NAZI level would be super special hidden, just like in REAL doom (2). << JimmyJ
- Re: Well, there truly is. But I warn you, that even if you know how to find it it still takes a big degree of luck (there must be the proper situation generated, which happens only in one in N games. << Kornel

