Difference between revisions of "Levels"
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|style="text-align: center; border: solid darkred; border-width: 0 1px 0 1px"|yes | |style="text-align: center; border: solid darkred; border-width: 0 1px 0 1px"|yes | ||
− | |style="text-align: center; border: solid darkred; border-width: 0 0 0 1px"|When destroyed, sometimes leaves behind ammo, armor, or packs (?) depending on the crate type. | + | |style="text-align: center; border: solid darkred; border-width: 0 0 0 1px"|When destroyed, sometimes leaves behind ammo, armor, or packs (?) depending on the crate type. Note that the 6HP cannot be breached by consecutive attacks-at least one single attack that hits these tiles has to have a damage of at least 7HP to break through the 1 armor and 6HP. |
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|style="text-align: left; padding-right: 1ex; border: solid darkred; border-width: 0 1px 0 0"|closed door | |style="text-align: left; padding-right: 1ex; border: solid darkred; border-width: 0 1px 0 0"|closed door |
Revision as of 00:59, 26 March 2013
Levels are the heart of DoomRL, and without them there would be no game. It is where the player explores, where enemies roam, where special items lie in wait. They are filled with either fortune or your own personal doom.
Basic Objects
All levels are made of basic objects like floors, walls, and doors.
- HP: This is one of the parameters that governs how difficulty the object is to destroy. Whenever an object takes damage, it's HP is decreased. Once its HP falls to 0, it changes to a floor tile. Some objects cannot be destroyed; these are indicated as "none". Also, some objects have two versions: one that can be destroyed and one that can't.
- Armor: This also makes objects harder to destroy. Whenever an object takes damage, the object's armor is subtracted from the damage before the damage is subtracted from HP. Unlike the armor of the player and his enemies, objects' armor may reduce damage to 0.
- Fragile: Objects can usually only be damaged by plasma, fire, or acid damage. Fragile objects can be damaged by any damage type.
Basic Objects | ||||||||||
Name | Appearance | HP | Armor | Fragile | Special | |||||
floor | · | none | N/A | N/A | N/A | |||||
blood | · | none | N/A | N/A | N/A | |||||
pool of blood | • | none | N/A | N/A | N/A | |||||
Phobos rock | . | none | N/A | N/A | N/A | |||||
wall, blooded wall | #, # | 10 | 10 | no | N/A | |||||
bloodstone, blooded wall | #, # | 15 | 10 | no | N/A | |||||
green wall | # | 15 | 10 | no | N/A | |||||
crate, blooded crate | #, #, # | 5 | 5 | no | N/A | |||||
ammo crate, armor crate, blooded crate | #, #, # | 5 | 5 | yes | When destroyed, sometimes leaves behind ammo, armor, or packs (?) depending on the crate type. Note that the 6HP cannot be breached by consecutive attacks-at least one single attack that hits these tiles has to have a damage of at least 7HP to break through the 1 armor and 6HP. | |||||
closed door | + | 6 | 4 | yes | Can be opened. | |||||
locked door | + | 6 | 6 | yes | N/A | |||||
open door | / | none | N/A | N/A | Can be closed. | |||||
lever | & | 10 | 0 | no | see link in name for details | |||||
barrel of fuel | 0 | 2 | 3 | yes | Can be pushed. When destroyed, creates a radius 4 explosion dealing 5d5 fire damage. | |||||
barrel of acid | 0 | 2 | 4 | yes | Can be pushed. When destroyed, creates a radius 4 explosion dealing 6d6 acid damage, sometimes leaving behind acid tiles. | |||||
barrel of napalm | 0 | 2 | 5 | yes | Can be pushed. When destroyed, creates a radius 4 explosion dealing 7d7 fire damage, sometimes (often) leaving behind lava tiles. |
Random levels
The archetypical level in DoomRL is a randomly-generated one. It is produced in such a way that no two games are particularly alike. There are many special considerations within the game engine, although many of these are technical and unimportant from a gameplay perspective.
Special levels
In stark contrast to random levels, special levels are constant and many of them appear every game. As you gain more experience playing DoomRL, these become stepping stones used as a grip against the turbulent flow of random levels.
For obvious reasons, all of these pages are considered spoilers if you wish to learn how to beat them yourself. Some are particularly spoiler-heavy, though, and are indicated as such here.
- Phobos Base Entry
- Hell's Arena
- The Chained Court
- Military Base
- Phobos Lab
- Phobos Anomaly
- Hell's Armory
- Deimos Lab
- The Wall
- Containment Area
- Abyssal Plains
- City of Skulls
- Halls of Carnage
- Spider's Lair
- Tower of Babel
- Unholy Cathedral (Spoilers!)
- The Vaults
- The Mortuary (Spoilers!)
- Limbo (Spoilers!)
- The Lava Pits
- Mt. Erebus
- Dis (Spoilers!)
- Hell Fortress (MAJOR SPOILERS!)
Special level placement
Some levels don't spawn on I'm Too Young To Die: Hell's Armory and Deimos Lab, Unholy Cathedral, The Vaults, The Mortuary and Limbo.
Special stairs are always placed on a random empty tile.
Special level pairs are chosen randomly - exactly one from each pair appears per game.
Level | Depth |
Hell's Arena | 2 (Phobos 2) |
The Chained Court | 5 (Phobos 5) |
Phobos Lab/Military Base | 7 (Phobos 7) |
Hell's Armory/Deimos Lab | 9 (Deimos 1) |
The Wall/Containment Area | 11 (Deimos 3) |
City of Skulls/Abyssal Plains | 12 (Deimos 4) |
Spider's Lair/Halls of Carnage | 14 (Deimos 6) |
Unholy Cathedral | 17 (Hell 1) |
The Vaults | 19 (Hell 3) |
The Mortuary/Limbo | 20 (Hell 4) |
The Lava Pits/Mt. Erebus | 22 (Hell 6) |