ZDoom project ideas you have
- TheLightBad96
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Re: ZDoom project ideas you have
what i had in mind is a record gameplay feature installed into the program and the ability to watch it a demo after you finished recording or place to the harddrive
- wildweasel
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Re: ZDoom project ideas you have
[wiki=Demo]Uhhhhh...[/wiki]The Thing Thing wrote:what i had in mind is a record gameplay feature installed into the program and the ability to watch it a demo after you finished recording or place to the harddrive
- hideousdestructor
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Re: ZDoom project ideas you have
Yeah, and they break every new version! :S
- LilWhiteMouse
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Re: ZDoom project ideas you have
Doomed Quarries
The player is a merc, hired by UAC to clear out it's over-run facilities of hell spawn. Each facility continually spawns new enemies until the player finds and eliminates the respective demon boss. Each boss has certain traits that must be met in order to find/reveal it. Perhaps it will only appear in dark areas, forcing you to kill the lights and use goggles. Maybe it's adverse to cold, and you have to repair the air conditioning units. It may only appear in certain locations (sludge pool). And so on. The clues to reveal the boss are scattered about on data pads used by the now deceased UAC staff. The base would have more options then are needed to reveal the boss. This is to keep the player from guessing how to get the boss without finding the clues (just because you can flood that room with gas, doesn't mean you should). It would all be randomized for replayability.
The player is a merc, hired by UAC to clear out it's over-run facilities of hell spawn. Each facility continually spawns new enemies until the player finds and eliminates the respective demon boss. Each boss has certain traits that must be met in order to find/reveal it. Perhaps it will only appear in dark areas, forcing you to kill the lights and use goggles. Maybe it's adverse to cold, and you have to repair the air conditioning units. It may only appear in certain locations (sludge pool). And so on. The clues to reveal the boss are scattered about on data pads used by the now deceased UAC staff. The base would have more options then are needed to reveal the boss. This is to keep the player from guessing how to get the boss without finding the clues (just because you can flood that room with gas, doesn't mean you should). It would all be randomized for replayability.
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Blue Shadow
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Re: ZDoom project ideas you have
Hey, I like the sound of that and I'd like to see as an actual project in the future and not just as an idea. Also...

That made me laugh.Maybe it's adverse to cold, and you have to repair the air conditioning units.
Re: ZDoom project ideas you have
Here's an idea I've been kicking about for a while. I would like to do this one someday when I have nothing else on the go.
A short-ish episode called Witness where you play as a scientist caught up in one of the demon invasions. Your primary goal is to get to the evac ship, but you've never fired a gun in your life. It would be somewhere between Doom, Half-Life and Doom Resurrection, but mainly Doom. Possible scenarios include watching your colleagues get zombified when the invasion begins, helping out other survivors and perhaps even meeting the Doomguy himself as an NPC later on.
Ambitious, but definitely possible.
A short-ish episode called Witness where you play as a scientist caught up in one of the demon invasions. Your primary goal is to get to the evac ship, but you've never fired a gun in your life. It would be somewhere between Doom, Half-Life and Doom Resurrection, but mainly Doom. Possible scenarios include watching your colleagues get zombified when the invasion begins, helping out other survivors and perhaps even meeting the Doomguy himself as an NPC later on.
Ambitious, but definitely possible.
- hideousdestructor
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Re: ZDoom project ideas you have
So how would the combat play out? Doom-like or more survival horror with major aiming issues and very limited resources?
EDIT: Also I can't get this out of my head: a variant on the spectre called the phantom. It's rendered as fuzz, except for this white half-mask it's wearing which is rendered normally. Shoot of the mask and it appears as a normal demon.
EDIT: Also I can't get this out of my head: a variant on the spectre called the phantom. It's rendered as fuzz, except for this white half-mask it's wearing which is rendered normally. Shoot of the mask and it appears as a normal demon.
- kasrkin seath
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Re: ZDoom project ideas you have
Im a pretty big fan of Doom, and a pretty big fan of the Touhou Project. This obviously leads to...
TOUHOU DOOM
TOUHOU DOOM
Spoiler:
- RV-007
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Re: ZDoom project ideas you have
I guess the map would be just like the arcade game with helicopters.
Anyways, here is something to demoralize you. Witness the fall of your heroines and villianesses! They shall never have a photo shoot again! >:D
http://forum.zdoom.org/viewtopic.php?f=19&t=30774
I just had to do it, lol.
Anyways, here is something to demoralize you. Witness the fall of your heroines and villianesses! They shall never have a photo shoot again! >:D
http://forum.zdoom.org/viewtopic.php?f=19&t=30774
I just had to do it, lol.
- XutaWoo
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Re: ZDoom project ideas you have
I'd actually give this a toss, except it seems like we wouldn't have an artist in our 'actually caring' circle.kasrkin seath wrote:TOUHOU DOOM
Re: ZDoom project ideas you have
Well I currently don't have anything to do, but there's a big bad chance that I'd be unable to make myself work on it; and I generally suck. So yeah.. 
- kasrkin seath
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Re: ZDoom project ideas you have
maybe... I think that map design could be somewhat complicated, maybe a combination of large rooms/open spaces and corridor sections to help emphasize different possible roles would work?RV-007 wrote:I guess the map would be just like the arcade game with helicopters.
pfff, I didn't like them anyway xPRV-007 wrote: Anyways, here is something to demoralize you. Witness the fall of your heroines and villianesses! They shall never have a photo shoot again! >:D
http://forum.zdoom.org/viewtopic.php?f=19&t=30774
I just had to do it, lol.
That poses a significant problem (not being able to find someone who can handle the graphical side of things) considering the amount of new sprites and other graphics that would be needed. Eh, eventually maybe someone will show up who wants to do it... but that would mean I would have to commit to this and help tooXutaWoo wrote:I'd actually give this a toss, except it seems like we wouldn't have an artist in our 'actually caring' circle.kasrkin seath wrote:TOUHOU DOOM
- hideousdestructor
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Re: ZDoom project ideas you have
First-person bullet hell at 90-degree FOV doesn't sound like such a great idea anyway, really.
(and all those pretty projectile patterns won't show up without a top-down view)
That said: for one-player-one-class I suggest randomizing it at the start of each map.
(and all those pretty projectile patterns won't show up without a top-down view)
That said: for one-player-one-class I suggest randomizing it at the start of each map.
Re: ZDoom project ideas you have
It wouldn't be your average Doom, put it that way. Combat would most likely be more up close and personal rather than the slaughterfests we're used to these days, with the map design geared more towards puzzle-solving and tight, tense encounters. Most likely a rebalanced arsenal, too. All in all, probably leaning towards survival horror, but not as much as Doom 3, for example.Vaecrius wrote:So how would the combat play out? Doom-like or more survival horror with major aiming issues and very limited resources?
- hideousdestructor
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Re: ZDoom project ideas you have
From what I've played D3 was a slow-paced shooter with some bits of survival horror tacked on... that's not a lot of survival horror at all. :V
All day I've had this idea in my head of an expanded Hideous Destructor mod/game, with fleshed-out and unique classes rather than mere starting loadouts.
Rifleman - Native guy with long hair and moustache and thick hoser accent. Tuque and plaid shirt. Melee weapon is chainsaw.
Grenadier - niqab-clad woman dressed entirely in black with steel-toed boots yelling alternately revolutionary, alternately metalhead, alternately both slogans. Melee weapon is scimitar, or possibly a board with a nail in it stolen police baton.
Support MG - heavyset bearded Rasta who regularly quotes Buddhist and ancient Chinese philosophers. Melee weapon is the vulcanette itself.
Experimental - tiny Asian woman in a suit. Thick Cantonese accent. Nearly identical politics to TF2's Soldier. Melee weapon is a briefcase.
...those were the concepts politically correct enough for me to post on the Internet.
All day I've had this idea in my head of an expanded Hideous Destructor mod/game, with fleshed-out and unique classes rather than mere starting loadouts.
Rifleman - Native guy with long hair and moustache and thick hoser accent. Tuque and plaid shirt. Melee weapon is chainsaw.
Grenadier - niqab-clad woman dressed entirely in black with steel-toed boots yelling alternately revolutionary, alternately metalhead, alternately both slogans. Melee weapon is scimitar, or possibly a board with a nail in it stolen police baton.
Support MG - heavyset bearded Rasta who regularly quotes Buddhist and ancient Chinese philosophers. Melee weapon is the vulcanette itself.
Experimental - tiny Asian woman in a suit. Thick Cantonese accent. Nearly identical politics to TF2's Soldier. Melee weapon is a briefcase.
...those were the concepts politically correct enough for me to post on the Internet.

