ZDoom project ideas you have

Discuss anything ZDoom-related that doesn't fall into one of the other categories.
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MooNLighT
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Re: ZDoom project ideas you have

Post by MooNLighT »

Hello Everybody!
First I'm a newbie and this is my first Doom project.
I'm moding Wolfenstein 3D too, but now I want to do something special = Moding Doom. :)
My ideas is:
- Episode 4 easier
- Intermission screens for Episode 4 and 5
- New soundtracks
- New weapons, monsters
- New Episode
I'm interested what do you think and what's your opinion about this project. :wink:
Attachments
Episode 5 Start point.
Episode 5 Start point.
zdoom 2016-08-21 13-47-52-04.jpg (53.91 KiB) Viewed 1355 times
Episode 4 Intermission screen
Episode 4 Intermission screen
zdoom 2016-08-21 13-50-14-02.jpg (68.62 KiB) Viewed 1355 times
New episode on menu screen.
New episode on menu screen.
zdoom 2016-08-21 13-47-47-72.jpg (76.15 KiB) Viewed 1355 times
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MooNLighT
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Re: ZDoom project ideas you have

Post by MooNLighT »

Request help!

I need a help. How to make a boss? I mean a flying monster.
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monkeybtm6
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Re: ZDoom project ideas you have

Post by monkeybtm6 »

It may be a little too ambitious for a doom wad, but i was always interested in a sort of monster hunter inspired wad, boss fight focused, hub level to do your shopping and crafting, gaining materials to make better gear, Co-op focused.
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MooNLighT
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Re: ZDoom project ideas you have

Post by MooNLighT »

Oh sorry. I want it in my project (see the top of this page). It appears in episode 4 replacing the spider mastermind.
Nocturned85
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Re: ZDoom project ideas you have

Post by Nocturned85 »

One weapon mod idea I have is a Mass Effect 2 weapon wad. ME3 had more weapons sure, but I think ME2's size is a good starting point and would be easier to do.
ImpieTwo
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Re: ZDoom project ideas you have

Post by ImpieTwo »

I can't seem to keep away from modding this game lately. Back in the day, I made a wonky first person shooter of Splatterhouse in Game Maker, using Splatterhouse assets to make it look as authentic as possible. Here's the first level:



And here's the remake in the Doom engine, courtesy of DoomBuilder2 and Decorate:



I'd like to finish it, but who knows if I will. Posted it here since I don't really know if it's enough to warrant its own thread.
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Captain J
 
 
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Re: ZDoom project ideas you have

Post by Captain J »

ImpieTwo
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Re: ZDoom project ideas you have

Post by ImpieTwo »

Captain J wrote:Funny, because Skelegant posted the doom mod video about the same subject before!
Holy crap, that's news to me. Thanks for the heads up!
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cambertian
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Re: ZDoom project ideas you have

Post by cambertian »

I don't like the fact that the enemies in Doom and Doom 2 have "unfair" advantages, like homing missiles (Revenant) or explosive fire based on line-of-sight (Archvile), so I'd like to see a mod where Doomguy gets his hands on:
  • A Revenant shoulder cannon that spits out a variation of that classic homing projectile (maybe using an edit of HacX's Cryogun)
  • Gloves/Goggles that grant him powers similar to the Archvile (minus the resurrection, perhaps)
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BigBox141
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Re: ZDoom project ideas you have

Post by BigBox141 »

Since Tourettes-Doom is pretty much finished, and all I'm doing now is working on small touches and fixes, I got an idea for a quite large mod.

My mod's name, is OVERLOAD. Since the mod's aim is to OVERLOAD your inventory, making it harder for you to select which ever weapon, but still have a huge variety of good weapons to use.

The estimated number of weapons I may have by the end, is an expected number of 75+ weapons.

I already have the idea planned out, and what weapons I'll be adding. Each weapon spawn will have multiple category's to it.

The Shotgun spawn will consist of:
- Pump-Shotty's
- Auto-Shotty's
- Revolvers
- SMG's

The Super Shotgun spawn will consist of:
- Double-Barrel Shotty's
- More gimmicky shotguns ( like a pump action quad barrel shotgun. )
- Heavy Auto-Pistols

The Chaingun spawn will consist of:
- Assault Rifle's
- Machine Gun's
- Multi-Barrel Auto weapons ( like chaingun's, gatling guns, minigun's, etc)

The Rocket-Launcher spawn will consist of:
- Heat-Seaking Rocket-Launchers
- Basic Rocket-Launchers

The Plasma Rifle spawn will consist of:
- Plasma Shotgun's
- Plasmatic Rocket-Launchers ( that's right. Plasmatic Rocket-Launchers )
- Plasma Rifle's
- Plasma Machine Gun's
- Plasma Multi-Barrel Auto-Weapons

The BFG9000 spawn will consist of:
- Duel Wielded BFG's ( i did this in tourettes doom. wasn't too happy with the result. I'm going to attempt to make it better. )
- Mega Multi-Barrel Auto-Weapons ( like a chaingun rocket launcher )
- Normal BFG's

Some other mechanics can consist of:
- Using a shield from one of those heretic or hexen games. I don't really know since I never played them in years. I just found a doomguy shield sprite recently on a weapon hand template forum. ( replaces chainsaw spawn )
- Using a quick plasma knife ( replaces chainsaw spawn )
- Using a quick WW-Terror style taser, but sets enemies on fire. ( replaces chainsaw spawn )

Anyone else like this idea?
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Matt
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Re: ZDoom project ideas you have

Post by Matt »

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DoomKrakken
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Re: ZDoom project ideas you have

Post by DoomKrakken »

MooNLighT wrote:Request help!

I need a help. How to make a boss? I mean a flying monster.
Ask your question in the "How Do I..." thread.

Monsters that fly require the +FLOAT and +NOGRAVITY flags, for starters...
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Deviluke Roy
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Re: ZDoom project ideas you have

Post by Deviluke Roy »

Make the Pioneer great again. Seriously. The Pioneer is a great choice for a corny, amazingly stupid doom wad.

BTW, can you do me a favour? Mind not making his real name James Stone?
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Oberron
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Re: ZDoom project ideas you have

Post by Oberron »

List of mechanics I plan to admister to or already admistered to this Terrorists styled mod:

-taser that sets adversaries on fire
-a 9mm handgun with a silencer attachment (disabled by default)
-an dedicated unarmed/taser button
-armour counts as protection and guns still act like getting shot without armour, like Vanilla Doom
-an dedicated inventory menu that can be activated by pressing I on your keyboard. (clothes change the first person sprites)
-an option for two playable characters each time you start a new game.
-an gripping plot which will be available soon. (Shareware Episode coming to a PC near you!)
-option to play via the new levels (by putting weapons and enemies with the new levels) or with the default levels (Play using a megawad like Fragport, a recommended choice) by using the weapons and enemies only addon
The full mod features (designed as a late 90's info gag):
-over 9 new levels per episode, thus combining over 39 levels!
-over 10 new weapons designned for some true terrorist butt-kicking!
-2 characters with their own abilities!
-featuring multiplayer on MPlayer, Wireplay and TEN by local area network and by the Internet!
-14 new enemies!
-38 new background music tracks!
Coming soon on November 1998 (True release date: Unknown)!
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wildweasel
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Re: ZDoom project ideas you have

Post by wildweasel »

Good luck.
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