ZDoom project ideas you have

For in-development or completed ZDoom projects
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Re: ZDoom project ideas you have

Postby amv2k9 » Mon Jun 04, 2012 12:27 pm

Diablo-style weapon drops, where different weapons have different fire rates, damage, special effects, altfires, etc. And once you're done with a weapon, you can drop it, or throw it and make it explode. You lose all the ammo it had, but the more ammo you drop it with, the beter the bang.

Trying to think of a sane way to do that kind of thing with ZDoom is the hard part.
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Re: ZDoom project ideas you have

Postby Vaecrius » Tue Jun 05, 2012 2:05 am

amv2k9 wrote:sane
You're holding yourself back.

On that note, someone needs to do a map pack for The Mutiny based on this.
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Re: ZDoom project ideas you have

Postby DoomRater » Tue Jun 05, 2012 1:06 pm

I should overhaul my max power mod sometime soon with the addition of length limited railgun attacks. I can make a chainsaw that doesn't do craploads of ripper damage and focus on more exotic weaponry instead of boosting the power insanely like the original one was about. either a weapon gets made to be easier to use or more powerful in the sense that it simply does more than it used to.
My current lineup looks like this:
Fist becomes the one inch punch. Hold fire to set up the punch and it'll auto-launch when in range.
chainsaw and berserker become the Berserker Chainsaw. hold down to saw enemies in a straight line or tap to swing and hit things really hard? still guessing on this one.
pistol and chaingun now railshot but they don't do 150 damage like the original maxpower did. They'll actually do their usual vanilla damage.
shotguns are gonna become scattered low power stunguns comapred to how they usually work so that they can be rapid fire and still have their long cooldown.
rocket launcher? You'd rather want a shrapnel sprayer, right? This thing's not going to be a close range tool anymore, not when I'm done with it.
plasma rifle becomes the tesla coil, an autotargetting zapper of death for a small group or a big zapper for a single large target. I'll get to have some fun doublechecking that all the bfgtracers actually are hitting target!
and BFG... Yeah, I think it should melt bosses faces off and be too expensive to be anything but an easy button.
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Re: ZDoom project ideas you have

Postby amv2k9 » Tue Jun 05, 2012 1:35 pm

Vaecrius wrote:
amv2k9 wrote:sane
You're holding yourself back.
What can I say, I like making projects that don't require six months of intensive production before I have something playable. :lol:
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Re: ZDoom project ideas you have

Postby DoomRater » Thu Jun 14, 2012 9:25 pm

Just in case I never do get around to it:
Doom: Madness Perfected

because dear god I can't get Project Nexus out of my head. I wanna see it done in Doom and properly!
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Re: ZDoom project ideas you have

Postby BigProjectAlone » Thu Jun 21, 2012 6:13 am

Cutmanmike wrote:
Here's one I constantly think of doing and even gathered resourced to start it once. 28 Days Later doom. If you've seen the movie you know what to expect but if not, basicly it would be a zombie infestation.

The gameplay would be that you're randomly spawned into a huge city or town, maybe even connected via hubs. There's no monsters at the start so you're just walking around this empty city. After a while zombies would start randomly spawning (I have a system planned for this using some a_checksight trickery). Some would chase after you right away, some would walk around aimlessly until they see you and some would just stand still. They'd be fast (like in 28 days later), the same speed as the player. Ammo would be limited and you'd have a "sprint" bar so you can't just avoid them all day. The aim of the game would be to find the helicopter which is also randomly spawned in the huge city in certain areas.

Okay now here's the killer: the maps. I can't map for taters and i'd want it to look as "realistic" as it could in Doom. Alot of work would need to be done. Also here's another reason why: sprites. For the life of me I can't think of any sprinting zombie sprties.



i ever got the same idea o.o, and in the past i have make the city and zombies and all.. but i lost all of this project in a pc crash... i never remake it :( it will be so nice if someone do something like that
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Re: ZDoom project ideas you have

Postby BigProjectAlone » Fri Jun 22, 2012 4:20 am

Ready to play D00M 64 monsters/weapons/items/textures replacement for D00M 1
FOR SKULLTAG.. i've test it with zdoom online but the scale don't resize..
by me! :)

https://hotfile.com/dl/160763789/7cf895e/D00M_1.64_by_j0valle.WAD.html
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Re: ZDoom project ideas you have

Postby Scripten » Fri Jun 22, 2012 9:22 am

Heh, just had an interesting idea. (Probably already been suggested, but I haven't seen it personally.)

Anyway, it's pretty simple. Using Zdoom tools to tailor monsters, weapons, levels, and HUD elements to be as absolutely unfair and cruel to the player. Various innocuous parts of the levels, and sometimes even the HUD, would attack the player, and monsters that look like normal Doom creatures would suddenly do subtle, nasty things. What do we call such a mod?

I Wanna Be the DoomGuy.
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Re: ZDoom project ideas you have

Postby insightguy » Fri Jun 22, 2012 10:25 am

BigProjectAlone wrote:Ready to play D00M 64 monsters/weapons/items/textures replacement for D00M 1
FOR SKULLTAG.. i've test it with zdoom online but the scale don't resize..
by me! :)

https://hotfile.com/dl/160763789/7cf895e/D00M_1.64_by_j0valle.WAD.html

any other link? doesn't work well for me
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Re: ZDoom project ideas you have

Postby amv2k9 » Fri Jun 22, 2012 2:44 pm

Crimson Doom

Crimson Room ...in Doom.
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Re: ZDoom project ideas you have

Postby Xaser » Fri Jun 22, 2012 3:33 pm

The Doom

The Room ...in Doom.


:P
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Re: ZDoom project ideas you have

Postby CaptainToenail » Fri Jun 22, 2012 3:41 pm

This room...

Does it have a flume? :roll:


Anyway, some sort of survival horror coop mod would be cool, for minimum of two players. They would have to help each other out, pressing buttons to open doors, giving each other boosts up tall walls etc. whilst fleeing from some horror. One player succumbs it's game over for everyone. A bit like that 'Run like hell from the wall of death' game mode in FEAR3. Only problem is the griefing potential is high, especially since it would have to be played with Skullt... I mean Zandernum. :wink:
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Re: ZDoom project ideas you have

Postby BigProjectAlone » Fri Jun 22, 2012 5:15 pm

any other link? doesn't work well for me


not yet but i will try uploading it somewhere else , do you know where can i upload it ?

EDIT: try here! http://www.2shared.com/file/rNDZnooJ/D0 ... valle.html
Last edited by BigProjectAlone on Fri Jun 22, 2012 5:51 pm, edited 1 time in total.
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Re: ZDoom project ideas you have

Postby NeuralStunner » Fri Jun 22, 2012 5:32 pm

I'd really like to see more project ideas that aren't "[Some other game] Doom". For a communit ythat whines about "modern games" being the same thing over and over, we sure do our share of stagnation. :?
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Re: ZDoom project ideas you have

Postby Captain Ventris » Fri Jun 22, 2012 5:41 pm

As a fever dream from before a time when I understood my own mortality, I had the idea of an open-world mod in which you are some sort of somethingsomethingguy and anyway, each large outdoor area is part of a hub so your computer doesn't die, and the story and gameplay revolve around battling the tyrannical regime of some dark gods, one epic city-siege (with scripted troop movements, etc.) at a time, but between retaking cities, you have all sorts of stuff to do in order to get the resources and troops necessary. Each god must then be tracked down to their temple and defeated there.

So yeah. Lots of stuff and things.
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