[Contest] Doom mutator contest! ENDS OCTOBER 1ST

Projects that have specifically been abandoned or considered "dead" get moved here, so people will quit bumping them. If your project has wound up here and it should not be, contact a moderator to have it moved back to the land of the living.
User avatar
Wills
Posts: 1446
Joined: Mon Jan 10, 2005 7:01 pm
Location: The Well of Wishes

Re: [Contest] Doom mutator contest!

Post by Wills »

Perhaps it should add a little time for every monster you kill?
Gez
 
 
Posts: 17835
Joined: Fri Jul 06, 2007 3:22 pm

Re: [Contest] Doom mutator contest!

Post by Gez »

And maybe also for secrets found and items picked up? That way they're not just a waste of time, but actually useful?
User avatar
bagheadspidey
Posts: 1490
Joined: Sat Oct 20, 2007 10:31 pm
Contact:

Re: [Contest] Doom mutator contest!

Post by bagheadspidey »

Wills wrote:Perhaps it should add a little time for every monster you kill?
That sounds like a pretty good idea. Then you could just start the timer at 30 seconds or whatever and not have to calculate the time beforehand (maybe you could turn the time calculations into point calculations or something if you don't want that work to go to waste).

After that, start a giant earthquake and make the screen flash red like crazy while they run for the exit ;p
User avatar
Cutmanmike
Posts: 11335
Joined: Mon Oct 06, 2003 3:41 pm
Operating System Version (Optional): Windows 10
Location: United Kingdom
Contact:

Re: [Contest] Doom mutator contest!

Post by Cutmanmike »

bagheadspidey wrote:(maybe you could turn the time calculations into point calculations or something if you don't want that work to go to waste)
If you look at the code, you can see it didn't really take too long so it won't be a waste ;)
Worst
Posts: 115
Joined: Sat Apr 28, 2007 5:29 am
Location: finland
Contact:

Re: [Contest] Doom mutator contest!

Post by Worst »

well here's my entry:

Movie Camera mod
Image

Instead of first person, you'll get to view the maps from all kind of random angles and perspectives.

I suggest disabling freelook, and enabling autoaim if you try this.. kinda hard to aim vertically when you cant tell if you're aiming up or down.
Spoiler:
Attachments
moviecam.pk3
movie camera mod
(4.57 KiB) Downloaded 514 times
User avatar
Penguinator
Posts: 625
Joined: Mon May 22, 2006 6:55 pm
Location: Hell

Re: [Contest] Doom mutator contest!

Post by Penguinator »

Cutmanmike wrote:Exiting the level like normal will kick you back a level, so there's no cheating! When you start the game, you always start with your pistol and fists.
Unless you get victory and THEN exit like normal, so ha!
User avatar
Cutmanmike
Posts: 11335
Joined: Mon Oct 06, 2003 3:41 pm
Operating System Version (Optional): Windows 10
Location: United Kingdom
Contact:

Re: [Contest] Doom mutator contest!

Post by Cutmanmike »

No problem with that though is there? :P
User avatar
Project Shadowcat
Posts: 9369
Joined: Thu Jul 14, 2005 8:33 pm
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia with Vulkan support
Location: Blacksburg, SC USA
Contact:

Re: [Contest] Doom mutator contest!

Post by Project Shadowcat »

Cutmanmike wrote:No problem with that though is there? :P
You get to keep your stockpile between levels.
User avatar
Penguinator
Posts: 625
Joined: Mon May 22, 2006 6:55 pm
Location: Hell

Re: [Contest] Doom mutator contest!

Post by Penguinator »

Cutmanmike wrote:No problem with that though is there? :P
As PDF said, you don't lose your weapons like you normally would.

What would you think of giving the player all keys at the start of the level? Because from what I've experienced, Killall just seems to play like normal with a time limit, ie you're basically doing the same thing you always do: heading towards the exit. Giving the player all keys would allow him to break the normal flow of the level and strategize on how to best clear the map.Would make things much more interesting, IMO.
User avatar
Cutmanmike
Posts: 11335
Joined: Mon Oct 06, 2003 3:41 pm
Operating System Version (Optional): Windows 10
Location: United Kingdom
Contact:

Re: [Contest] Doom mutator contest!

Post by Cutmanmike »

Nice idea, but a lot of maps require you to open doors the usual method route anyway. I can fix the exit thing quite easily.
User avatar
Project Shadowcat
Posts: 9369
Joined: Thu Jul 14, 2005 8:33 pm
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia with Vulkan support
Location: Blacksburg, SC USA
Contact:

Re: [Contest] Doom mutator contest!

Post by Project Shadowcat »

Cutmanmike wrote:Nice idea, but a lot of maps require you to open doors the usual method route anyway.
And that's still up to the player to strategise if he wants to take that risk or not. ... Assuming you go that route.
User avatar
Kinsie
Posts: 7401
Joined: Fri Oct 22, 2004 9:22 am
Graphics Processor: nVidia with Vulkan support
Location: MAP33
Contact:

Re: [Contest] Doom mutator contest!

Post by Kinsie »

Dual Pistols
Gives you two pistols, one in each hand.
Image
(No, I didn't break the rules.)
Download
User avatar
Jimmy
 
 
Posts: 4720
Joined: Mon Apr 10, 2006 1:49 pm
Preferred Pronouns: He/Him
Contact:

Re: [Contest] Doom mutator contest!

Post by Jimmy »

:shock:

Making "additional" sprites like that never occurred to me. :)

By the way, I'm working on an entry for this but it's proving to be quite a nightmare. Basically, it involves a new weapon, which when fired at an enemy, immediately switches the player's view to that enemy. It's in an ok-ish state at the moment, (a) because custom painchances don't seem to be working for me so I had to give every monster a normal PainChance of 256 in order for it to work (ruining the MAP20 spider/cyber fight), and (b) a little hud camera on the player's screen currently isn't showing the player's viewpoint all the time (I put it there so the player can see where he's going while he's viewing through the eyes of a monster he's "tagged").

Here's the scripts lump which I threw together rather carelessly.
Spoiler:
I know posting it here quite goes against submitting it for a contest, but what the hey. I think this is where the extent of my ACS knowledge runs out. :(
User avatar
Ryan Cordell
Posts: 4349
Joined: Sun Feb 06, 2005 6:39 am
Preferred Pronouns: No Preference
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia (Modern GZDoom)
Location: Capital of Explodistan

Re: [Contest] Doom mutator contest!

Post by Ryan Cordell »

Post the code with the painchance in question. A custom PainChance of 256 doesn't work correctly, 255 does.
User avatar
Cutmanmike
Posts: 11335
Joined: Mon Oct 06, 2003 3:41 pm
Operating System Version (Optional): Windows 10
Location: United Kingdom
Contact:

Re: [Contest] Doom mutator contest!

Post by Cutmanmike »

Kinsie wrote:(No, I didn't break the rules.)
You clever bastard :)
Locked

Return to “Abandoned/Dead Projects”