ZDoom project ideas you have

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Re: ZDoom project ideas you have

by schkorpio » Mon Mar 11, 2024 2:54 pm

Horse mod: using the sprite from Elders Scrolls 2, you can ride a horse and jump really high or double jump, run really fast, push enemies out of the way, and trample small enemies. Handy if anyone makes extra large maps.

Re: ZDoom project ideas you have

by schkorpio » Sat Mar 09, 2024 2:24 pm

Auto-follow mod.

Press a button to toggle automatically following the nearest player(who is not also following you).

Great for when you've played a map and the other coop player hasn't and they want to explore every little nook, you can just chill and let the auto follow do the boring bits.

Or if you get lost in a complicated map. And you want to keep the party together.

Or if you need a toiler break or have to take a phone call. Etc

For anyone who has played Metal Gear Peace Walker on PS Vita, it might sound familiar. They had a snake-form-mode that let you attach to the other players, allowing the lead player to move the whole chain of players.

Re: ZDoom project ideas you have

by NebulaJam » Fri Jan 19, 2024 1:10 pm

Working on a weapon set but having trouble finding this feature.
I am looking for a mod shock effect, as once it hits a monster it shocks any surrounding ones nearby in a chain.
I've been searching and downloading for an hour but can't find what I'm looking for in DECOR.

Re: ZDoom project ideas you have

by MartinHowe » Wed Jan 17, 2024 11:54 am

Dr_Cosmobyte wrote: Tue Jan 16, 2024 9:21 pm A friend of ours asked how a Dante's Inferno monster pack themed after the seven deadly sins could look like, and i just had these ideas:
Those are pretty good ideas :thumb:

Re: ZDoom project ideas you have

by Dr_Cosmobyte » Tue Jan 16, 2024 9:21 pm

A friend of ours asked how a Dante's Inferno monster pack themed after the seven deadly sins could look like, and i just had these ideas (some were suggested by other friends such as Skelegant and LossForWords):

Lust - A devil woman or alternatively, a withered old man who could absorb the player's life;

Wrath - A relentless monster with high damage, but which could make mistakes like damaging other monsters;

Envy - A monster that can morph into others, sometimes a Chaingunner, sometimes a Baron, sometimes an Archvile...

Gluttony - A big fat monster that feeds on other monsters to replenish health (and you of course). Vader's non-robotized Mancubus is a good start as a sprite;

Sloth - A sleepy monster that won't attack you immediately, but can black out your vision and stop you on your tracks if he lands an attack;

Greed - A golden monster that only runs away from you, and is able to pick items from the floor once he sees you;

Pride - An armored monster with high HP and a protective shield that lasts for a good time, but can stop from time to time just to taunt you (and opening himself to be attacked);

Re: ZDoom project ideas you have

by CanMan » Mon Jan 15, 2024 2:25 pm

a zombie minigame that has 2 teams humans and zombies if a zombie kills a human the human becomes a zombie and the zombie respawns after 5 seconds

Union Aerospace Arsenal

by Gordon Threemen » Sun Dec 10, 2023 4:20 pm

My idea's simple, it's a weaponset imagining what could have been standard issue with the UAC circa 1996 - stuff like a Glock 19, MP5, Barrett M90 and the like - something that has a kind of old-school aesthetic to match the feeling of pre-sourceport mapsets and the like, but with some modern/realistic elements, primarily reloading (preferably with the ability to keep a round in the chamber for appropriate weapons). Art and sprites are no problem, between torridgristle's big hand template and World of Guns to digitize weapon sprites from, it's the programming side where I'm completely hopeless at.

KISSINGER'S TECHBASE

by cawmageddon » Thu Nov 30, 2023 7:33 pm

Ladies and gentledemons,

we all know about Thatcher's Techbase.

on november 29, Henry Kissinger kicked the bucket.

there is a tremendous opportunity here.
the opportunity for a WAD like no other.
a WAD which will single handedly - through artistic might - reverse the disastrous direction of American foreign policy and rehabilitate America's reputation as the custodians of democracy.

martin scorsese himself will weep with despair when he sees this wad and realizes that his films are mere amusement parks compared to the majesty that is....KISSINGERS TECHBASE

thoughts? :3:

I hade mod idea, but don't how to it

by thamsjamessmothers01 » Sat Nov 25, 2023 1:50 pm

I had an idea was is to make a mod for doom or doom 2 that had blowouts like in stalker if the player and the monsters were under the 'Sky1' texture it kill them, but the player could saves themselves by taking the advise for the warning that will pop up before the blowout came saying 'A Blowout is coming seek shelter.'. I wanted to make this mod for me to use with the Lost Junker mod, but I couldn't figure it out.

Re: ZDoom project ideas you have

by salam11 » Fri Nov 03, 2023 3:06 am

GreaseMonkey wrote:
> If you're ever played the original GoldenEye or Perfect Dark on the N64,
> there are 3 difficulties, and each difficulty adds extra objectives and
> extra things one needs to do to complete a mission/level.
> A simple, vanilla-compatible way of allowing different paths for each
> difficulty would be to have the 3 keys on the player 1 spawn, and each key
> only spawns for a given difficulty. (This is contrary to Doom II MAP06,
> where one key spawns in one of 3 different places depending on difficulty.)
> I wonder how far one could logically take that approach...

How could the "three keys" approach to different paths for each difficulty in ZDoom be extended to create more complex and interesting gameplay experiences? I would be very happy if you could let me know, thanks

Re: ZDoom project ideas you have

by GreaseMonkey » Fri Oct 27, 2023 11:40 pm

If you're ever played the original GoldenEye or Perfect Dark on the N64, there are 3 difficulties, and each difficulty adds extra objectives and extra things one needs to do to complete a mission/level.
A simple, vanilla-compatible way of allowing different paths for each difficulty would be to have the 3 keys on the player 1 spawn, and each key only spawns for a given difficulty. (This is contrary to Doom II MAP06, where one key spawns in one of 3 different places depending on difficulty.)
I wonder how far one could logically take that approach...

Re: ZDoom project ideas you have

by shaodoomkahn » Sat Oct 21, 2023 6:34 pm

Analog Horror Entities
Similiar to DustedPandemonic's horror entities but this time with analog horror series monsters

Re: ZDoom project ideas you have

by Zenon » Thu Sep 28, 2023 6:05 pm

TheRailgunner wrote: Wed Aug 11, 2021 8:09 pm
Zenon wrote:Been somewhat obsessed this past month with The Caretaker's music, especially 'Everywhere at the End of Time' and a bunch of fan made derivatives.
It got me wondering.. What would it look like to bring the concept of Dementia to Doom somehow (certainly not in a joking manner).

Would it be in the form of a mapset of some sort, where the levels are familiar, but at the same time, eerily unfamiliar at the same time?
Perhaps a gameplay mod where the inner workings of Doomguy's mind slowly begin to deteriorate?

Will we be Knee Deep at the End of Time?
Everywhere at the End of Hell?
Who knows? Who can remember? Who are you people?
I actually just got off of a Caretaker kick (I had to take a break after Stage 2 because Everywhere at the End of Time was breaking my brain too hard - it got stuck in my head). I feel like both of those concepts could work - starting with a mostly-correct version of Knee Deep that gets progressively more corrupt, with more well-known paths and secrets being shifted to unfamiliar locations or being removed entirely (might even have Phobos Anomaly be entirely empty and noticeably different from the get-go) and textures that become increasingly unrecognizable. As far as gameplay aspect is concerned, that is also achievable - having weapons change in appearance and function more and more as the player progresses, sometimes ceasing to function at all from time to time. His mugshot can become increasingly hazy and featureless, a flesh-colored smear in the center of the status bar, topped with the bare outline of what was once clearly defined as hair.

We could also have the monsters change as well, eventually becoming blurry and far removed from their normal counterparts, disappearing and reappearing in strange locations at random or unpredictable times. By the end of it all, the levels could be nothing like anything seen in Ultimate Doom, the weapons, items, and monsters becoming a discordant assault on Doomguy's failing mind as health pickups become less effective, the player's movement becomes sluggish, and doors and lifts cease to function before giving way to a final, blankly bleak level. Maybe at the end, he'll enjoy one last moment of clarity at full-speed, with one last shot at killing the demons he's lost all recollection of before fading into total, eternal peace.

I don't suppose you're up for a collaboration?
Crap, I never saw your reply until now and never got back to you.
Have you seen "The thing that you cannot defeat"? Amazing wad

Re: ZDoom project ideas you have

by schkorpio » Fri Sep 22, 2023 12:34 am

Souls-like mini mod.
If you die, the level doesn't restart, instead you respawn at the start, and have a chance to pick up your items and continue.

Re: ZDoom project ideas you have

by schkorpio » Thu Sep 21, 2023 10:19 pm

Universal destructible / destroyable props for doom/heretic/hexen/strife etc

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