ZDoom project ideas you have

Discuss anything ZDoom-related that doesn't fall into one of the other categories.
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HyperUltra64
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Re: ZDoom project ideas you have

Post by HyperUltra64 »

Thank you for the input, I didn't even consider tiny friendly monsters. I guess this is all one big learning process, one filled with wacky prospects but prospects nonetheless.
ImpieTwo
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Re: ZDoom project ideas you have

Post by ImpieTwo »

HyperUltra64 wrote:
I suddenly had a flashback to this:

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Derik
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Re: ZDoom project ideas you have

Post by Derik »

I dream of a Doom with everything (specialy monsters) in Voxel. That and a mod adding new enemies (maybe it already exist?).
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taufan99
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Re: ZDoom project ideas you have

Post by taufan99 »

Derik wrote:I dream of a Doom with everything (specialy monsters) in Voxel. That and a mod adding new enemies (maybe it already exist?).
Voxel DOOM? It already exists as far as I know.
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Derik
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Re: ZDoom project ideas you have

Post by Derik »

taufan99 wrote:
Derik wrote:I dream of a Doom with everything (specialy monsters) in Voxel. That and a mod adding new enemies (maybe it already exist?).
Voxel DOOM? It already exists as far as I know.
No, there is no Voxel monsters as far as i know.
ImpieTwo
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Re: ZDoom project ideas you have

Post by ImpieTwo »

Derik wrote:
taufan99 wrote:
Derik wrote:I dream of a Doom with everything (specialy monsters) in Voxel. That and a mod adding new enemies (maybe it already exist?).
Voxel DOOM? It already exists as far as I know.
No, there is no Voxel monsters as far as i know.
Isn't it low-res doom?



Gosh but the imps are kawaii sugoi desu.
Gez
 
 
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Re: ZDoom project ideas you have

Post by Gez »

Would there be any interest in a ZDCMP for Heretic?
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Rachael
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Re: ZDoom project ideas you have

Post by Rachael »

As long as there's a hard limit to the amount of linedefs someone can submit for their section of the map.

ZDCMP2 suffers utterly horribly from lag issues because of this, and the mappers that were pulled in for it definitely were not known for being very subtle with linedef use.

There's also an issue with actor counts, too.
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zrrion the insect
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Re: ZDoom project ideas you have

Post by zrrion the insect »

Zdcmp2 prob should have been cut up into different maps in a single hub.
ZDCHMP would be cool.
Gez
 
 
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Re: ZDoom project ideas you have

Post by Gez »

On my laptop, ZDCMP2 is fine until the "escape" sequence after the big boss is defeated.
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Voltcom9
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Re: ZDoom project ideas you have

Post by Voltcom9 »

I had an idea that could turn into an interesting community endeavour potentially but maybe not depending on how well this is received.

Doomworld hosts a mapping project every year called the Doomworld Mega Project which is essentially a grab bag of different maps from experienced
and inexperienced mappers. It provides a great means for helping upstart mappers and allows many members of the community to contribute to
a large mainstreamed project.

My idea would be to hold an annual ZDoom Mega Project on this forum and to pull all the stops for things such as Boom, Vanilla, LR etc. All members who
would like to participate would have until the end of the year to build a map.

The DUMP series would be similar to what I'm proposing but this instead would be an annual map pack of UDMF maps. Thoughts?
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Cyanide
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Re: ZDoom project ideas you have

Post by Cyanide »

After seeing mods like DOOW and DOOD I thought of a mod that doubles the size of a map by either:
  • Fetching the positions of all vertices, sectors and linedefs and doubling the values of their X/Y positions, floor and ceiling height, etc.
OR
  • Cutting all actors size, height, speed, etc. in half
This will of course break most maps...
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Matt
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Re: ZDoom project ideas you have

Post by Matt »

Seems like cutting their size in half would make more sense, since increasing the map size would leave the actors in their original positions with no obvious method of placing them back into something "correct" for the new scale.

Monsters might not be able to go down steps they otherwise should be able to, unless you left the stepheights and dropoffheights alone, which would look a bit funny but might be considered acceptable. (Making them smaller would also let them go up and down stairs they might not otherwise be able to, given how Doom's monster movement code works)
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Arctangent
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Re: ZDoom project ideas you have

Post by Arctangent »

The big issue with making the actors smaller is that it's pretty obvious that the maps aren't actually any bigger, just that the player is a lot ... shorter, the reduced width doesn't really get portrayed either.

Something about the perspective or something, I guess.
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Matt
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Re: ZDoom project ideas you have

Post by Matt »

lemons

ideally compatible with the attack of the killer tomatoes mod
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