ZDoom project ideas you have
- HyperUltra64
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Re: ZDoom project ideas you have
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.
Re: ZDoom project ideas you have
I dream of a Doom with everything (specialy monsters) in Voxel. That and a mod adding new enemies (maybe it already exist?).
Re: ZDoom project ideas you have
Voxel DOOM? It already exists as far as I know.Derik wrote:I dream of a Doom with everything (specialy monsters) in Voxel. That and a mod adding new enemies (maybe it already exist?).
Re: ZDoom project ideas you have
No, there is no Voxel monsters as far as i know.taufan99 wrote:Voxel DOOM? It already exists as far as I know.Derik wrote:I dream of a Doom with everything (specialy monsters) in Voxel. That and a mod adding new enemies (maybe it already exist?).
Re: ZDoom project ideas you have
Isn't it low-res doom?Derik wrote:No, there is no Voxel monsters as far as i know.taufan99 wrote:Voxel DOOM? It already exists as far as I know.Derik wrote:I dream of a Doom with everything (specialy monsters) in Voxel. That and a mod adding new enemies (maybe it already exist?).
Gosh but the imps are kawaii sugoi desu.
Re: ZDoom project ideas you have
Would there be any interest in a ZDCMP for Heretic?
Re: ZDoom project ideas you have
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.
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.
- zrrion the insect
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Re: ZDoom project ideas you have
Zdcmp2 prob should have been cut up into different maps in a single hub.
ZDCHMP would be cool.
ZDCHMP would be cool.
Re: ZDoom project ideas you have
On my laptop, ZDCMP2 is fine until the "escape" sequence after the big boss is defeated.
Re: ZDoom project ideas you have
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?
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?
Re: ZDoom project ideas you have
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.
- Cutting all actors size, height, speed, etc. in half
- Matt
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Re: ZDoom project ideas you have
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)
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)
- Arctangent
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Re: ZDoom project ideas you have
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.
Something about the perspective or something, I guess.