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Re: ZDoom project ideas you have

Posted: Sun May 12, 2019 4:31 pm
by 0.1
I have an idea witch would be a TC it would be kind of like enter the dungeon and nuclear throne, where every floor would be randomly generated and you would use keys to unlock chests I would be very fast paced there would be some light platforming elements and there would be a huge verity of guns and items, something like that.

Re: ZDoom project ideas you have

Posted: Mon May 13, 2019 2:28 pm
by Descentfreak
I've been working on an idea for a new 32-level Doom megawad, themed around H.P. Lovecraft & the board game Eldritch Horror. The plot involves traveling to R'lyeh to battle Cthulhu, fending off Shub-Niggurath in the Heart of Africa, facing Yog-Sothoth in between dimensions, and stopping Azathoth from devouring Earth.

This megawad would not only include the full 32-level set, but also custom monsters & weapons sprites. I have no experience in mapping or modding & could use some help. If anyone's interested in this project idea, send me a PM.

Re: ZDoom project ideas you have

Posted: Mon May 13, 2019 3:37 pm
by Arctangent
Descentfreak wrote:32-level Doom megawad
Do you actually have 32 concepts for levels, or are you just following standard numbers even though there's literally no reason to if you're using ZDoom features?

Re: ZDoom project ideas you have

Posted: Mon May 13, 2019 8:17 pm
by Descentfreak
Arctangent wrote:
Descentfreak wrote:32-level Doom megawad
Do you actually have 32 concepts for levels, or are you just following standard numbers even though there's literally no reason to if you're using ZDoom features?
Yes, I actually have 32 concepts for levels. Got the names, tracks, everything.

Re: ZDoom project ideas you have

Posted: Wed May 15, 2019 5:10 am
by leileilol
a zdoom gameplay mod or level set wad/pk3, but following the plans, design, and ideas given by talktotransformer for a semi-neuraled up mess. Kind of like that random wad idea thing where "you must destroy a room full of computer and a computer", but moderner

Like for example... giving it input (in bold here) then getting the output from it (not in bold)
Spoiler: example
(also i'd advise any use of this to not be continued in this thread as that site is intriguing and time-sucking and sometimes blatantly plagiarizing. Also trigger warning, as it has the potential to bigot out and/or get horny like all neuralnetwork learning computers based on mass amounts of human-generated data)

Re: ZDoom project ideas you have

Posted: Sat May 25, 2019 2:39 am
by SkyPocket
I remember one time I had an idea for a prehistoric-based wad about fighting dinosaurs.

Re: ZDoom project ideas you have

Posted: Sat Jun 01, 2019 12:42 pm
by Bugsbunny205
I somehow have a vivid vision about a cool Doom mod that it got in my head basically with interesting features and stuff.
It's basically named: "Renegade Massacre". Basically has some realistic effects. Contains separate versions: GZDoom and Zandronum.
Badass, Dark Magic and Edgy-based style. (Ok, not too edgy lol)

The player is a mechanical-automation. What to add for my player in this mod is soon. Probably.

Most enemies have their themes: -Sinful-Tech [For all] (Red/Gray/Black)
-Dark-Powered [Only for some: Revenants, Barons, Hell Knights, Commandos, Arachnos, Cacodemons, Masterminds and also Cybers] (Black/Light Gray)
-Dark Magic [Only for some: Revenants, Imp, Zombiemen, Shotgun Guys, Chaingunners, Hell Knights, Cybers] (Almost Any Color)
-Dark-Powered [Only for some: Barons, Hell Knights, Commandos, Arachnos, Cacodemons, Masterminds and also Cybers] (Black/Light Gray)
-Chthonian [For all] (Dark Red/Dark Gray)
-Automation [For all] (Almost Any Color/Black)
-Divine Incarnate [For all] (Sky Blue/Dark Gray)

Newer Versions will include even more enemy themes.
If all of them are disabled, enemies will be normal. I'd update this, IDK.

Basically features space-tech, laser, dark/light magic weapons that will obliterate your utter demons and enemies.
And has a advanced inventory system.

Most of the enemies have Killing Floor 1 (Only some) voices, Killing Floor 2 (Only 2. Examples: Patriarch/E.D.A.R) voices, mostly Doom 4 and Doom Eternal (Arachnotron, Pain Elemental, etc.) and other badass fan-made stuff.
Some weapon sounds will be based off on Doom 4.

More changes:
-New ambient sounds replaced from like: RAGE, etc.
-Custom enemies have replacements to other enemies. Either strong or normal.
-Animated menu, help pic and skills.

Re: ZDoom project ideas you have

Posted: Mon Jun 03, 2019 3:58 pm
by Matt
While folks were discussing (again) Zandronum netcode versus GZDoom netcode, it occurred to me that Zand's advantages had nothing to do with robustness and everything to do with actually setting up the game to make sure nothing would desync.

I remember when Doomseeker (and UT99, come to think of it) could be set up to automatically download whatever mods you needed when you joined a server, which was super convenient and relatively foolproof as long as the file could be found, so I suggest:
a launcher where you point to a host, then you connect, but before GZDoom starts you download from the host every single pwad that they've got loaded and load those before joining and nothing else
The requestor would have to have the host's IP to send a request. The request to the host would contain a message (not password, just message) field that the host could read before approving the connection. Once connected, but before the downloads begin, a checksum for each file could be sent to the "client" and a search could be made in their designated download folder to see if a download is even necessary for each given file.

BooMer DooM

Posted: Tue Jun 11, 2019 2:59 am
by SCAPPELLOTTO
can someone with modding knowledge make a small mod for vanilla doom that replaces small health pickups with Monsters Ultra cans
and small armor shards with AXE Body Spray cans?
also replace the pickup sound for the Monster Ultra with the sound of a soda can opening
and the sound of the AXE Body Spray pickups with the sound of a spray can being sprayed

I got this idea after seeing Doom Mowner and this picture I dont remember where I even found it l0l

Code: Select all

 [imgur]https://i.imgur.com/raQO9fQ.png[/imgur] 

Re: ZDoom project ideas you have

Posted: Thu Jun 20, 2019 1:11 pm
by Hgluzowski
Screw it, we need Half-Quake Trilogy in Doom.

Re: ZDoom project ideas you have

Posted: Thu Jul 04, 2019 5:08 am
by Assassin of Purity
I would do a mod that changes the names of enemies, weapons, and items to their actual names from the manuals of The Ultimate Doom and Doom 2. For example, Combat Shotgun instead of Super Shotgun. Demon instead of Pinky. Former Human instead of Zombieman. Armor Artifact and Health Potion instead of armor and health bonus, etc. Simple, but nice little modification.

Re: ZDoom project ideas you have

Posted: Sun Jul 14, 2019 12:49 pm
by Guest
Sega's Home Alone. Everything could be converted perfectly. I especially want to see it for the mortar guns and other unique ways to subdue the wet bandits that span beyond the game's original content. It could be multiplayer as well. Wet Bandit's team tries to dodge traps/bullets and subdue the kids while robbing all the safes in each house . And the kids try to get Wet Bandit's health to zero before they flood the house or time is up.. Just like in the original

Re: ZDoom project ideas you have

Posted: Wed Jul 17, 2019 6:38 pm
by Dr_Cosmobyte
A zombie invasion mod for Strife.

My ideas:

- Replace vendors in MAP02 with actors that don't close their shops when hearing gunshots
- Add lots of items to those vendors
- replace ordinary enemies and peasants with zombies
- Zombies drop money to buy things on shop.
- Waves that stop for a little while after being completed, just like the ordinary your zombie invasion game.

Voilá.

Re: ZDoom project ideas you have

Posted: Mon Aug 05, 2019 10:17 am
by Cherno
A mosnter randomizer mod with a different flavor. Instead of just randomizing the monsters, they keep their sprites but each level randomizes their abilities! So in one level, Lost Souls might suddenly behave like Arch Viles, and Arachnotrons are actually just Zombiemen in disguise... Have fun finding out who is who every time you start a map! :twisted:
Of course, it would require scripting 15 * 15 monsters if the bosses and SS are excluded.

Re: ZDoom project ideas you have

Posted: Mon Aug 05, 2019 4:50 pm
by MaxRideWizardLord
To be honest, I'd really love to see a Lego Rock Raiders, which is a simple top down mod strategy rock digging game with simple building ability. Even the simpliest strategies I've never seen in Doom 2 mod community unfortunately. I've seen shoot-em'-ups, top down pacman, fighting games, a whole mortal combat and donkey kong country being ported to doom; hell, even point and click adventure mods for doom. But top down strategy game where I control some minions? Never.

Funny fact, that Lego Rock Raiders game used same file format as Doom had, i.e. WADs. Too bad such an underrated game never got a solid remake yet or a sequel.