ZDoom project ideas you have

Discuss anything ZDoom-related that doesn't fall into one of the other categories.

Re: ZDoom project ideas you have

Postby MaxRideWizardLord » Mon Aug 05, 2019 5:52 pm

Ummm... Captain Claw Doom? The doom really lacks of a propert platforming mods tbh, even though GZDoom now can support moving 3D floors. After all we still have Jump Maze mod, but it's not really a platformer.
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Re: ZDoom project ideas you have

Postby Cherno » Tue Aug 06, 2019 12:21 pm

I think one reason for this might be that many players abhor platforming sections in FPS games... Disregarding special moves like wall-climbing from DOOM and parkour-style movements à la Mirror's Edge, I can't think of one example that did this right... And a bad one immediately comes to mind (Half-Life's Xen).
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Re: ZDoom project ideas you have

Postby MaxRideWizardLord » Tue Aug 06, 2019 3:16 pm

Cherno wrote:I think one reason for this might be that many players abhor platforming sections in FPS games... Disregarding special moves like wall-climbing from DOOM and parkour-style movements à la Mirror's Edge, I can't think of one example that did this right... And a bad one immediately comes to mind (Half-Life's Xen).


The problem came not with the games, but the players itself, thus the abhor. The skill of average FPS casual, be that a quake, cod, doom or red orchestra or any other game is incredible low at very basic jumping-movement skill, but that's the by-product by not including platforming in the first case. HL's Xen's jumping section is actually decent although short, especially the Residue Processing chapter with different type of "platforming" and jumping techniques, unlike other games where the game automatically aims you at certain spot and the rest of movements are almost automated, namely almost all of PS3 third person games with a bit of parkour element, and especially with wall climbing and wall-jumping, which is been an unnecessary filler thing since beginning. Same for mirror's edge, the game plays for you and hold your hand through the whole process, which sometimes I feel like I'm watching a movie than playing a "parkour game". I guess new generation of FPS players would feel terrible without an implemented aim-assists either way.

The jump section of HL's Xen is one of the easiest. One of the few FPS games with a complicated platforming system I can think of is the Power Slave for PSX, although the game is relatively easy aside from a few hidden spots and tough bosses (which isn't much of a problem). Then again, there are custom mods like Jump Maze which have far more complicated jumping sections BUT are still not really a platformers simple because they lack of platforms. Same for TFC, which run on same engine as HL, had crapton of fan made Escape maps that are filled with the MOST complex jumping sections and platforming I've ever seen in video game history, and that comes in comparison to 2D scrollers\platforming and third person platformers. Not to mention the endless list of climb maps.

Mix a good platformer with a good combat gameplay, puzzles elements, a good maze and progressive map variety where each is unique and entirely different from previous, would create one masterpiece of a game. And then again, if you look at review of same Power Slave for PSX, which have the most classic elements of a platformer, you'll notice it have a better reputation than a Power Slave that was made for PC, which lacks of any platforming sections to begin with.
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Re: ZDoom project ideas you have

Postby derek.shredded » Mon Aug 12, 2019 2:29 pm

a dbz world tournament arena doom map like this one:

Spoiler:


i feel like you could demake one of the arenas from one of the dbz games. this would go great as a deathmatch map for the dbz mod.
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Re: ZDoom project ideas you have

Postby RailedRobin » Sat Aug 24, 2019 5:57 pm

Working on a map/mod for Hexen where you will play as a plague doctor, walking around in a plague infected town. I will mainly use my own textures and such, and the weapons and flashlight in the screenshots are just stand ins. It will also not be all together true to the era/Hexen, but more like 17th century or such. At this time I'm mostly making things up as I go along, learning to do some pbr-stuff and coding and such.

Screenshots
Spoiler:
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Re: ZDoom project ideas you have

Postby willkuer » Sun Sep 08, 2019 10:23 am

A hub based/metroidvania, special ability fueled shooter romp through brutalist, non-euclidian spaces... like, well, Control :D

Screenshots:
Spoiler:
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Re: ZDoom project ideas you have

Postby cybie69 » Mon Sep 16, 2019 1:10 am

here's an idea for a mod: 32 wads. and each level yo get 1 set of weapons(full arsenal by the end of the level) thats made specifically for that level. Once you hit the exit you're back to your pistol 50 bullets and your fist with a new set of weapons to find and use all over again. Amps up the unpredictability aspect of doom.
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