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Re: ZDoom project ideas you have

Posted: Tue Apr 26, 2022 3:17 pm
by r&r
Just a Idea

A Map HUB that take place in a

Abandoned Old Video Rental Store (in 80's 90's style)

Where DoomGuy/ThePlayer Find VHS tapes
and use them on old tv with vcr player.

And the tapes you find are Levels
and finishing them unlock other rooms and other tape levels,
also game cartridges and the console as hidden stages.

As each Stage can be any movie theme and genre style.
Action, Horror, Comedy, Romance, Sci-fi.
Or Odd VHS tapes that are not movies
but mostly Heal or gives the player basic items.

Like a old Hunting Training video that mostly gives you a pistol and a knife and some ammo,
to a Self-health video that refills 20 to 50 Health. as these VHS tapes are just refill items pickups
but you need to use it on the VCR get the refill.

Each movie having their own unique weapons that can be carried over to the other stages.

Re: ZDoom project ideas you have

Posted: Sun May 08, 2022 8:31 pm
by Artman2004
Some sort of "infestation" type mod.

The idea is having a biomass slowly grow, covering level geometry and even the entire map.

It can consume enemies and corpses to grow faster, and even create walking infesters to spread its influence.

I don't know if it's actually possible to create something like that in Doom, but it's still an idea at the end of the day.

Re: ZDoom project ideas you have

Posted: Tue May 10, 2022 6:24 pm
by Matt
Artman2004 wrote:Some sort of "infestation" type mod.

The idea is having a biomass slowly grow, covering level geometry and even the entire map.

It can consume enemies and corpses to grow faster, and even create walking infesters to spread its influence.

I don't know if it's actually possible to create something like that in Doom, but it's still an idea at the end of the day.
Sounds pretty doable for me, though if your win condition is full eradication it's going to turn into a literal chore after a while.

For gameplay purposes it might be good to have a rule that sufficiently small globs of this thing should eventually rot and die on their own, so the players only really need to blow up the really big masses...

Jvrol wrote:One idea I have is either a gameplay mod or a Full bown TC where you play as a Vampire in a WoD style gothic punk setting.
Thinking about making FPS characters out of characters from WoD campaigns from back in the day, and the absolutely hilariously broken Dex-centric shooter builds some folks made, I'm suddenly reminded of Ultrakill...

Re: ZDoom project ideas you have

Posted: Thu May 12, 2022 12:32 am
by Matt
Matt wrote:Unlikely I'll ever figure this one out, but: a mod where your main weapon is a semiauto shotgun that fires as fast as you can click, but it has two modes, a weaker shot with a lighter tap and a stronger shot when you hold the button just a fraction of a second longer. If you shoot to the time of the music, and do the strong shots on the strong beats, the shot becomes more powerful and you gain more points for hits. Monsters only attack on the beat; projectiles missing you narrowly on the beat will recover hitpoints.

inspired by:
fwiw this is very close to what i had in mind:

Re: ZDoom project ideas you have

Posted: Tue Jun 07, 2022 8:46 pm
by Nabroc
RTX support for GZDOOM

Re: ZDoom project ideas you have

Posted: Thu Jun 09, 2022 12:06 am
by lizardcommando
I just finished watching the newest season of Stranger Things, I gotta say that the Upside Down, specifically Vecna's domain, looks like something out of Doom 2016 and Doom Eternal's Hell levels. I would love to see someone recreate Vecna's domain in Doom.

Re: ZDoom project ideas you have

Posted: Wed Jul 20, 2022 1:22 pm
by RastaManGames
I wish that there can be a "Horde" mode for GZDoom, like one that Odamex has right now.
Something with custom things for level editor that can spawn just Doom bestiary with waves and bosses (buffed up Doom enemies).
And there is also gonna be much more fun if it can be compatible with weapon/monster packs & (of course) ol'good "Corruption Cards".

Re: ZDoom project ideas you have

Posted: Wed Aug 17, 2022 3:52 pm
by Matt

"Hearts of Demons: IMP" Proposal + Ideas

Posted: Wed Aug 24, 2022 11:04 pm
by openroadracer
So, down in the thread for Hearts of Demons: ARACHNOTRON, I came up with an idea for a Hearts of Demons: IMP that would be all about mastering various elemental magics, and combining them with each other, and imbuing them into your guns, and etc. etc. I figured I'd best keep HoD: IMP ideas out of that thread, so I'm bringing them here instead.

As I already stated, HoD: IMP would focus on elemental magic and the ability to combine elements to get unique effects. The elements I suggest would be Fire, Ice, Lightning, Wind, Rock and Poison. Some of the combination ideas I've got are as follows:
  • Ice + Fire = Boiler. Unusual idea, I know, and this may end up significantly overlapping with Wind, because it would focus on knockback effects. However, the steam-based attacks of the Boiler spells would have very powerful knockback up close with sharp dropoff at range. They'd also deal heavy damage through scalding heat.
  • Lightning + Ice = Hailstorm. Blast high-velocity balls of ice into your enemies' faces while shocking them into paralysis. However, it also sends torrents of liquid water that create dangerously electrified puddles.
  • Lightning + Wind = Tornado. Whip up truly destructive wind storms that are heavily electrified to fry your enemies and then throw them about. Violent and unpredictable at the best of times, so mind your positioning.
  • Wind + Ice = Blizzard. Spread wind and snow far and wide to freeze enemies in place with a chill that cuts to the bone. Leaves mounds of snow that can temporarily hinder movement.
  • Wind + Rock = Sandstorm. Peel the flesh from the enemies' bones while blinding their eyes. Reduces the accuracy of all monsters that were under its effects and leaves mounds of sand that can hinder movement.
  • Rock + Fire = Magma. Create heavy balls of molten rock that create wide splashes of burning lava wherever they land. Great for creating blocks against enemy movement, while dealing higher damage and knockback than regular Fire attacks.
  • Fire + Poison = Napalm. Cast streams of burning liquid from your hands that create lingering pools of flames. In addition to the lingering pools of fire, the burning napalm creates towers of thick black smoke, choking flying enemies as they pass above the flames.
I'd certainly like to see what others think of this handful of ideas, and I'd be even happier if people suggested their own.

Re: ZDoom project ideas you have

Posted: Sat Aug 27, 2022 4:22 am
by peanuts
Archery mode for QuestZDoom.

I have been play doom for almost 30 years. And the Quest 2 port from Dr Beef renewed my excitement with the game.
I am also enjoying a lot In death: unchained. This one seems to be the perfect archery game.

Playing In death always get me thinking that a simple mod using a bow+arrow on doom would be a blast.
Archery in VR is a fine experience, way more satisfying that gun shooting. Combining that with doom levels/monsters and you have the best VR experience ever made.

Re: ZDoom project ideas you have

Posted: Sat Aug 27, 2022 11:28 am
by Artman2004
A mod with a lot of weapons, but you can only carry one.

Each weapon would have infinite ammo along with its own strengths and weaknesses. Fast-firing weapons would either need reloading or have to regenerate their ammo. Burst damage weapons are balanced out by their slow fire rate.

Re: ZDoom project ideas you have

Posted: Wed Aug 31, 2022 3:20 pm
by openroadracer
I have to ask how people would feel about converting the weapons of Frontlines: Fuel of War into a DooM mod.

I figure the way to set what weapons are on what slots would be as follows:
  • Pistols would obviously replace the Pistol. Standard stuff.
  • The Pump Shotgun would be replaced by each faction's Sub-Machine Gun. They're short-ish ranged, as SMGs typically are, but longer reaching than the actual Shotguns.
  • The Shotguns would replace the Super Shotgun, to represent how they're the strongest close-range weapons in the game.
  • Assault Rifles would replace the Chaingun, with Bullet pickups having either SMG Ammo or AR Ammo, and sometimes Rocket pickups would have Grenade Launcher Rounds. Chaingunners would drop ARs, and you'd get both AR bullets and Grenade Launcher Rounds from picking them up.
  • The lore describes the Fuel of War sniper rifles as being .50 caliber anti-materiel rifles(specifically, the Western Coalition "M1000" is 12.7X99, a.k.a. .50 Browning Machine Gun; and the Red Star Alliance "KVK" is 12.7X108, the same shell as used in the DSHK heavy machine gun), so they'd replace the Rocket Launcher, and Rocket pickups might spawn Anti-Materiel Shells.
  • Light Machine Guns would replace the Plasma Gun.
  • Rocket Launchers would replace the BFG; however, ammo for them would spawn on Rocket Ammo instead of Plasma.
  • Powerups like the Light Amplification Visor, Berserk and the Blur Sphere can be replaced by various Drones and other similar gadget items that were usable in Fuel of War. I'd rather not replace things like the Invulnerability Sphere, though.
You'd have the option to use exclusively Western Coalition gear, exclusively Red Star Alliance gear, have enemies drop weapons from one faction while placed items spawn the other faction's, or just jumble them all together and use them all at once.

Notably, Frontlines: Fuel of War had a single-player campaign where you could make use of whatever gear was placed in the maps; so it wouldn't be out of character for a player character based on FoW to be running around with a mix of WC and RSA gear. All of the missions were on the Coalition side fighting against the Reds; but as you captured their encampments, you'd collect more and more RSA gear to use against them. In fact, the campaign's respawn system even allowed you to keep said gear if you died and respawned; though you'd lose it all halfway through the mission when the game switched maps.

I don't know, I just have fond memories of this old shooter. Released in 2007, but I still find it fun.

Re: ZDoom project ideas you have

Posted: Sun Sep 04, 2022 9:51 am
by TaporGaming
An RPG-Esque gameplay mod with a progression system up to 7 tiers of variations in each with some experience (ex. Tier 5 Imperial Variation). Horde events after ascending a tier and special Boss event would happen in after reaching 10 levels in each.

An shopping system that can be useful for buying some item goodies. Like including the Captain's seal for Challenging a special boss variations, it can be brought on 7000 credits.

Three classes in each two females and one male, with different sets of weapons. Weapon variations can be also picked up but only for one weapon in the same slot can be picked up (ex. Picking up a Super Shotgun variant for better replacing a normal Super Shotgun slot) it also has abilities and equipment attacks.

Re: ZDoom project ideas you have

Posted: Wed Sep 07, 2022 10:47 am
by Artman2004
A mod where you can use the Zorg ZF-1 from The Fifth Element.

Re: ZDoom project ideas you have

Posted: Mon Sep 12, 2022 7:44 am
by Panzermann11
Since MetaDoom added in stuff for map-makers, I wanted a map pack reimagining the Doom story with elements from every Doom game for MetaDoom following MetaDoom's mapmaking guidelines provided in the mod's files.

Bonus points if variations of console-exclusive levels ranging from PlayStation (Mansion and Club Doom) and Xbox (Sewers and Betray) versions are included aswell. I'd call this map pack "Evil Resurrected", its name a portmanteau of 2 titles, "Evil Unleashed", the name for pre-release versions of Doom and "Resurrection of Evil", the expansion pack for Doom 3.

For custom music, I'd suggest using a mixture of Mick Gordon's music, Aubrey Hodges' ambient music and decent remixes of classic Doom music such as OverCharged Remix's The Dark Side of Phobos and Delta-Q-Delta.