Corruption Cards - Vanilla Doom, but with twists you choose!

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Corruption Cards - Vanilla Doom, but with twists you choose!

Postby Cutmanmike » Tue Mar 24, 2020 2:23 pm

Hi, it's been a while. I'd like to share what I've been working the past week. It was a mod idea I came up with while playing vanilla(themed) mapsets that I wanted to play for myself, but couldn't find anything similar.



What it is

This is a gameplay modifier which starts each map with a choice of cards. These cards effect the gameplay in some way. The effects range from altering monster attacks, adding new rules, changing items etc. They are only slight tweaks, some more dangerous than others (see the screenshots for more effects). Every 3 maps, you are offered a permanent card. This card will be locked in for the rest of the game, meaning you will have to live with your choice until the game is over! Obviously this is intended for single runs or survival (zandronum) to see how long you can go on with all the stacked effects, but as with all Doom mods you're welcome to save and load.

Cards that effect particular monsters will only show up if the monsters appear in that map, meaning you won't get a card that makes Cacodemons respawn if you're on MAP01 of Doom 2. Also the cards have tiers based on how powerful (or evil) their effect is. They rank from tier 1 to 5, and you start seeing higher tier cards the more maps you complete. This is to try and balance the game out if you start on a map other than MAP01. You cannot get duplicate cards, but can get duplicate effects. For example you could get a "Imps throw Rockets" and "Imps throw Mancubus Fireballs" running at the same time, which would give some Imps Rocket projectiles and some Imps Mancubus fireballs at random.

If in multiplayer, players take it in turns to choose a card. Boot it up with survival, bring some friends, see how many maps you can beat before you fall to the madness!

Compatability

GZDoom, ZDoom or Zandronum is required.

My main goal for this mod was Zandronum compatibility, as the option for multiplayer is too good to pass up for me. Sadly that means this won't be compatible with many mods as it has to replace and tweak every single monster, item and projectile in Doom 2. As you can expect, the cards are predefined and only involve Doom 2 actors. I welcome anyone to make a fancy version of this with mod support if they want, but that is out of the scope of what I wanted to make. :wink:

So what works? Well it should run with any mapsets that don't edit Doom 2's stock monsters, projectiles and items. Heavily scripted maps may conflict with some of the card effects too. It should also work with Doom 1, as some cards will be filtered out if the script detects you're playing without Doom 2 content.

Screenshots

Spoiler:


Settings

I recommend vanilla gameplay settings and DMFLAGS as this was intended for use with vanilla maps, but mostly you can use whatever. I did add some custom CVARs to tweak the experience if desired though:

Code: Select allExpand view
ccards_alwaysperma - If true, every choice will be a permanent card choice that will effect every map going forward.
ccards_noplayerchoice - If true, you don't get a choice and the card will be selected randomly instead.
ccards_nomystery - If true, the mystery card feature will be disabled (see above).
ccards_forcemaxtier - Force the game to offer cards from X tier regardless of progress (max is 5).
ccards_startingdeckcards - Start the game with X permanent cards already in effect, chosen randomly.
ccards_countdown - How long players have to make a choice in seconds (default is 30 seconds).


Download

Corruption Cards Version 1b

Changes
* Fixed a bug where the game would stop working properly if spectators existed (Zandronum)
* Added some primitive measures to stop offering cards if the game can't find any to offer you.
Last edited by Cutmanmike on Tue Mar 24, 2020 4:55 pm, edited 1 time in total.
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Re: Corruption Cards - Vanilla Doom, but with twists you cho

Postby NightFright » Tue Mar 24, 2020 3:59 pm

The idea is interesting. However, if you make the game more difficult, it could add to the thrill if you can also occasionally gain a bonus at the same time. As some kind of compensation or prize, if you will. Maybe the chance for getting such a bonus could increase when choosing a more difficult card or when gambling by picking the "hidden" one.
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Re: Corruption Cards - Vanilla Doom, but with twists you cho

Postby IvanDobrovski » Tue Mar 24, 2020 9:34 pm

NightFright wrote:The idea is interesting. However, if you make the game more difficult, it could add to the thrill if you can also occasionally gain a bonus at the same time. As some kind of compensation or prize, if you will. Maybe the chance for getting such a bonus could increase when choosing a more difficult card or when gambling by picking the "hidden" one.


This would be quite good. Imagine getting a positive and negative effect for each card. That'd be quite cool as you'd have to juggle them both.
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Re: Corruption Cards - Vanilla Doom, but with twists you cho

Postby Yebudoom » Wed Mar 25, 2020 5:13 am

This seems really interesting. Looking forward to trying it out.

A couple of questions/requests:
1. Are the player's weapons affected? If not, would it be possible to play this with weapon mods that don't touch anything but weapons?
2. How many cards are there in the mod at the moment?
3. You said you had to replace or tweak every monster in Doom 2 for the mod to work. Would you be willing to use custom skins for monster types that are affected by the cards? So, for instance, when the cards make Imps fire Mancubus fireballs, the Imps would have a custom appearance from, say, Realm 667. You know, for variety's sake.

I'm a sucker for monster variety, please don't hold that against me.

Oh, and I second the positive bonuses idea.

Keep up the good work, cheers.
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Re: Corruption Cards - Vanilla Doom, but with twists you cho

Postby Starman the Blaziken » Wed Mar 25, 2020 10:43 am

Honestly though, I would like to see this mod work for non-vanilla mods some day. It will be very fun to play with a lot other mods that I do like to play with randomizers at times. :)
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Re: Corruption Cards - Vanilla Doom, but with twists you cho

Postby Starman the Blaziken » Wed Mar 25, 2020 12:18 pm

Oh, and might you be thinking of adding more cards for the player to choose from in the future? Maybe some funny ones, some more good and bads, and maybe some useful stuff too just like the starting power ups as well?
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Re: Corruption Cards - Vanilla Doom, but with twists you cho

Postby Sgt. Shivers » Wed Mar 25, 2020 3:41 pm

I really like this mod, the idea is simple but really spices up gameplay! I'm looking forwards to seeing where you go with it.
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Re: Corruption Cards - Vanilla Doom, but with twists you cho

Postby PatCatz2004 » Wed Mar 25, 2020 6:16 pm

does it mean I can load up any monster pack or weapon mod liek Final Doomer?
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Re: Corruption Cards - Vanilla Doom, but with twists you cho

Postby quad01man » Thu Mar 26, 2020 5:55 pm

This is amazing! Iv'e been playing this on zandronum with 2 friends and this is a great mod to use on survival! Please keep up the awesome work, we need more zandro. compatible mods like this. I really look forward to what gets added.
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Re: Corruption Cards - Vanilla Doom, but with twists you cho

Postby Zenon » Thu Mar 26, 2020 9:53 pm

GZDoom doesn't support execution of console commands from scripts

o.o
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Re: Corruption Cards - Vanilla Doom, but with twists you cho

Postby stainedofmind » Fri Mar 27, 2020 7:11 am

Gave this a whirl and I'm looking forward to giving it a full play through. Took a shot at getting it to run in GZDoom (or LZDoom more specifically since I have a potato), but it would require a bit of work from what i can tell. Definitely going to give it a shot porting it though, cause theres just too many mods i miss that dont run in zandro.
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Re: Corruption Cards - Vanilla Doom, but with twists you cho

Postby Cutmanmike » Fri Mar 27, 2020 8:57 am

Zenon wrote:GZDoom doesn't support execution of console commands from scripts

o.o



This is this line:
Code: Select allExpand view
ConsoleCommand("compat_clientssendfullbuttoninfo 1");


Which is to help server hosts (Zandronum only) enable this flag, as missing it breaks the card selection choice. In GZDoom it just prints that warning apparently.

Yebudoom wrote:A couple of questions/requests:
1. Are the player's weapons affected? If not, would it be possible to play this with weapon mods that don't touch anything but weapons?
2. How many cards are there in the mod at the moment?
3. You said you had to replace or tweak every monster in Doom 2 for the mod to work. Would you be willing to use custom skins for monster types that are affected by the cards? So, for instance, when the cards make Imps fire Mancubus fireballs, the Imps would have a custom appearance from, say, Realm 667. You know, for variety's sake.


1 and 3. Not unless someone makes a version of this in ZScript, as every monster/item/projectile needs to call a script to be included in the card system. AFAIK there's no viable way to do that without zscript (in Zandronum, which I wanted to focus on). Anyone is welcome to give it a go though!
2. 98 at the moment. There were a couple more but I had to disable them as Zandronum didn't play nice with them, or they weren't balanced.

NightFright wrote:The idea is interesting. However, if you make the game more difficult, it could add to the thrill if you can also occasionally gain a bonus at the same time. As some kind of compensation or prize, if you will. Maybe the chance for getting such a bonus could increase when choosing a more difficult card or when gambling by picking the "hidden" one.


I tried to come up with balanced cards, that always have an upside but in practice I couldn't come up with many that didn't feel forced (i.e double imps but you get double ammo). Some of them kind of are, for example giving Zombie Men plasma bolts might be better than having them all have their usual hitscan weapons on certain maps. I liked the idea of eventually the game getting so difficult it was unbeatable, and seeing how far you could go. Also I'm a fan of forcing players (including myself) into "would you rather lose your foot or your arm?" situations. :wink: Again though, anyone is welcome to use this as a base and make their own as I'm mostly focusing on other projects right now, but just had to get this idea out in the open.
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Re: Corruption Cards - Vanilla Doom, but with twists you cho

Postby Starman the Blaziken » Fri Mar 27, 2020 2:58 pm

Fun idea :3
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Re: Corruption Cards - Vanilla Doom, but with twists you cho

Postby Quake161 » Fri Mar 27, 2020 9:01 pm

So I've completed MOC Overkill and Hell Revealed with this mod. For the love of god, keep up the awesome work.
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Re: Corruption Cards - Vanilla Doom, but with twists you cho

Postby Tormentor667 » Sat Mar 28, 2020 3:09 am

Just tried it Cutty, and I really like the concept. This is totally fun to play and gives the whole game a completely new dynamic. Gonna play around with it during my quarantine, I have so much time atm, it's a good thing to see that the community is running :)
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