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Doom: Fireworks Mod [WIP]

PostPosted: Mon Jan 02, 2017 4:35 am
by Seidolon
I started working on this on 1/1/2017. I've just got four types of fireworks finished for now. This is somewhat of a gimmick mod and isn't meant to be taken too seriously. Let me know what you think of what I've got done. Also, when playing, turn randomized pitches on, the 100 Strips sound much better. If the sound is glitching out, increase the amount of sound channels in the GZDoom sound options menu.

Weapon Slots for the fireworks are 8

Spoiler: Fireworks


Download: https://www.dropbox.com/s/53tid2gsnnerf ... d.pk3?dl=0

Tested with GZDoom Dev Build - gzdoom-g2.3pre-1110-g61a9a30

Re: Doom: Fireworks Mod [WIP]

PostPosted: Mon Jan 02, 2017 10:35 am
by Captain J
Very. Very interesting mod! And believe it or not, i killed bunch of imps with M-1000 Firecrackers. It was of course weak, but it was fun!

Anyway, i'd like to see more fireworks in the next update. This is pretty fun!

Re: Doom: Fireworks Mod [WIP]

PostPosted: Mon Jan 02, 2017 12:12 pm
by Seidolon
Thanks! I'm glad you enjoyed it. I'm working on making bottle rockets right now. If you have suggestions for ideas, feel free to mention them here.

Re: Doom: Fireworks Mod [WIP]

PostPosted: Mon Jan 02, 2017 12:26 pm
by Josh771
Haven't tried this myself, but I just wanted to share a sudden idea I had: what if you made a team-based deathmatch where the weapons were all fireworks that matched your team color translation? I don't know if that would be feasible without defining untranslated classes for "Red Team Player" and "Blue Team Player" to circumvent any gaps in the translation feature set, but it's a neat idea I think.

Now, I need to download and try this thing for myself. Are the zombies being replaced with pickups? And are the fireworks pickups volatile in the same way as ammo exposed to fireworks?

Re: Doom: Fireworks Mod [WIP]

PostPosted: Mon Jan 02, 2017 12:37 pm
by Seidolon
That's a good idea for team deathmatch. I'll see what I can do for that idea in the future. The zombies are in fact replaced with the pickups. The firework pickups are actually the only things volatile to the firework explosions. I'm going to reword that in the OP to make more sense. Thanks for trying it out.

Re: Doom: Fireworks Mod [WIP]

PostPosted: Mon Jan 02, 2017 12:55 pm
by Captain J
Seidolon wrote:Thanks! I'm glad you enjoyed it. I'm working on making bottle rockets right now. If you have suggestions for ideas, feel free to mention them here.
How about even more fireworks? Like...

Roman candle(Highly recommended), Throwable Cherry Bomb, Fountain Firework, Spinning Firecracker and etc... Making the mod much beautiful and deadlier!

Re: Doom: Fireworks Mod [WIP]

PostPosted: Mon Jan 02, 2017 3:14 pm
by Seidolon
Okay, I'll take those into consideration when deciding what else to add.

Download link updated! Bottle rockets added. Download now for loads of pyrotechnical fun!

Re: Doom: Fireworks Mod [WIP]

PostPosted: Mon Jan 02, 2017 6:50 pm
by Deii
Yeah, this is pretty fun! It's especially awesome when you use fast weapons and lay down a lot of bottle rockets.

Re: Doom: Fireworks Mod [WIP]

PostPosted: Mon Jan 02, 2017 11:45 pm
by Seidolon
Updated again. Added cherry bombs.

Re: Doom: Fireworks Mod [WIP]

PostPosted: Tue Jan 03, 2017 2:30 am
by EffinghamHuffnagel
Just saw this and downloaded. Have to try it tomorrow.

Don't know how the mechanics would work, but:

Snakes - Those silly little pellets you light and a snake grows out or it. I could see lighting a big one and creating a giant snake. Not really an offensive weapon; more defensive. It would create a temporary impassable barrier to block doors, hallways, bridges. Would certainly add a new dimension to gameplay in Deathmatch.

Sparklers - A fireworks version of a torch. Doesn't do damage, but would probably overload anyone's IR Goggles.

Re: Doom: Fireworks Mod [WIP]

PostPosted: Tue Jan 03, 2017 5:51 pm
by 4thcharacter
If you can and don't mind, and if you're going to update it, put some of these:

Image

This is a kind of firework so strong that it got banned. One of these tore off a small chunk of an underside of a railway line bridge.

Spoiler: Video of it in action

Re: Doom: Fireworks Mod [WIP]

PostPosted: Tue Jan 03, 2017 7:07 pm
by Seidolon
I don't mind doing something like that, and I will continue to update this as long as I stay motivated and keep working on it. Thanks for the idea!

Re: Doom: Fireworks Mod [WIP]

PostPosted: Tue Jan 03, 2017 10:47 pm
by lizardcommando
That was pretty amusing. I enjoyed it. The fireworks are pretty weak and throwing the firecrackers takes a kinda long, but I think you can really expand on this mod if you wanted to. It would be cool if some of the fireworks had some different colored lighting effects.

Re: Doom: Fireworks Mod [WIP]

PostPosted: Tue Jan 03, 2017 11:19 pm
by grouchbag
This truly fun!Hope you do expand it! :lol:

Re: Doom: Fireworks Mod [WIP]

PostPosted: Wed Jan 04, 2017 1:00 am
by Seidolon
Thanks for the feedback!

@lizardcommando Yeah I was thinking that too about the throwing speeds for the fireworks, so I may change that. I also might increase the damage and radius of the M-1000 because it's very underpowered. There's no point in using it when one has a perfectly good cherry bomb to throw. For colored lighting, I might implement that into some fountains that I make in the future or some mortar shells too.