ZDoom project ideas you have

Discuss anything ZDoom-related that doesn't fall into one of the other categories.
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TheCrimsonFucker
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Re: ZDoom project ideas you have

Post by TheCrimsonFucker »

I have a dream. But i'm not good at modding(to be honest i know nothing in doom modding). Anyway I would like to share my idea with community and maybe someday someone bring my dreams to real mod.

My idea about doom mod:
1. Take models (like in hunters moon) of player, monsters, weapons(with), projectiles and misc items(buffs, keys, armor shards, health bonus and etc.) from new doom 2016.
2. Also take sounds and animation for all this monsters,weapons and etc. From new doom of course.
3. And take decorations(doors, walls, floors and etc.) models and textures from HD DOOM Project.
4. Also take models of some monsters from doom 3(with all sounds and animation).
Spoiler:
5. Add glory kill for all of this monsters(except bosses of course) and for doom 3 monsters If this is possible(at least for the hell knight).
6. Also take HUD from new doom.
7. And combine all of this with D4T gameplay but with some extra options, for example - weapon upgrade drop frequency, multiplayer weapon spawn(with separate options for each MP weapon even grenades), monsters spawn options for doom 3 monster variations.
8. Also add gore and blood from new doom.

In general it is D4T but with huge visual enchantments.
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tsukiyomaru0
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Re: ZDoom project ideas you have

Post by tsukiyomaru0 »

I've come with an idea: a mod where all weapons are a sort of evil counterpart, and instead of using its own ammo it uses a portion of YOUR SOUL. But here's how it works in terms of soul:
* If you fire a weapon, it will always consume the required percentage of Soul. Even if you don't have enough.
* If your soul falls down to or below 0%, you "die" and a "possessed marine" is spawned instead, with the full arsenal but no limit to its weapons (meaning that you better not lose your soul in multiplayer...)
* EVERY ammo pickup gets replaced by "Sinner's Soul" which recovers your own Soul by a 5 (bullet), 10 (shell), 15 (rockets) or 25 (cells)
* Soul caps at 666%
* Healing items DO NOT recover your Soul. With the exception of Spheres (and Invulnerability, which locks your Soul counter at 666% for the duration of the invulnerability, before reverting to 200% when you return to normal), which will always set your Soul to 200% in case it is lower than that.
* Fists or Chainsaw does not use a soul, but killing something with it nets you 10 Soul.
* You die normally if Health falls down to or below 0.
* Archvile's fire attack burns SOULS instead of health.

Some weapon ideas:
Muramasa: causes enough damage to cleave up to a PINKY in two, but uses 10 souls per slash.
Nobunaga's Musket: A musket rifle that can pierce anything and causes as much damage as a Super Shotgun, but doesn't reach too far and uses 25 souls per shot.
Vlad's Spear: Impales literally ANY enemy. One hit is all it takes, but need to be done from pretty close and has a steep 100 souls to use! At least you can decorate the stages with your impaled enemies...
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Matt
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Re: ZDoom project ideas you have

Post by Matt »

Sorcerer: the Weapon Mod.

I like.
eyesoftheworld94
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Re: ZDoom project ideas you have

Post by eyesoftheworld94 »

There was a Seinfeld Doom recreation... now what about a McDonalds Doom megawad complete with cast of characters like Moon Man, Ronald McDonald, the Burgerular, and others? Face off against the foul posionous chemicals of McDonaldsLand while combating the evil within, with their very own evil (Hamburgers, Pop, etc) ... would be a pretty cool tc.
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DoomKrakken
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Re: ZDoom project ideas you have

Post by DoomKrakken »

I heard there was something for Wendy's too.

There was also the "Mall Of Mayhem", a mall map with parody brands, basically a mall from Hell... or run by cultists of some sort. Goodness gracious that place was creepy AF.
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Matt
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Re: ZDoom project ideas you have

Post by Matt »

Been trying to think of a map based on a canon Doom map. Not because I love the original, but out of some desperate attempt to find something redeeming about the original that can be saved from the trash fire that is the map as a whole.

Nirvana is basically a bunch of monster closet arenas "connected" by a scattered collection of deliberately confusingly placed teleporters.
I want to start a community project collection of attempts to make something recognizably based on this but with actual flow and aesthetics.

Basically, I'm not aware of anything fun or engaging about this map. Is there anything about it that could possibly be taken and made good?
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RockstarRaccoon
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Re: ZDoom project ideas you have

Post by RockstarRaccoon »

Nirvana is one of Doom 2s "look at what we can do!" levels. It's only interesting from a design perspective: they pull things in that level which just aren't seen in others. The thing with the teleporters, the switch puzzles, the thing with the pillars in the lava, the big room with the hill in the middle, that thing with the key doors at the end... All pretty weird. Implementation wise though, it's amateur hour: the rooms are completely spartan so they look stupid, the pillars have no telegraphing that you can lower them, and the Switches and key doors aren't used to their full potential. It's as if they handed Nirvana (the band) the editor and had them make a level with no level design experience. It has ideas, but looks and plays terrible.

It's been analyzed a bit, so I'm sure someone out there has written a detailed list of grievances for you to look over. If you want to remake it, go ahead: it has plenty of salvagable concepts.
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BFG
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Re: ZDoom project ideas you have

Post by BFG »

an idea in my head for awhile would be a physics test mod that demonstrates different explosion weapons that use parts of he 'BLAST RADIUS' or the Iron Lich's tornado or Archvile's fire effect on impact of explosions to make new hacky physics.

I noticed by default explosions usually don't send monsters or their carcasses up in the air, however those 3 do and I'd like to see how it turns out applying parts of it to explosion.
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Oberron
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Re: ZDoom project ideas you have

Post by Oberron »

The weapons for this Terrorists! styled mod I've planned are:

Slot 1:
Unarmed (Echo), Combat Knife (Six)
Description: Without a weapon, you can use your wits to outsmart your enemy. Tap the primary fire button and then press the secondary fire button to perform a roundhouse kick.
Knife Description: A bladed weapon if you need to use stealth. Throw one if you need a long-range kill.

Slot 2:
9mm Pistol
Description: As a backup weapon, it could save your life if you're out of ammo for other weapons. Comes with a silencer by default if you're playing as Six.

Slot 3:
Mossborg 670
Description: Useful for crowd control, this shotgun can be useful if you need some firepower upclose and personal.

Slot 4:
Combat Shotgun
Description: A twin relative to the Mossborg, this combat shotgun is proud to be used by former space marines and people who hunt the evil dead.

Slot 5:
SP90
Description: A fan-favorite of fake housecleaners, die hard terrorists and druglords, this submachine gun is reliable and easy to use.
UZ-I
Description: From terrorists to undercover cops, this submachine gun is the proud member of terrorism.

These are the only weapons I prepared thus far.
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Matt
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Re: ZDoom project ideas you have

Post by Matt »

People's thoughts on this? My own favourite alternative is to provide a decoy that draws aggro away from the player to get an overall gameplay effect that kinda works like the classic blursphere (direct the monsters' shooting away from you) but is actually helpful (direct them in a way that doesn't make things worse), but that totally changes the nature of what's being given. What sort of stuff would actually be helpful while maintaining the concept of giving the player spectre-like partial invisibility powers?

(Incidentally, an idea for an E1 remake/reboot project: introduce spectres first, establishing them as the normative melee monster type for the first chunk of the game, then eventually pinkies appear after you hear them in places where the monsters have better established their hold.)
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RockstarRaccoon
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Re: ZDoom project ideas you have

Post by RockstarRaccoon »

Yeah, the blur sphere is a known issue.
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DoomKrakken
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Re: ZDoom project ideas you have

Post by DoomKrakken »

Monsters would need to be specially coded to do that, though... but otherwise, I like it. :D
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Sgt. Shivers
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Re: ZDoom project ideas you have

Post by Sgt. Shivers »

Vaecrius wrote:People's thoughts on this? My own favourite alternative is to provide a decoy that draws aggro away from the player to get an overall gameplay effect that kinda works like the classic blursphere (direct the monsters' shooting away from you) but is actually helpful (direct them in a way that doesn't make things worse), but that totally changes the nature of what's being given. What sort of stuff would actually be helpful while maintaining the concept of giving the player spectre-like partial invisibility powers?

(Incidentally, an idea for an E1 remake/reboot project: introduce spectres first, establishing them as the normative melee monster type for the first chunk of the game, then eventually pinkies appear after you hear them in places where the monsters have better established their hold.)
Maybe having enemies not adjust their angle from the start of their missile state would work? Most enemies have a short delay before firing, so like shotgunners would fire in the direction they were looking when they started the missile action.
Scrambling homing projectiles might also be a good effect for this.
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RockstarRaccoon
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Re: ZDoom project ideas you have

Post by RockstarRaccoon »

I know that in more advanced games, invisibility means that enemies will target the last location you did something that notified them of your presence at, perhaps with a modifier to make them react to not knowing where you are. A good way to make that work would be to make a second entity which follows the last place the player makes noise and have the enemies see that as the target instead of the player.
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Matt
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Re: ZDoom project ideas you have

Post by Matt »

Sgt. Shivers wrote:Maybe having enemies not adjust their angle from the start of their missile state would work? Most enemies have a short delay before firing, so like shotgunners would fire in the direction they were looking when they started the missile action.
Scrambling homing projectiles might also be a good effect for this.
Interesting way around it, but wouldn't that just have the same overall effect as the regular blursphere, given the monsters move in randomized directions before they shoot?

Homing projectiles randomly losing the player would be neat (and handy) though!

DoomKrakken wrote:Monsters would need to be specially coded to do that, though... but otherwise, I like it. :D
RockstarRaccoon wrote:I know that in more advanced games, invisibility means that enemies will target the last location you did something that notified them of your presence at, perhaps with a modifier to make them react to not knowing where you are. A good way to make that work would be to make a second entity which follows the last place the player makes noise and have the enemies see that as the target instead of the player.
It occurs to me there is a way to do this without custom monsters:

1. The blursphere just changes the player's renderstyle to fuzzy, but does not give the regular blursphere power.

2. During the time it's active, have the player spawn an immobile, nonshootable decoy every time they fire or vocalize. This decoy is completely undetectable to the player.

3. This decoy, upon spawn, will:
a) destroy all of its sibling decoys;
b) start an iterator that takes every monster targeting its master, and rearrange that monster's pointers so that the player is its last known target and the decoy is its current target.

4. If either
a) a decoy's randomized timer has run out,
b) the player's blursphere timer has run out, or
c) anything targeting a decoy is close enough to melee it,
the decoy will run another iterator that finds all monsters targeting itself, and have them target its player instead.

5. Smell and heat: Every second or so while the power is active, the playerpawn will run another iterator that looks for nearby (<100 units?) monsters, and if those monsters were targeting any decoys, they now target that player instead.


EDIT: Or...
Single decoy that warps to the player's location upon the player making any loud noise, picking something up or shooting.
The decoy periodically checks around it for monsters (it.thing.bismonster && it.thing.health>0) targeting either itself or the player. For each one, set target to itself if it's not too close to the player, set it to the player if it is close to the player.
The decoy disappears if the player dies. It does nothing else, leaving the monsters targeting it free to target whoever else is around.
The decoy disappears when the powerup runs out. Upon disappearing, it takes all enemies targeting it and has them target the player instead. It may randomly cause them to play their seesounds again.
The decoy's PostBeginPlay() forces the player's renderstyle to fuzzy.
The decoy's OnDestroy() forces the player's renderstyle back to normal if it is fuzzy.
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