Requires GZDoom 4.4.0 or higher!
Description
Corruption Cards is a gameplay mod for Doom (and others) which presents the player with three random cards each level. These cards effect the gameplay in different ways, some more subtle than others. The effects range from changing monster behavior, adding new mechanics, adding extra hazards and much more! In the standard mode, you will be offered a permanent card every 3 levels. 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! There are now over 50 unique cards, and more are generated as the game is played. Every run you will be offered different cards, which leads to an ever changing gameplay experience... dictated by your card choices!
Corruption Cards works with all sorts of mods, and will even generate custom cards for any new monsters it detects! Give it a try with your favorites to spice up the gameplay and add a little extra challenge
Screenshots
Spoiler:
Gameplay Videos
Some gameplay streamed by Coincident.
Spoiler:
Downloads
< Version 6.2 (Newest!) >
ModDB link
Corruption Cards Version 3a (outdated, for use with Zandronum)
Discord Server
We now have an official discord server! Use this to talk about the mod and find CC streams and videos. Please read the rules!
Corruption Cards Discord
Further Customization (CCARDS lump)
Want to make your mod more compatible with Corruption Cards? The CCARDS lump for Corruption Cards customizes decks, card generation and more. It's useful for getting your own custom cards into the game, altering how cards are generated for your custom monsters or tweaking your Corruption Cards experience beyond what is offered in the options menu.
CCARDS Documentation
Non-English players?
Here is a google document containing every text string that can be modified for translation purposes. If you manage to fill this out in another language, please let me know!
https://docs.google.com/spreadsheets/d/ ... edit#gid=0
Card Design
When it comes to card effects I'm always looking for new ideas, many have already come from you guys. However there are some rules I try to follow when adding new cards:
- Is it mod proof? - Will this card make sense in most Doom mods? I try to avoid cards that are exclusive to the Doom 2 monster cast and can work in most scenarios. This is why there are so few player/weapon effecting cards. People who enjoy mods would not be able to experience them.
- Does it play well with other cards? - I am a big fan of introducing mechanics that can potentially play with one another. For example, a card that causes a monster to damage nearby players. Now any card that causes monsters to dash or move faster towards players makes a fun/deadly synergy!
- Is it different enough from other cards? - While there are a lot of cards that are similar or have the same trigger, I try to make every card unique enough so it never feels like you're choosing the same card if they both show during a selection. For example, the Inverted Gravity enchantment and the Flight enchantment essentially grant monsters the same ability: Being able to freely traverse the map and ignore floor height variation. However Inverted Gravity keeps monsters on the ceiling/sky longer, which makes the cards effect very different in certain combat situations.
Lastly, Wild Cards. You may have noticed many Wild Cards referencing other Doom mods/maps. I would like to keep doing this, so feel free to suggest some silly cards that reference mechanics/monsters/feelings of maps. I may make them, but please give as much context as you can for why the card does what it does, as I haven't played every single Doom mod out there.
If you've enjoyed what you've played, consider supporting me on my ko-fi page. Thanks