Good ideas but you should play ROK with Project Brutality! It is Amazing.Ursula Grandwater wrote:Ever thought about Russian Overkill 2? Or DoomRL meets Russian Overkill?
Well there's that, nowadays rather obscure, roquelike Nuclear Throne. Tons of weaponry, from simple but effective sledgehammer or a shovel, through different shotguns or Sluggers which fire a massive short-range bullet bigger than itself, or anything it's shooting at for that matter, to nukes and other fuck-everything weapons. Especially when including Ultra Mod which for this game is basically Russian Overkill, or should I say even more than that because I'm not sure if in RO there are full-auto triple nukes, ION cannons and laser weapons that lag the game even though it's a 2d pixelated roquelike, and that's
just a tip of an iceberg. Yeahh the point is the weaponry is bigger than any DOOM mod I was able to find.
I know many people already think Russian Overkill is too much (because it is) but I just thought it's a fun idea. I struggle to think what could be more "overkill" than this, it truly would be an ultimate overkill.
Also, in a way I find the style of both games kind of similar, the graphics and style of Nuclear Throne is very simple and could be easily recreated in DOOM, and probably even enhanced, there are also a lot of cool, well hidden and rewarding secrets (completely separate areas/levels kind of secrets, like golden room filled with weapons or Ninja Turtle hideout...) bosses, many playable characters etc. Even that without the weaponry I think would be fantastic for DOOM, in my opinion it fits very well. The themes, style and overall dodging bullet hell and "rip and tear" style through hordes of enemies, maybe it would reguire some time to play through Nuclear Throne to get that feeling, but for me, it really seems like it would be a leathal chemical reaction, in all the best ways.
Also I should mention, I've never done any modding of any kind, me play game shoot enemies good boom ohohoh
ZDoom project ideas you have
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Valken
- Posts: 281
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Re: ZDoom project ideas you have
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Bobby
- Posts: 111
- Joined: Sun Mar 03, 2019 11:59 am
Re: ZDoom project ideas you have
A universal doom mod that gives you the gadgets from batman Arkham Knight. I.e explosive gell that can break map walls similar to the wallbuster in Swwm gz
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Guest
Re: ZDoom project ideas you have
https://docs.google.com/document/d/13EF ... p=drivesdk
https://docs.google.com/document/d/1EPt ... p=drivesdk
This is a list of skins for this mod.
https://docs.google.com/document/d/1EPt ... p=drivesdk
This is a list of skins for this mod.
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Craftsdwarf
- Posts: 16
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- Graphics Processor: Intel (Modern GZDoom)
- Location: New Absurdistan
Re: ZDoom project ideas you have
An immersive-sim style map-set with compatibility for HD.
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Guest
Re: ZDoom project ideas you have
Have we reached the full power, the full potential yet? Does Doomguy feel satisfaction when looking at his beloveth super shotgun still? Maybe it is all that is left... But deep in his dreams, he sees what no man could ever see, from the gods themselves, the holy double-quad shotgun, glowing with the might of heavens, the holy music would play loudly everytime he'd hold the weapon of his dreams.
No man would even dare to ever fire this mobile artillery, but Doomguy, he knew, he knew that this kind gift was offered unto him to annihilate every filthy demon in his path with the might of a thousand suns.
When he pulls the trigger, the barrels would rotate and the whole structure of the gun shift and alter into a giant cannon-like beast of a weapon ready to fire all of its barrels, and then the whole gun would burst with the white light of heavens, turning everything white, the music kept getting louder and louder, as if the power of heaven itself was powering this godly gun. And right at this moment, when Doomguy thought, this is it, he ascended to heavens, the white glow would slowly fade away, as he was standing in the same place where he fired the gun, but his enemies would cease to exist. No sight of them, just some gibs and splatters. Everything in the room has been slaughtered, no demon could withstand such power, and at this moment he realized, it is not a dream...
Every time he fired this weapon, he felt peace that he never felt before, a peace fired by anger and eternal hate towards evil hordes of hell. And with his now godly arsenal, he would slay all of it.
No man would even dare to ever fire this mobile artillery, but Doomguy, he knew, he knew that this kind gift was offered unto him to annihilate every filthy demon in his path with the might of a thousand suns.
When he pulls the trigger, the barrels would rotate and the whole structure of the gun shift and alter into a giant cannon-like beast of a weapon ready to fire all of its barrels, and then the whole gun would burst with the white light of heavens, turning everything white, the music kept getting louder and louder, as if the power of heaven itself was powering this godly gun. And right at this moment, when Doomguy thought, this is it, he ascended to heavens, the white glow would slowly fade away, as he was standing in the same place where he fired the gun, but his enemies would cease to exist. No sight of them, just some gibs and splatters. Everything in the room has been slaughtered, no demon could withstand such power, and at this moment he realized, it is not a dream...
Every time he fired this weapon, he felt peace that he never felt before, a peace fired by anger and eternal hate towards evil hordes of hell. And with his now godly arsenal, he would slay all of it.
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Ezper
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Re: ZDoom project ideas you have
Itd be really cool if all the deathmatch maps on Brutal Deathmatch (from Brutal DOOM) would be playable on vanilla as a mappack in one wad! (Or be played with other gameplay mods instead!) Also, I cannot make this myself since 1. I don't have a computer, I play DOOM on android
via Delta Touch, it's very good ngl, but I hope I will get a pc soon, and play DOOM faster and make my own wads
via Delta Touch, it's very good ngl, but I hope I will get a pc soon, and play DOOM faster and make my own wads
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lizardcommando
- Posts: 1489
- Joined: Thu Sep 07, 2006 12:24 pm
- Location: Boringland, California
Re: ZDoom project ideas you have
Are there any good Halo mods out there? I'd love to see a Halo mod that's the same quality as the Call of Duty Doom mod or even Brutal Doom/Project Brutality.
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hideousdestructor
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Re: ZDoom project ideas you have
I was thinking about something similar the other day... the colour change would need some way of doing translations on the fly, which I don't think is possible. (I would love to be proven wrong on that point)Artman2004 wrote:You know what we could use? A universal burn death mini-mod. It makes enemies, upon being killed with fire weapons, do their normal death animations but glow yellowish-orange for a few seconds, and then turn black.
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Bezhael
- Posts: 32
- Joined: Fri Sep 29, 2017 4:49 pm
Re: ZDoom project ideas you have
I have been thinking after looking at a maze simulation program I use, why not create some of the Survivor mazes in ZDoom?
They are perfect for puzzle maps and can be used for switch and key hunts. Some things might have to be tweaked for single player but it could also make for a interesting multiplayer wad too. I would start on it myself but I am still quite new to mapping and would have to learn much more to do this.
Someone already did the Crystal Maze in GZdoom and considering the amount of work that took to get working, I figure this shouldn't be any more difficult then that. Hell, I think I might even be easier then that one.
They are perfect for puzzle maps and can be used for switch and key hunts. Some things might have to be tweaked for single player but it could also make for a interesting multiplayer wad too. I would start on it myself but I am still quite new to mapping and would have to learn much more to do this.
Someone already did the Crystal Maze in GZdoom and considering the amount of work that took to get working, I figure this shouldn't be any more difficult then that. Hell, I think I might even be easier then that one.
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zrrion the insect
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Re: ZDoom project ideas you have
would love to see a mod that made secret weapons/backpacks persist to the next level but would otherwise pistol start. If there was a weapon, backpack, or a usable inventory item that is only found inside a secret and nowhere else in the level it would be kept in the next level instead of losing it like you normally do with a pistol start. The rest of the player's inventory would get reset though.
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hideousdestructor
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Re: ZDoom project ideas you have
I can imagine one very rough way of implementing this:zrrion the insect wrote:would love to see a mod that made secret weapons/backpacks persist to the next level but would otherwise pistol start. If there was a weapon, backpack, or a usable inventory item that is only found inside a secret and nowhere else in the level it would be kept in the next level instead of losing it like you normally do with a pistol start. The rest of the player's inventory would get reset though.
At level start, check every inventory actor in existence.
If it has an owner and does not have a +SEESDAGGERS flag (or whatever), destroy it.
If it has no owner, but its current sector is marked secret, set it to +SEESDAGGERS.
Then make sure every player has a pistol and 50 bullets.
This won't work for some cases where you've got like multiple items on the map, not all of them are in secret sectors and the player can easily accidentally pick up the non-secret one first. It will also fail to catch anything that's clearly meant to be logically contingent on a secret but itself is not in an appropriately tagged sector.
Anyway, I'm just gonna leave this here.
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300Greytiders
- Posts: 2
- Joined: Mon May 03, 2021 10:59 am
Re: ZDoom project ideas you have
I can imagine a mapset where the goal is to first pick up a food item then get to the exit toilet before the timer runs out. As you get farther in the mappack, the opening scenarios and escape sequences get increasingly ridiculous, eventually to the point where it's utter hilarity via ridiculousness, take for example, Level 7 involving an opening scenario that takes place in a VR pizzeria in 3058 AD where toilets have been banned, picking up the pizza starts the escape sequence where you have to time travel to 1930's Berlin and fight your way through an army of Nazis just to relieve yourself yourself at the restroom, reaching the exit triggers a cutscene where the VR marine has forgot to use the restroom outside of VR and accidently went in his pants, ending the level. Any questions?
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The BMFG
- Posts: 6
- Joined: Wed May 19, 2021 7:22 am
Re: ZDoom project ideas you have
I have always had fantasies about making a mod where you jump around with a rocket launcher being a total badass blowing shit up. dual smgs with grenade launchers. flying imp and zombieman bits everywhere. dashing around headbutting pinkies till their heads fucking explode. gojira blasting like hell in the background. just basically the most badass mod ever
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Guest
Re: ZDoom project ideas you have
I want to commission someone to edit Hellspawn 1.11 for me (viewtopic.php?f=43&t=54133) to certain parameters. The edits I need for Hellspawn 1.11 seem simple but tedious (for me to do) so I am willing to reimburse the modder a little bit, nothing crazy, but just so you're not coming out with nothing. In the future I may be commissioning more mods. Don't hesitate to DM me if you are willing.
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Dr_Cosmobyte
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- Location: Killing spiders.
Re: ZDoom project ideas you have
Small idea for mods with lots of weapon commands:
Make it so you have only one key called "Weapon Function".
Create a token for the weapons to check and define it on the gun states that:
Weapon Function + W (or your moving forward key) = Function 1
Weapon Function + S (or your moving backwards key) = Function 2
Weapon Function + A (or your moving left key) = Function 3
Weapon Function + D (or your moving right key) = Function 4
phantombeta brought an interesting point: the player might hit the wrong keys during stress, so it could be possible to add a delay that, if the player don't hold the keys for a short period of time, it goes back to idle.
In DECORATE, i achieved something like that with my Spawn: Path to Damnation mod. It goes like this:
instead of binding 4 keys, making 4 tokens to check, 4 ACS types, 4 differently named states to be mentioned, etc etc etc...
I usually would put these in a master weapon every other weapon inherits from. It might be much cleaner to redirect and understand (and the player might access them much easier, which is important).
Have fun.
Make it so you have only one key called "Weapon Function".
Create a token for the weapons to check and define it on the gun states that:
Weapon Function + W (or your moving forward key) = Function 1
Weapon Function + S (or your moving backwards key) = Function 2
Weapon Function + A (or your moving left key) = Function 3
Weapon Function + D (or your moving right key) = Function 4
phantombeta brought an interesting point: the player might hit the wrong keys during stress, so it could be possible to add a delay that, if the player don't hold the keys for a short period of time, it goes back to idle.
In DECORATE, i achieved something like that with my Spawn: Path to Damnation mod. It goes like this:
Code: Select all
WeaponFunction:
"####" "#" 0 A_JumpIf(GetPlayerInput(MODINPUT_SIDEMOVE)>0,"State1") //Move Left
"####" "#" 0 A_JumpIf(GetPlayerInput(MODINPUT_SIDEMOVE)<0,"State2") //Move Right
"####" "#" 0 A_JumpIf(!GetPlayerInput(MODINPUT_SIDEMOVE)!=0 && GetPlayerInput(MODINPUT_FORWARDMOVE)>0,"State3") //Move forward
"####" "#" 0 A_JumpIf(!GetPlayerInput(MODINPUT_SIDEMOVE)!=0 && GetPlayerInput(MODINPUT_FORWARDMOVE)<0,"State4") //Move backwards
I usually would put these in a master weapon every other weapon inherits from. It might be much cleaner to redirect and understand (and the player might access them much easier, which is important).
Have fun.