[6.3b] Corruption Cards - 200+ cards! New Collector mode!

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Dan_The_Noob
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Re: [5.0] Corruption Cards - 200+ Gameplay warping cards!

Post by Dan_The_Noob »

Linz wrote: Fri Jun 30, 2023 9:20 pm So here's an odd thing I've encountered: It seems with CC loaded in with DUMP 2 and 3 (those are the ones I tested, dunno if other WADs with a hub area have this issue aside from Compendium, that one works fine), not only does the CC screen doesn't appear, it makes both you and enemies invincible
this sounds more like you're missing a file or something in your load order?
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Linz
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Re: [5.0] Corruption Cards - 200+ Gameplay warping cards!

Post by Linz »

Dan_The_Noob wrote: Sat Jul 01, 2023 5:08 pm
Linz wrote: Fri Jun 30, 2023 9:20 pm So here's an odd thing I've encountered: It seems with CC loaded in with DUMP 2 and 3 (those are the ones I tested, dunno if other WADs with a hub area have this issue aside from Compendium, that one works fine), not only does the CC screen doesn't appear, it makes both you and enemies invincible
this sounds more like you're missing a file or something in your load order?

I tried it with just DUMP 2 and 3 and CC loaded in, I don't think I'm missing anything
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Re: [5.0] Corruption Cards - 200+ Gameplay warping cards!

Post by Dan_The_Noob »

Linz wrote: Sat Jul 01, 2023 5:37 pm
Dan_The_Noob wrote: Sat Jul 01, 2023 5:08 pm
Linz wrote: Fri Jun 30, 2023 9:20 pm So here's an odd thing I've encountered: It seems with CC loaded in with DUMP 2 and 3 (those are the ones I tested, dunno if other WADs with a hub area have this issue aside from Compendium, that one works fine), not only does the CC screen doesn't appear, it makes both you and enemies invincible
this sounds more like you're missing a file or something in your load order?

I tried it with just DUMP 2 and 3 and CC loaded in, I don't think I'm missing anything
I had to look up what DUMP 2 and 3 are... i see it's just maps with vanilla monsters... so dunno.
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UTNerd24
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Re: [5.0] Corruption Cards - 200+ Gameplay warping cards!

Post by UTNerd24 »

Decided to come back to this after a break from Doom. Good lord there's so much now!

A crash I wanted to report:
When using Spaghetti Weapons, Monsters with the Burrowed Time curse will crash the game when hit by the Big Brain Spaghetti.
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Re: [5.0] Corruption Cards - 200+ Gameplay warping cards!

Post by Exibius »

Linz wrote: Sat Jul 01, 2023 5:37 pm I tried it with just DUMP 2 and 3 and CC loaded in, I don't think I'm missing anything
Corruption Cards doesn't work with Hexen-like hubs. Compendium and Lexicon "hubs" are simply a map with a network of multiple exits leading to the first level of whatever mapset you chose. Dump 2 and 3 work like Hexen hubs, in which the hub flag is placed as a cluster definition, and all maps within are linked within the same cluster through mapinfo, akin to how Hexen's hubs work. In this case with Dump 2 and 3, it blocks off the level you just beat and reduces the number of levels required until you can get to the final area using that effect.

If you still want to play the maps using Corruption Cards, you can modify MAPINFO and remove the hub effect by deleting the hub flag and completely bypassing MAP01 and just making it play the levels in order by changing all the exits from MAP01 to ascending order from each map to the next if you wanted to, that would work.

EDIT: I took the liberty of making 3 separate MAPINFO files that overwrite the original DUMP versions, changing them from being hub-based to following the maps in a numerical order. I really liked the maps, and I really like Corruption Cards, so I wanted to make it where you could use cards on these maps. I did it out of boredom and for fun. I've noticed that some maps from the DUMP series have gimmicks, so I have no idea if CC works correctly with some of them, so consider this more or less something experimental that I did. Use at your own risk. Load the corresponding patch directly after the mapset's PK3 file.

DUMP-1 CCards Patch.pk3

DUMP-2v2 CCards Patch.pk3

DUMP-3 CCards Patch.pk3
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Re: [5.0] Corruption Cards - 200+ Gameplay warping cards!

Post by OutONames »

Card Idea
Name:Eternal Heart
Tier:5
Description:There is a 33% chance that lethal blows will set the HP to 1 instead of killing.Applies to both monsters and players.Doesn't apply when a monster/player already has 1hp.
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UTNerd24
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Re: [5.0] Corruption Cards - 200+ Gameplay warping cards!

Post by UTNerd24 »

Since I'm back into this mod, I might share a few other ideas I have if it's still possible to accept them:


Experiment Gone Wrong: A Very accurate Chaingunner will spawn somewhere in the map and has an unlimited view distance (I think Doom monsters already had that but just incase.) and will attack the player from a great distance. It will teleport elsewhere if approached, requiring the player to kill it from a distance.

Existential Abode: Opening a Door may teleport you to another one. (I feel like this will be hard to balance without breaking maps, so possibly a wildcard.)

lack of: Replaces the Icon of Sin with "lack of". An ungodly powerful Revenant that disables the players I-frames, Arms experimental laser cannons, inflicts poison, can toss players around in different dire-- I think you know where this is going. (Requires 100% Kills on 16 or all maps)

Shown The Door: Getting hit by [Monster Class] will rotate you 180°. Perhaps implement a cooldown to prevent too much frustration.

American Mc'Jeez: A Torch is hidden in the map. It must be pressed in order to exit the map.

Cranium Caresser: One Monster is cursed. It will leap onto the player and obscure their view until killed or "shaken off". (For balance reasons this should exclude Barons, Spiderdemons and Cyberdemons)

OCD Of the Equine: For the current map, the player MUST obtain 100% Kills, Secrets and Items in order to exit. (This may need to be reduced to a lower percentage consider how some maps are impossible to 100% in some cases)


Hope those are interesting enough! Just another note, Armageddon doesn't seem to work. I guess it's just as well...
Looking forward to whatever the future brings for this mod!
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Re: [5.0] Corruption Cards - 200+ Gameplay warping cards!

Post by Apteral10 »

Pretty sure you probably have already fixed this card or at least changed the language of it to better reflect what it actually does 'Add extra Baron of Hell to the level'. I just came from almost completing Refueling Base in Doom 2 in Maps of Chaos Overkill variant (I just saved over a save that I don't use and later just complete the map. I already killed all of the enemies, resupplied, healed and armored up for the next one,) and, my man, I have some choice words for you most of which I am just going to censor myself and boil it down to: Please don't make that mistake ever again...

I just had to grind down most likely DOUBLE or even TRIPLE the amount of BoHs in that map and long story short, it was quite a frustrating experience. I will swap to 5.0 now but, I am curious of have you fixed that issue. You most likely already have but, I fear that I might meet that card again and it is going to make me feel in one specific way, I rather not feel.
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UTNerd24
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Re: [5.0] Corruption Cards - 200+ Gameplay warping cards!

Post by UTNerd24 »

Would It be possible to change the minimum pitch of which sounds play under the effects of Grace of Lilith? I know it's meant to be a corrupted Nightmare, but some sounds are so low that it can outright mute the audio in some areas. Unless that's what happened in the original Pk3 of course.

Oh yeah. I wanted to share these ideas too.

Euro-Mania!: Survive The Final Countdown. If you've played Valiant you'll know exactly what this is. I dunno whether this should be an Icon replacement or a Wildcard, but in the case of a Wildcard, when the player enters the exit sector/pressed the exit switch, the player instead must survive Ten increasingly hard waves. Later waves having monsters with enchantments, like Specialists. All set to the same legendary track we know and love. Maybe include Barons with Explosive projectiles and blood trails as stand ins for Pyro Demons and Wide shot Mancubi, etc.

Paranoia: I think the frequency of noises should take the number of remaining monsters into account. And if possible, have the audio be positional so it could sound like something is around the corner.

Grace of Lilith: I'm not sure if this is possible, but maybe make the card shuffle the game's palettes to create a truly corrupted nightmare.

Are you Smarter than a Mastermind?: At some point in the level, a quiz question will be asked. The answers are multiple choice. If the player gets the question wrong, there will be consequences. (Such as random enchantments etc)

SoulBall: Adds bumpers across the map. Hitting them will make entities bounce in a direction.

Every Masterpiece.../Doom at Home: You will be challenged by FreedoomGuy/A Doomguy Doppelganger. The opponent should move like a player and have weapons reflecting what ones are available in the current map.

Boring Projectiles: A Possible Wildcard Enchantment? Monster Projectiles deal half damage, but deal damage every frame it is inside a target. I feel like this one could be REALLY unbalanced unless you can think of some sort of compromise.
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Re: [5.0] Corruption Cards - 200+ Gameplay warping cards!

Post by UnknownMaster21 »

Bug Report: Launch Augment is offered as a card anyway, if Bullet Augment is selected before. This has been happened for an Imp. Therefore, card is irrelevant.
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Re: [5.0] Corruption Cards - 200+ Gameplay warping cards!

Post by Dan_The_Noob »

UTNerd24 wrote: Fri Jul 07, 2023 1:51 am Boring Projectiles: A Possible Wildcard Enchantment? Monster Projectiles deal half damage, but deal damage every frame it is inside a target. I feel like this one could be REALLY unbalanced unless you can think of some sort of compromise.
this would just make every projectile instant death if you get touched.
you can't react in 5-10 frames and a rev rocket would do between 5 and 40 damage per frame so you'd die basically die in 5 frames (1/7th of a second) on average.
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UTNerd24
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Re: [5.0] Corruption Cards - 200+ Gameplay warping cards!

Post by UTNerd24 »

Yeah. That would be too hard to balance in retrospect.
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Re: [5.0] Corruption Cards - 200+ Gameplay warping cards!

Post by lightning6 »

the "one monster is cursed, it must be killed 9 times card" is bugged since on one level there were THREE different monsters that I had to kill those 9 times
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Re: [5.0] Corruption Cards - 200+ Gameplay warping cards!

Post by Lord Misfit »

lightning6 wrote: Sat Aug 19, 2023 6:45 am the "one monster is cursed, it must be killed 9 times card" is bugged since on one level there were THREE different monsters that I had to kill those 9 times
I'm not sure if you can redo this or you have a savegame on that level, but there is a card that basically transfers a curse from a slain foe to a random surviving monster [Witching Hour], so killing the original monster with Curse of the Cat doesn't guarantee the curse itself is removed for the rest of the map. We recently encountered this with Curse of the Rabbit on a friend's stream Thursday night, and he also had just chosen Witching Hour as a permanent card [having Rabbit as permenant card for some time before this].

If Witching Hour wasn't involved though, THEN that could be a bug, unless there's another card that also does a similar effect to Witching Hour. V:
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Re: [5.0] Corruption Cards - 200+ Gameplay warping cards!

Post by lightning6 »

Lord Misfit wrote:
> [quote=lightning6 post_id=1243861 time=1692449108 user_id=38469]
> the "one monster is cursed, it must be killed 9 times card" is
> bugged since on one level there were THREE different monsters that I had to
> kill those 9 times
> [/quote]
>
> I'm not sure if you can redo this or you have a savegame on that level, but
> there is a card that basically transfers a curse from a slain foe to a
> random surviving monster [Witching Hour], so killing the original monster
> with Curse of the Cat doesn't guarantee the curse itself is removed for the
> rest of the map. We recently encountered this with Curse of the Rabbit on a
> friend's stream Thursday night, and he also had just chosen Witching Hour
> as a permanent card [having Rabbit as permenant card for some time before
> this].
>
> If Witching Hour wasn't involved though, THEN that could be a bug, unless
> there's another card that also does a similar effect to Witching Hour. V:

Ohh yeah you're right, I completly forgot I've chosen that card, my bad!
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