ZDoom project ideas you have
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Re: ZDoom project ideas you have
If you're ever played the original GoldenEye or Perfect Dark on the N64, there are 3 difficulties, and each difficulty adds extra objectives and extra things one needs to do to complete a mission/level.
A simple, vanilla-compatible way of allowing different paths for each difficulty would be to have the 3 keys on the player 1 spawn, and each key only spawns for a given difficulty. (This is contrary to Doom II MAP06, where one key spawns in one of 3 different places depending on difficulty.)
I wonder how far one could logically take that approach...
A simple, vanilla-compatible way of allowing different paths for each difficulty would be to have the 3 keys on the player 1 spawn, and each key only spawns for a given difficulty. (This is contrary to Doom II MAP06, where one key spawns in one of 3 different places depending on difficulty.)
I wonder how far one could logically take that approach...
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Re: ZDoom project ideas you have
GreaseMonkey wrote:
> If you're ever played the original GoldenEye or Perfect Dark on the N64,
> there are 3 difficulties, and each difficulty adds extra objectives and
> extra things one needs to do to complete a mission/level.
> A simple, vanilla-compatible way of allowing different paths for each
> difficulty would be to have the 3 keys on the player 1 spawn, and each key
> only spawns for a given difficulty. (This is contrary to Doom II MAP06,
> where one key spawns in one of 3 different places depending on difficulty.)
> I wonder how far one could logically take that approach...
How could the "three keys" approach to different paths for each difficulty in ZDoom be extended to create more complex and interesting gameplay experiences? I would be very happy if you could let me know, thanks
> If you're ever played the original GoldenEye or Perfect Dark on the N64,
> there are 3 difficulties, and each difficulty adds extra objectives and
> extra things one needs to do to complete a mission/level.
> A simple, vanilla-compatible way of allowing different paths for each
> difficulty would be to have the 3 keys on the player 1 spawn, and each key
> only spawns for a given difficulty. (This is contrary to Doom II MAP06,
> where one key spawns in one of 3 different places depending on difficulty.)
> I wonder how far one could logically take that approach...
How could the "three keys" approach to different paths for each difficulty in ZDoom be extended to create more complex and interesting gameplay experiences? I would be very happy if you could let me know, thanks
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I hade mod idea, but don't how to it
I had an idea was is to make a mod for doom or doom 2 that had blowouts like in stalker if the player and the monsters were under the 'Sky1' texture it kill them, but the player could saves themselves by taking the advise for the warning that will pop up before the blowout came saying 'A Blowout is coming seek shelter.'. I wanted to make this mod for me to use with the Lost Junker mod, but I couldn't figure it out.
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KISSINGER'S TECHBASE
Ladies and gentledemons,
we all know about Thatcher's Techbase.
on november 29, Henry Kissinger kicked the bucket.
there is a tremendous opportunity here.
the opportunity for a WAD like no other.
a WAD which will single handedly - through artistic might - reverse the disastrous direction of American foreign policy and rehabilitate America's reputation as the custodians of democracy.
martin scorsese himself will weep with despair when he sees this wad and realizes that his films are mere amusement parks compared to the majesty that is....KISSINGERS TECHBASE
thoughts?
we all know about Thatcher's Techbase.
on november 29, Henry Kissinger kicked the bucket.
there is a tremendous opportunity here.
the opportunity for a WAD like no other.
a WAD which will single handedly - through artistic might - reverse the disastrous direction of American foreign policy and rehabilitate America's reputation as the custodians of democracy.
martin scorsese himself will weep with despair when he sees this wad and realizes that his films are mere amusement parks compared to the majesty that is....KISSINGERS TECHBASE
thoughts?
- Gordon Threemen
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Union Aerospace Arsenal
My idea's simple, it's a weaponset imagining what could have been standard issue with the UAC circa 1996 - stuff like a Glock 19, MP5, Barrett M90 and the like - something that has a kind of old-school aesthetic to match the feeling of pre-sourceport mapsets and the like, but with some modern/realistic elements, primarily reloading (preferably with the ability to keep a round in the chamber for appropriate weapons). Art and sprites are no problem, between torridgristle's big hand template and World of Guns to digitize weapon sprites from, it's the programming side where I'm completely hopeless at.
- CanMan
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Re: ZDoom project ideas you have
a zombie minigame that has 2 teams humans and zombies if a zombie kills a human the human becomes a zombie and the zombie respawns after 5 seconds
- Dr_Cosmobyte
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Re: ZDoom project ideas you have
A friend of ours asked how a Dante's Inferno monster pack themed after the seven deadly sins could look like, and i just had these ideas (some were suggested by other friends such as Skelegant and LossForWords):
Lust - A devil woman or alternatively, a withered old man who could absorb the player's life;
Wrath - A relentless monster with high damage, but which could make mistakes like damaging other monsters;
Envy - A monster that can morph into others, sometimes a Chaingunner, sometimes a Baron, sometimes an Archvile...
Gluttony - A big fat monster that feeds on other monsters to replenish health (and you of course). Vader's non-robotized Mancubus is a good start as a sprite;
Sloth - A sleepy monster that won't attack you immediately, but can black out your vision and stop you on your tracks if he lands an attack;
Greed - A golden monster that only runs away from you, and is able to pick items from the floor once he sees you;
Pride - An armored monster with high HP and a protective shield that lasts for a good time, but can stop from time to time just to taunt you (and opening himself to be attacked);
Lust - A devil woman or alternatively, a withered old man who could absorb the player's life;
Wrath - A relentless monster with high damage, but which could make mistakes like damaging other monsters;
Envy - A monster that can morph into others, sometimes a Chaingunner, sometimes a Baron, sometimes an Archvile...
Gluttony - A big fat monster that feeds on other monsters to replenish health (and you of course). Vader's non-robotized Mancubus is a good start as a sprite;
Sloth - A sleepy monster that won't attack you immediately, but can black out your vision and stop you on your tracks if he lands an attack;
Greed - A golden monster that only runs away from you, and is able to pick items from the floor once he sees you;
Pride - An armored monster with high HP and a protective shield that lasts for a good time, but can stop from time to time just to taunt you (and opening himself to be attacked);
Last edited by Dr_Cosmobyte on Wed Jan 17, 2024 5:09 pm, edited 1 time in total.
- MartinHowe
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Re: ZDoom project ideas you have
Those are pretty good ideasDr_Cosmobyte wrote: ↑Tue Jan 16, 2024 9:21 pm A friend of ours asked how a Dante's Inferno monster pack themed after the seven deadly sins could look like, and i just had these ideas:
Re: ZDoom project ideas you have
Working on a weapon set but having trouble finding this feature.
I am looking for a mod shock effect, as once it hits a monster it shocks any surrounding ones nearby in a chain.
I've been searching and downloading for an hour but can't find what I'm looking for in DECOR.
I am looking for a mod shock effect, as once it hits a monster it shocks any surrounding ones nearby in a chain.
I've been searching and downloading for an hour but can't find what I'm looking for in DECOR.
- schkorpio
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Re: ZDoom project ideas you have
Auto-follow mod.
Press a button to toggle automatically following the nearest player(who is not also following you).
Great for when you've played a map and the other coop player hasn't and they want to explore every little nook, you can just chill and let the auto follow do the boring bits.
Or if you get lost in a complicated map. And you want to keep the party together.
Or if you need a toiler break or have to take a phone call. Etc
For anyone who has played Metal Gear Peace Walker on PS Vita, it might sound familiar. They had a snake-form-mode that let you attach to the other players, allowing the lead player to move the whole chain of players.
Press a button to toggle automatically following the nearest player(who is not also following you).
Great for when you've played a map and the other coop player hasn't and they want to explore every little nook, you can just chill and let the auto follow do the boring bits.
Or if you get lost in a complicated map. And you want to keep the party together.
Or if you need a toiler break or have to take a phone call. Etc
For anyone who has played Metal Gear Peace Walker on PS Vita, it might sound familiar. They had a snake-form-mode that let you attach to the other players, allowing the lead player to move the whole chain of players.
- schkorpio
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Re: ZDoom project ideas you have
Horse mod: using the sprite from Elders Scrolls 2, you can ride a horse and jump really high or double jump, run really fast, push enemies out of the way, and trample small enemies. Handy if anyone makes extra large maps.
- DoomThing445
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Re: ZDoom project ideas you have
Picture this: you're playing a mobile game, right? You have common, uncommon, rare, epic, legendary, and mythical weapons that can be either a. unboxed, or b. grinded up to for a really long time. Chances are, there are people that like this grind, and while every developer for these f2p games say that purchases aren't required to beat the game, things could get time-consuming.
Hence, my idea comes forth: a Doom mod that lets you grind previous levels over and over to grind up specific weapons (and your armor / backpack) in your arsenal, while the enemies in each and every levels' stats increase more and more the further you progress in an iwad. Upgrading your weapons to a higher tier makes it so that they deal more damage, upgrading your armor to a higher tier increases your max [non-supercharge] health and health you get from health kits, and upgrading your backpack increases maximum ammunition capacity (and by extension magazine sizes, would be intentional), as well as increasing the amount of ammo given by collecting ammo sources.
You start in (and go to after completing other levels) a small hub world where you can upgrade your arsenal and the other things listed above, as well as access previous levels to grind more and receive special materials for upgrading your weapons, armor and backpack. You also might obtain the [one and only FREE] currency which is used alongside the upgrade materials to upgrade weapons to higher tiers, simply earned by killing enemies (calculated by how much health they had).
Monsters can level up to 32- which is matched by Mythical-tiered weapons, armor and backpacks. The mod would use a zscript system that, if possible, slightly recolours weapon sprites in a filter-esque way in order to indicate the tier of the weapon you're holding- affected by the colour commonly used in videogames by these tiers, and making gameplay mods compatible.
Hence, my idea comes forth: a Doom mod that lets you grind previous levels over and over to grind up specific weapons (and your armor / backpack) in your arsenal, while the enemies in each and every levels' stats increase more and more the further you progress in an iwad. Upgrading your weapons to a higher tier makes it so that they deal more damage, upgrading your armor to a higher tier increases your max [non-supercharge] health and health you get from health kits, and upgrading your backpack increases maximum ammunition capacity (and by extension magazine sizes, would be intentional), as well as increasing the amount of ammo given by collecting ammo sources.
You start in (and go to after completing other levels) a small hub world where you can upgrade your arsenal and the other things listed above, as well as access previous levels to grind more and receive special materials for upgrading your weapons, armor and backpack. You also might obtain the [one and only FREE] currency which is used alongside the upgrade materials to upgrade weapons to higher tiers, simply earned by killing enemies (calculated by how much health they had).
Monsters can level up to 32- which is matched by Mythical-tiered weapons, armor and backpacks. The mod would use a zscript system that, if possible, slightly recolours weapon sprites in a filter-esque way in order to indicate the tier of the weapon you're holding- affected by the colour commonly used in videogames by these tiers, and making gameplay mods compatible.
- Critzhater76
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Re: ZDoom project ideas you have
I have something in my mind, and it's implementing Armored Core to Doom.
This video of mine is a example of how. (Well... Sort of.)
https://youtu.be/vxgn97zpsvE?si=bD45fkUm3uhCUXDN
The thing is, here's my suggestions of implementing it, Armored Core Style:
- Fast Dashing/Boosting (can be any generation like Gen 4)
- Flight
- weapon tracers
- HUD
- Melee (bindable)
You get the Idea if you're playing Armored Core.
I just want it to be universal too to fit a lot of monster and weapon packs.
I hope you understand what I am trying to say.
This video of mine is a example of how. (Well... Sort of.)
https://youtu.be/vxgn97zpsvE?si=bD45fkUm3uhCUXDN
The thing is, here's my suggestions of implementing it, Armored Core Style:
- Fast Dashing/Boosting (can be any generation like Gen 4)
- Flight
- weapon tracers
- HUD
- Melee (bindable)
You get the Idea if you're playing Armored Core.
I just want it to be universal too to fit a lot of monster and weapon packs.
I hope you understand what I am trying to say.
- Fu3Fue Thef3w
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Re: ZDoom project ideas you have
I dont know how ambitious this seems as an idea for a gameplay mod but it's been stuck in my brain for a while now that I might actually try and learn Zscript just for this one idea, I want to replicate the emerald radar from sonic adventure, but instead of well, master emerald shards I was thinking of stuff like secrets, items, maybe weapons? Keys would certainly fit! But given the idea's ambitiousness it would probably take me a big while of learning the ins and outs of zscript and doom's inner workings to actually make it happen
Re: ZDoom project ideas you have
As someone who's been rewatching the Phantasm films, and possibly toying around with an idea for a remake set in a variant timeline, has anyone tried to make a Doom mod based on the films? I think there's a Doom III mod but that's it.
If not, would anyone know how to make the quad barrel shotgun from the films? I'd imagine it'd be pretty OP as a short-range weapon.
If not, would anyone know how to make the quad barrel shotgun from the films? I'd imagine it'd be pretty OP as a short-range weapon.