ZDoom project ideas you have
- DoomThing445
- Posts: 77
- Joined: Wed Jun 01, 2022 3:25 am
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- Graphics Processor: ATI/AMD (Modern GZDoom)
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
- Posts: 19
- Joined: Sun Jul 31, 2022 4:49 pm
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.
- Divided2
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I'm looking for a small team of Doom modders to hire for this project I have in mind.
[!] I know this thread is badly written, but this forum just seems really confusing to me, I'm struggling to navigate my through this site lmfao.
Already figured out how to use DoomWorld though so I'd read this thread on there instead:
https://www.doomworld.com/forum/topic/1 ... nt-2819805
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
So I have this idea for a Doom modding program for other Doom modders, it's a pretty big idea but I bet everyone will love it.
INTRODUCING......
https://static.doomworld.com/monthly_20 ... 08f0a2.png
Concept:
DoomCompileDemon is a Doom modding program that allows modders to easily bundle there Doom mods into executables with a chosen source port, etc..
Oh and this program will allow you to bundle your mod into either an: EXE, APP, whatever tf Linux uses, but maybe in the future DCD can support other platforms too.
DoomCompileDemon will allow you to do the following:
https://static.doomworld.com/monthly_20 ... c1b8ed.png
https://static.doomworld.com/monthly_20 ... a59248.png
One small problem however.. I haven't made it
That's exactly why.. I'm leaving this to you and the community to create this program that every single soul that Doomguy killed wants, once this side mission is complete I will give the main contributer to this an amazing prize, trust me it's amazing..
Or..... I can just pay a small team of modders interested some cash or something idk
Please make sure to contact me via Discord, Telegram, or even ZDoom forums, my username is "Divided099" for both my Discord and Telegram.
Thanks for reading, this masterpiece thread founded by Divided, signing out!
Already figured out how to use DoomWorld though so I'd read this thread on there instead:
https://www.doomworld.com/forum/topic/1 ... nt-2819805
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
So I have this idea for a Doom modding program for other Doom modders, it's a pretty big idea but I bet everyone will love it.
INTRODUCING......
https://static.doomworld.com/monthly_20 ... 08f0a2.png
Concept:
DoomCompileDemon is a Doom modding program that allows modders to easily bundle there Doom mods into executables with a chosen source port, etc..
Oh and this program will allow you to bundle your mod into either an: EXE, APP, whatever tf Linux uses, but maybe in the future DCD can support other platforms too.
DoomCompileDemon will allow you to do the following:
https://static.doomworld.com/monthly_20 ... c1b8ed.png
https://static.doomworld.com/monthly_20 ... a59248.png
One small problem however.. I haven't made it
That's exactly why.. I'm leaving this to you and the community to create this program that every single soul that Doomguy killed wants, once this side mission is complete I will give the main contributer to this an amazing prize, trust me it's amazing..
Or..... I can just pay a small team of modders interested some cash or something idk
Please make sure to contact me via Discord, Telegram, or even ZDoom forums, my username is "Divided099" for both my Discord and Telegram.
Thanks for reading, this masterpiece thread founded by Divided, signing out!
Last edited by Caligari87 on Sun Jul 07, 2024 1:53 pm, edited 1 time in total.
Reason: Moved to the "Cool Project Ideas" thread
Reason: Moved to the "Cool Project Ideas" thread
- AdriKriptok
- Posts: 1
- Joined: Sun Jul 07, 2024 2:09 pm
Re: ZDoom project ideas you have
I've been wanting to make a Doom mod with dinosaurs for a while now. Better said: a Jurassic Park mod specifically, for a few reasons:
1. Since most of the dinosaurs would have the same behavior (melee attacks), the spitter Dilophosaurus would provide variety. But that characteristic is strictly a thing from Jurassic Park.
2. Besides Jurassic Park for SNES or the PC/Amiga version, there aren't any dinosaur-based FPS sprites around. And that's why I thought it would be cool to rip the sprites from the Jurassic Park arcade (https://www.youtube.com/watch?v=ZXZOw0lwnKI).
I've been asking modders if they think it is possible to apply them to Doom without having to go the total conversion route (since most of the sprites are just facing forward, so there wouldn't be any infighting, for example, and the T-rex is built from multiple stacked sprites, so I don't know how Doom would manage that), but I never got a definitive answer.
I tried to learn Doom modding by myself, but I clearly lack the time and patience to do it. So I started coding my own retro FPS engine and working on this idea. That way, I could code the behavior of the animals around the sprites I had from the games, instead of trying to match the sprites within Doom "rules."
That way, the spitter jumps around you in a zigzag pattern while spitting in your face, the raptors attack from the sides and have three different melee attacks, etc. I even started tweaking the SNES raptor sprite to make it a "compi." That way, I can include it even if it didn't match the other sprites' style since it is going to be rendered pretty small.
In my head, it is like Trespasser + Doom. Taking the ambience of Trespasser (large open areas in silence to explore, with gentle dinosaurs) and the fast combat from Doom, with both open and enclosed levels. You can see my progress here: https://www.youtube.com/playlist?list=P ... tqO8lGMdZl (In v0.1, I used sprites from SNES and DOS Jurassic Park games since I hadn't found a way to rip the sprites from the arcade yet.)
As you can imagine, coding the whole engine (graphics, collisions, etc.) kind of got me pretty burnt out. So far, I can say I've finished just two levels and have two more in progress, but I just don't have the time to work on it.
That doesn't mean that I wouldn't want to PLAY a cool dinosaur Doom mod. This is kind of a "dream project" for me, and I'm pretty sure other people would understand and appreciate what I'm trying to do. I just can't manage to make it.
Recently, I started thinking about making it into a Doom mod again, and I found this thread that looks like a good place to find help. And if not, it's OK too. Maybe it was never a great idea anyway.
1. Since most of the dinosaurs would have the same behavior (melee attacks), the spitter Dilophosaurus would provide variety. But that characteristic is strictly a thing from Jurassic Park.
2. Besides Jurassic Park for SNES or the PC/Amiga version, there aren't any dinosaur-based FPS sprites around. And that's why I thought it would be cool to rip the sprites from the Jurassic Park arcade (https://www.youtube.com/watch?v=ZXZOw0lwnKI).
I've been asking modders if they think it is possible to apply them to Doom without having to go the total conversion route (since most of the sprites are just facing forward, so there wouldn't be any infighting, for example, and the T-rex is built from multiple stacked sprites, so I don't know how Doom would manage that), but I never got a definitive answer.
I tried to learn Doom modding by myself, but I clearly lack the time and patience to do it. So I started coding my own retro FPS engine and working on this idea. That way, I could code the behavior of the animals around the sprites I had from the games, instead of trying to match the sprites within Doom "rules."
That way, the spitter jumps around you in a zigzag pattern while spitting in your face, the raptors attack from the sides and have three different melee attacks, etc. I even started tweaking the SNES raptor sprite to make it a "compi." That way, I can include it even if it didn't match the other sprites' style since it is going to be rendered pretty small.
In my head, it is like Trespasser + Doom. Taking the ambience of Trespasser (large open areas in silence to explore, with gentle dinosaurs) and the fast combat from Doom, with both open and enclosed levels. You can see my progress here: https://www.youtube.com/playlist?list=P ... tqO8lGMdZl (In v0.1, I used sprites from SNES and DOS Jurassic Park games since I hadn't found a way to rip the sprites from the arcade yet.)
As you can imagine, coding the whole engine (graphics, collisions, etc.) kind of got me pretty burnt out. So far, I can say I've finished just two levels and have two more in progress, but I just don't have the time to work on it.
That doesn't mean that I wouldn't want to PLAY a cool dinosaur Doom mod. This is kind of a "dream project" for me, and I'm pretty sure other people would understand and appreciate what I'm trying to do. I just can't manage to make it.
Recently, I started thinking about making it into a Doom mod again, and I found this thread that looks like a good place to find help. And if not, it's OK too. Maybe it was never a great idea anyway.
Last edited by AdriKriptok on Sun Jul 07, 2024 5:16 pm, edited 1 time in total.
Re: ZDoom project ideas you have
There's Dino Rampage and Carnivore Disaster. I don't know if that's what you're looking for but they're both dinosaur themed and might be worth a look.
Also, I've had a few ideas I'd like to see brought to life but have yet to find anything like it yet. If I didn't work two jobs, I'd probably figure out how to do these myself.
One is for a roguelike mod inspired by Dead Cells, featuring a similar weapons system, randomized levels and progression across runs. I know there are TONS of similar mods that offer roguelike experiences but I was wondering how one would go about literally turning the roguelike metroidvania Dead Cells into essentially the same game in a first-person style.
And speaking of mod ideas that make heavy use of melee weapons over guns, how well would Dead Island's weapon system translate to Doom? Even if the myriad of melee weapons would be asking too much, what about the ability to heavily mod weapons to do different types of damage (fire, corrosive, shock, impact, etc) and different attributes?
I think a similar mod could be used in a Borderlands TC if one were to take out the crafting and modding mechanics and apply randomized stats and damage types to different kinds of weapons. If possible, perhaps add a variation on the keyword system Borderlands uses, with the gun's name determining it's stats and attributes.
Also, I've had a few ideas I'd like to see brought to life but have yet to find anything like it yet. If I didn't work two jobs, I'd probably figure out how to do these myself.
One is for a roguelike mod inspired by Dead Cells, featuring a similar weapons system, randomized levels and progression across runs. I know there are TONS of similar mods that offer roguelike experiences but I was wondering how one would go about literally turning the roguelike metroidvania Dead Cells into essentially the same game in a first-person style.
And speaking of mod ideas that make heavy use of melee weapons over guns, how well would Dead Island's weapon system translate to Doom? Even if the myriad of melee weapons would be asking too much, what about the ability to heavily mod weapons to do different types of damage (fire, corrosive, shock, impact, etc) and different attributes?
I think a similar mod could be used in a Borderlands TC if one were to take out the crafting and modding mechanics and apply randomized stats and damage types to different kinds of weapons. If possible, perhaps add a variation on the keyword system Borderlands uses, with the gun's name determining it's stats and attributes.
- Shatter-Thought[V-4]
- Posts: 155
- Joined: Tue Apr 06, 2021 8:21 pm
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Re: ZDoom project ideas you have
I have an idea for a LOB style mod but more universal, called "Flesh Elemental Infestation" (WIP), this would spawn nasty flesh elemental creations from more smaller bitey creatures to large flesh golems that would relentlessly march towards you while throwing chunks of their own explosive flesh.
Since MANY monster packs have organic creatures, this would work well with a large number of them potentially.
For those enemies that klink and klank, well, it may just bring in some creepy questions that change the context of that particular battle.
If you are interested, I can work out a prototype flesh elemental sprite, though my sprite work is not great, but I would be glad to draw out some basic ideas.
Since MANY monster packs have organic creatures, this would work well with a large number of them potentially.
For those enemies that klink and klank, well, it may just bring in some creepy questions that change the context of that particular battle.
If you are interested, I can work out a prototype flesh elemental sprite, though my sprite work is not great, but I would be glad to draw out some basic ideas.
- Nuze
- Posts: 4
- Joined: Thu Sep 05, 2024 8:44 am
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GZDoom Ultimate Vanilla+ Pack: Community Hits (SUBMISSIONS)
I'm thinking of making a QoL modpack, with the twist being that YOU get to choose the mods that are included! Basically think of this as a "Community Hits" pack.
The goal is to create the ultimate Vanilla+ experience. This is a GZDoom modpack.
You can submit your own mods or ones you like (as long as the author is okay with their mod being in a modpack).
The rules for selection are simple, compatibility and the author's wishes. Try to keep mods compatible with each other (Yeah this should be obvious but I know somebody is gonna try to submit an incompatible mod if I don't state this, it's probably gonna happen anyways but oh well). Also please don't submit mods where the authors have clearly stated that they don't want their works in a modpack.
You're more than welcome to remain anonymous if you don't want credit for the submission.
The goal is to create the ultimate Vanilla+ experience. This is a GZDoom modpack.
You can submit your own mods or ones you like (as long as the author is okay with their mod being in a modpack).
The rules for selection are simple, compatibility and the author's wishes. Try to keep mods compatible with each other (Yeah this should be obvious but I know somebody is gonna try to submit an incompatible mod if I don't state this, it's probably gonna happen anyways but oh well). Also please don't submit mods where the authors have clearly stated that they don't want their works in a modpack.
You're more than welcome to remain anonymous if you don't want credit for the submission.
Re: ZDoom project ideas you have
I had this idea for a 'battle-scarred/worn out' weapons mod depicting the doom arsenal after a long period of demon-killing, with only improvised in-the-field maintenance. The general idea is that each of the weapons are powerful, but have quirks that make them tricky to use. For example, the chaingun would have a chance to 'jam' during sustained fire requiring a tap of the reload key, but it'd have a blisteringly fast rate of fire and would be highly accurate when fired in burst. Or a shotgun that has a more random shot pattern with the trade-off of firing more pellets.
- Shatter-Thought[V-4]
- Posts: 155
- Joined: Tue Apr 06, 2021 8:21 pm
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Re: ZDoom project ideas you have
I had this insane epiphany while looking at a mod with a stalker type enemy, my mind flashing to "Sinistar", and I wondered what if we could bring that into Doom somehow?
I pitch to you: SINIDOOM!
The player is a marine put out on a mission to prevent mining-imps from collecting enough "Si-Doom Crystals" to have their hell-bosses create "Sini-Cyber-Mind", a horrific abomination that combines a Spider Mastermind with a Cyberdemon that flies and devours anything in it's way, including the player if they are weakened enough!
Until the player has collected enough of the stuff to make their own bombs that is, so they can take care of the threat of the abomination, over and over, map after map.
The player would have a more simple weapon set, a basic blaster, that can use Doom Crystals to attack with Si-Doom-issiles, which are about as strong as a standard mini-rocket, but meant specifically to destroy the Sini-Cyber-Mind.
Mining-Imps go towards Si-Doom crystal deposits to attack with their mining pickaxes to break off the crystals which they gather and then run towards nearby portals spawned by line-of sight towards deposits.
Mining imps won't attack the player, but Warrior Imps can! Warrior imps throw forth magma spikes pulled from their shoulders dealing heavy damage, but they still flinch pretty well and can friendly-fire each other triggering in-fighting.
Maps that already have a boss will have a massive deposit with mining imps positioned around it that can readily mine crystals without much problem, leading to the abomination spawning that much faster.
I pitch to you: SINIDOOM!
The player is a marine put out on a mission to prevent mining-imps from collecting enough "Si-Doom Crystals" to have their hell-bosses create "Sini-Cyber-Mind", a horrific abomination that combines a Spider Mastermind with a Cyberdemon that flies and devours anything in it's way, including the player if they are weakened enough!
Until the player has collected enough of the stuff to make their own bombs that is, so they can take care of the threat of the abomination, over and over, map after map.
The player would have a more simple weapon set, a basic blaster, that can use Doom Crystals to attack with Si-Doom-issiles, which are about as strong as a standard mini-rocket, but meant specifically to destroy the Sini-Cyber-Mind.
Mining-Imps go towards Si-Doom crystal deposits to attack with their mining pickaxes to break off the crystals which they gather and then run towards nearby portals spawned by line-of sight towards deposits.
Mining imps won't attack the player, but Warrior Imps can! Warrior imps throw forth magma spikes pulled from their shoulders dealing heavy damage, but they still flinch pretty well and can friendly-fire each other triggering in-fighting.
Maps that already have a boss will have a massive deposit with mining imps positioned around it that can readily mine crystals without much problem, leading to the abomination spawning that much faster.
- luis quinto
- Posts: 1
- Joined: Sun Nov 24, 2024 1:46 pm
- Operating System Version (Optional): windows 11
- Graphics Processor: nVidia (Modern GZDoom)
Re: ZDoom project ideas you have
can anyone make a lameduke gzdoom conversion with fixes pls
-
ChrysalisM
- Posts: 2
- Joined: Sun Oct 01, 2023 4:53 pm
Re: ZDoom project ideas you have
I have had an idea for a mod taking the rough story of the original doom, and setting it where no mod has gone before...
The Alola region of the world of Pokemon.
I'd like to share my idea more in the way of typing out the rough story (which may sound a bit familiar).
Pokemon: Sun and DOOM:
You are a member of the Aether Foundation's security team. Only work you could get after being dishonorably discharged from the military. Still it pays well, and it's light work being employed by a company rehabilitating injured pokemon. Sure, you've heard about their dodgy past involving the company president going bonkers and trying to breach into another dimension using these Ultra Wormholes, but that's in the past. However, whisperings among your coworkers about how the Aether Foundation is secretly continuing research into interdimensional gateways are common. Some even say they figured out how to artificially open Ultra Wormholes! One even said that one of the scientists told the friend of a coworker who had recently been sacked that they even had managed to send someone through, but they returned half an hour later loudly begging them to close the portal, that these ones were opening up somewhere else, then promptly blowing their brains out with a pistol while screaming. But that's ridiculous! It sounds like the setup to a bad creepypasta!
At least you thought that until that weird earthquake, getting knocked out in a janitorial closet by a falling box, and waking up to find all the Pokemon being rehabilitated in the facility now roaming the place assaulting anything that moves, dead bodies everywhere, and your remaining coworkers having an odd tendency to have red eyes, moan loudly, and open fire on you.
Clearly, the Aether Foundation must have REALLY screwed up with their portal thing. Someone needs to shut it off.
You'd rather go home to safety, but your Buneary Daisy is somewhere in this lab, and there will be hell to pay if anything has happened to her. Might as well close it while you're here.
The Alola region of the world of Pokemon.
I'd like to share my idea more in the way of typing out the rough story (which may sound a bit familiar).
Pokemon: Sun and DOOM:
You are a member of the Aether Foundation's security team. Only work you could get after being dishonorably discharged from the military. Still it pays well, and it's light work being employed by a company rehabilitating injured pokemon. Sure, you've heard about their dodgy past involving the company president going bonkers and trying to breach into another dimension using these Ultra Wormholes, but that's in the past. However, whisperings among your coworkers about how the Aether Foundation is secretly continuing research into interdimensional gateways are common. Some even say they figured out how to artificially open Ultra Wormholes! One even said that one of the scientists told the friend of a coworker who had recently been sacked that they even had managed to send someone through, but they returned half an hour later loudly begging them to close the portal, that these ones were opening up somewhere else, then promptly blowing their brains out with a pistol while screaming. But that's ridiculous! It sounds like the setup to a bad creepypasta!
At least you thought that until that weird earthquake, getting knocked out in a janitorial closet by a falling box, and waking up to find all the Pokemon being rehabilitated in the facility now roaming the place assaulting anything that moves, dead bodies everywhere, and your remaining coworkers having an odd tendency to have red eyes, moan loudly, and open fire on you.
Clearly, the Aether Foundation must have REALLY screwed up with their portal thing. Someone needs to shut it off.
You'd rather go home to safety, but your Buneary Daisy is somewhere in this lab, and there will be hell to pay if anything has happened to her. Might as well close it while you're here.
- JOELwindows7
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- Contact:
Re: ZDoom project ideas you have
I have serveral ideas that the scope is way too huge for me to realize now, but maybe you will realize it for me?
Here the file https://github.com/Perkedel/Lah-Mboh/bl ... TCHNOTE.md
it keeps coming sometimes. You can comback later & then saw new ideas added.
Here the file https://github.com/Perkedel/Lah-Mboh/bl ... TCHNOTE.md
it keeps coming sometimes. You can comback later & then saw new ideas added.
- Shatter-Thought[V-4]
- Posts: 155
- Joined: Tue Apr 06, 2021 8:21 pm
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Re: ZDoom project ideas you have
Here is a bizarre and rather insane idea I'm putting out:
There is wad-smoosh, a mod that lets you smash maps into each other to play, but what if there was a mod for smooshing player/monster mods, allowing a player to switch them out from level to level?
In example, you beat level 1, the game loads up a level from an entirely different map set, but also as per instructed in the main menu for the mod, brings in two mods for the player and monsters, entirely different packs.
This may be more for discussion then making because I realize this would be a massive pain, and somewhat unnecessary as you can quit out of doom and load in new mods as needed if you really want to, but streamlining that could be an intriguing mod/program and I wanted to toss this idea out there to see if anyone is intrigued.
There is wad-smoosh, a mod that lets you smash maps into each other to play, but what if there was a mod for smooshing player/monster mods, allowing a player to switch them out from level to level?
In example, you beat level 1, the game loads up a level from an entirely different map set, but also as per instructed in the main menu for the mod, brings in two mods for the player and monsters, entirely different packs.
This may be more for discussion then making because I realize this would be a massive pain, and somewhat unnecessary as you can quit out of doom and load in new mods as needed if you really want to, but streamlining that could be an intriguing mod/program and I wanted to toss this idea out there to see if anyone is intrigued.