ZDoom project ideas you have

Discuss anything ZDoom-related that doesn't fall into one of the other categories.
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Captain Ventris
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Re: ZDoom project ideas you have

Post by Captain Ventris »

Or, the first guy could make a train car. Then the second guy downloads the first train car and adds his. And then the third guy downloads the combo of the first two cars, etc.

If you wanted to make things simple but elongated.
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MasterOFDeath
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Re: ZDoom project ideas you have

Post by MasterOFDeath »

Captain Ventris wrote:Or, the first guy could make a train car. Then the second guy downloads the first train car and adds his. And then the third guy downloads the combo of the first two cars, etc.

If you wanted to make things simple but elongated.
Of course it would be done like that. It would be a little silly to make the train from the inside cars out. (Or possibly even brilliant?) My only concern is sector tags and such, as previously discussed. What if the previous car went overboard with tags and used a bunch of weird ones in random order?
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Phobus
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Re: ZDoom project ideas you have

Post by Phobus »

Well, if I were the one managing the project, I'd let you all use whatever TIDs and sector IDs you like, and make sure there's no conflicts when I compile the wad. And after giving it some thought, two carriages each would make more sense, as we could then give them some interconnectivity. Plus we'd then be working in an area that's 192x1600x128 (except if you can go on top of the carriage, then it's 192 or so I'd guess), which isn't that bad at all.

@PDF: It's 128 from the carriage floor.

@Zippy: Definitely single player only.

If nobody has any objections, I could start the project how I envision it being done and when I've got all that I'd need to let people participate as easily as you like, I'll start a thread on it in Projects? (Haven't checked if it's already been started).

Obviously I'd put in a few simple rules to keep things going smoothly. And I'd say if anybody has a MIDI of "The Conga" (Choo choo choo...) I'd be very impressed ;)

As for the locomotive - we'd have to have a volunteer to do that, as that's the end. Everybody else makes carriages and I'll put them in a rough order at the end. And as a special treat, when we're all done I'll do a ZDCMP#1 style credits cutscene at the end which goes along every carriage saying who made it, what they used and so on, complete with avatars.
CaptainToenail
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Re: ZDoom project ideas you have

Post by CaptainToenail »

I want to join the bandwagon, er train, too! As long as I get to populate it with my personal Decorate contributions. :D (time to use the jetpack and henchmen!!!!)

Phobus I think you should organise this, you seem to have it well planned already, although I might suggest two carriages per editor as one is fairly limited space to work with
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Phobus
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Re: ZDoom project ideas you have

Post by Phobus »

I think I will start it now actually, as I have some time... so I best get on with mapping.

By the way, the rules as I see it are:

*2 carriages per contributor (they will be consecutive) made from the template I will make shortly
*You can use your own custom textures and monsters if you want, but try to avoid going overkill
*TIDs and so on are as you like, I'll make sure there's no collisions at the end - again, try to avoid going overkill
*jallamann, if he joins, can make the locomotive as one of his carriages - this must contain the end, as this is where we'll be fighting to
*I'll handle the background and the like, based on NJTRAIN - suggestions for the themes are welcome
*No new weapons
*Only one music file (I'm dead set on the conga by the way, if anybody wants to make it - else I'll go and find it :P)
*TITLEPIC and end graphics can be made by a volunteer
*I'll handle the text file and end of level cutscene when we're all done
*Volunteers must submit their two carriages to me (made from the template obviously :P) in a wad file which shares their name, to avoid confusion
*With the WAD, volunteers must also submit a text file listing their name they'd like to be credited under, editors used, any credits necessary to people who aren't them, me or Enjay (as we'll be crediting him massively :P), e-mail address if you'd like yours listed and a name for your two carriages (for the cutscene at the end)
*Gameplay must all be on the carriages, so no mapping random areas that you get teleported to or anything :P
*I'll put it all together in roughly difficulty order when we're all done
*Try to avoid giving too much ammo or whatever, as you'll unbalance later parts of the train

Do these rules sound ok? Do they cover everything?

Obviously, the idea is that we all work from the same carriage template (don't worry, it'll be as bare as I can make it) and I'll put it all together at the end. Your part in it is however long it takes you to make two carriages, with gameplay and whatever. Theming for the carriages would be as you like obviously.
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SoulCrow
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Re: ZDoom project ideas you have

Post by SoulCrow »

I would also like to contribute, but unfortunately I won't be able to start anything until next week :/

The rules look like they cover everything I can think of :)
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Zippy
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Re: ZDoom project ideas you have

Post by Zippy »

Phobus wrote:*TIDs and so on are as you like, I'll make sure there's no collisions at the end - again, try to avoid going overkill
If you're sure you're comfortable merging everything, then alright. Personally I think the person who makes the carriages is more suited to do that as it some cases in can get messy when things like TIDs, tags, script numbers, lineIDs, and line and script arguments are used in certain interlocking ways, which is bound to be the case more frequently than usual when people are trying to be creative in limited space. But then again anybody who knows their plan is a little complicated can say so ahead of time and probably do a lot of the conversion work for you given a heads up of what number ranges might be relatively "safe".

I say all this because I have a few carriage ideas floating around in my head, and at least one of them is definitely your dreaded overkill.
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Project Shadowcat
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Re: ZDoom project ideas you have

Post by Project Shadowcat »

We should get a topic started on this before we clog up this thread. :)
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Phobus
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Re: ZDoom project ideas you have

Post by Phobus »

@Zippy: I'm sure I can handle it. :) If there is a problem, I'll get on to the mapper about it at the time :)

And as it is now, I've done a basic outline for the main wad which is pretty similar to Enjay's original (without the trees and all of the textures except the mid bars). I've also made the 2 carriage template, so I can actually go and start the thread now if we like :)

EDIT: Ok, the threads up in projects. Come and join our community conga! :P
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MasterOFDeath
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Re: ZDoom project ideas you have

Post by MasterOFDeath »

Phobus wrote:EDIT: Ok, the threads up in projects. Come and join our community conga! :P
Hehe, done.

Also back more on the original topic, I just got a dumb/jokey idea. You play as Doom Right, ace lawyer...
zap610
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Re: ZDoom project ideas you have

Post by zap610 »

MasterOFDeath wrote:
Phobus wrote:EDIT: Ok, the threads up in projects. Come and join our community conga! :P
Hehe, done.

Also back more on the original topic, I just got a dumb/jokey idea. You play as Doom Right, ace lawyer...
Ah yes, taking place after the events of Doom 2 when the demons realized they couldn't beat the humans with physical power, they went on to use the power of attorney for the damages caused in hell.

EDIT: http://objection.mrdictionary.net/go.php?n=2963186
jlehrjr
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Sector Manipulation

Post by jlehrjr »

Sector Fun! I want to make one and i was hoping to see at least one other make one. last night in bed i was thinking about the floor lowering and raising commands via acs scripting with small tics in between each to create a dramatic effect. bridges built, rooms constructed from nothing, and perhaps an entire level constructed from far view to front view existing totally on a plane. colored light effects, you name it. a huge array of color and concept, that once you reach a certain point, could be undone and created differently from a second line featuring a huge river of commands. just when you think you have the level finished, you become trapped in an area via fake bars, your keys could be seen appearing/disappearing quickly as if they are all three being taken away and drug down a line to an unseen area then taken off, the level could completely change, and you would have to start things over.

Another long Idea i have is a storyline i've worked on that i'm making vibrant colored sub-levels which are theme-based for.
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Ethril
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Re: ZDoom project ideas you have

Post by Ethril »

zap610 wrote:
MasterOFDeath wrote:
Also back more on the original topic, I just got a dumb/jokey idea. You play as Doom Right, ace lawyer...
Ah yes, taking place after the events of Doom 2 when the demons realized they couldn't beat the humans with physical power, they went on to use the power of attorney for the damages caused in hell.

EDIT: http://objection.mrdictionary.net/go.php?n=2963186
And this is where the Sympathizer comes into play, right? "LEAVE THOSE DEMONS ALONE!!1"
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Sagittaire
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Re: ZDoom project ideas you have

Post by Sagittaire »

To keep it brief, but fun sounding:

A Super Sonic Doom style Omegawad (Yes, O-Megawad)

A massive community project, spanning over 64-67 Levels, in the style and honor of "The Ultimate Doomer". Minus the Sonic Aspect.

3 acts per world (20-23 worlds, with bonus levels), each tackling a different level type theme. Pull together awsome sounding MIDIs/MP3s for atmospheric effect, full use of Zdoom scripts, custom monsters, and a few Custom Boss battles (Filesize might be monolithic, but it can be negotiated)

Or...even so, make a Megawad...more than 32-35 levels. Make a type of "Omegawad". 64 Levels, spanned over multiple DOOM editors. Should be a testament to greatness.

Open to debate:
CaptainToenail
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Re: ZDoom project ideas you have

Post by CaptainToenail »

Sector Fun! I want to make one and i was hoping to see at least one other make one. last night in bed i was thinking about the floor lowering and raising commands via acs scripting with small tics in between each to create a dramatic effect. bridges built, rooms constructed from nothing, and perhaps an entire level constructed from far view to front view existing totally on a plane. colored light effects, you name it. a huge array of color and concept, that once you reach a certain point, could be undone and created differently from a second line featuring a huge river of commands. just when you think you have the level finished, you become trapped in an area via fake bars, your keys could be seen appearing/disappearing quickly as if they are all three being taken away and drug down a line to an unseen area then taken off, the level could completely change, and you would have to start things over.
Play ZPack and find the first secret level :)
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