ZDoom project ideas you have

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

Post by NeuralStunner »

A.guy wrote:tome'd versions are not required, the tome is OUT
:(
A.guy wrote:The whole idea here is creating the feel of a ghost town with serious mazes, where you can't find that switch in the first, second, or even third run through the level, and where you're always wary of those damn whispering demons that might jump at you from the next corner
So instead of a switch hunt, a labyrinthian switch hunt? Personally I never cared for huge mazes. Or levels that can't be finished in two runs if you look well enough.

Read through this and you'll see I'm not alone.
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A.guy
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Re: ZDoom project ideas you have

Post by A.guy »

NeuralStunner wrote:
A.guy wrote:tome'd versions are not required, the tome is OUT
:(
well the reasoning behind this is

a) i can't imagine a BloodScourge-equivalent being Tome'd, overpowered weapon + something that makes a pea-shooter overpowered = level killer

b) multiplayer balance (not a major concern but it would be nice)

c) Daedolon didn't have the tome, ergo this new warrior can't use it either (hint!)
NeuralStunner wrote:
A.guy wrote:The whole idea here is creating the feel of a ghost town with serious mazes, where you can't find that switch in the first, second, or even third run through the level, and where you're always wary of those damn whispering demons that might jump at you from the next corner
So instead of a switch hunt, a labyrinthian switch hunt? Personally I never cared for huge mazes. Or levels that can't be finished in two runs if you look well enough.
perhaps my wording was a bit off, what i mean is that the switches need to be well hidden and you have to be able to get lost in the levels, not that i LITERALLY want mazes; remember the first time you played Doom/Heretic/Hexen? this mod would aim to capture that feeling of suspence and disorientation
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Darlos
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Re: ZDoom project ideas you have

Post by Darlos »

Tomed versions of Hexen weapons: http://forum.zdoom.org/viewtopic.php?f=19&t=24548

It can be done. Be clever.
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NeuralStunner
 
 
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Re: ZDoom project ideas you have

Post by NeuralStunner »

A.guy wrote:i can't imagine a BloodScourge-equivalent being Tome'd, overpowered weapon + something that makes a pea-shooter overpowered = level killer
I think I've managed pretty well. If you need to, make the Tomes rarer, and the enemies more numerous.

I've thought about a Heretic/Hexen merger/TC/megawad that retells the tale, with the player taking charge of a lone hero to hunt down all three of the Serpent Riders. Since a lot of the graphics are there already, it wouldn't be overly hard.

Darlos: Well thanks. :D
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Darlos
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Re: ZDoom project ideas you have

Post by Darlos »

Maybe you two should join your mighty forces! Some crazy Heretic/Hexen compilation remake would be pretty sweet.

Thinking more about my own idea, I've been thinking about what the character would be like (leaving aside overall plot and the possibility of ALIENS for later). His (or HER????? I like capable female protagonists, so it's always a possiblity) right arm would be cybernetic. Rather than just wielding guns like a normal person, instead they attach to the arm, so there's kind of an arm-cannon deal going on. Smaller weapons would leave the hand free, while bigger ones might take up the whole arm (like the cyberdemon). This would be important for a melee system, which I'll get to.

The left arm would be organic, but demonic. At the very least it could throw fireballs. You'd probably never run out of fireballs, but they aren't super-powerful. Maybe you could charge them up or something, but of course that would take more time. There might be options for different projectiles and demon powers later on. I'm still thinking about it.

Something I'd like to incorporate is a healthy melee system. The demon hand could do quick claw strikes, and the cybernetic arm could do strong punches, assuming a larger weapon isn't covering the hand. Probably the only two weapons that would allow you to have a gun and still punch would be the handgun and shotgun equivalents. This would be important because the punch would have the utility of knocking enemies around, and maybe even picking up and throwing things.

The only problem with all this is how the heck the control system would work, to make it let you control all this stuff fluidly, since I'd kinda like the ability to combo the different attacks.

I suppose if I wanted to really garner some attention for this idea, I could try creating the player and its functionality on my own so it could just be used with the normal game for now. It wouldn't be too bad, assuming I don't have to make a bunch of my own graphics, which from what I've seen I probably wouldn't have to just yet. I'd need help if I wanted to go any further than that though.
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A.guy
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Re: ZDoom project ideas you have

Post by A.guy »

Darlos wrote:Maybe you two should join your mighty forces! Some crazy Heretic/Hexen compilation remake would be pretty sweet.
i'm just a man of ideas and i can't mod whatsoever so i wouldn't be much help for anything other than injecting creative juices into stuff
Darlos wrote:Tomed versions of Hexen weapons: http://forum.zdoom.org/viewtopic.php?f=19&t=24548

It can be done. Be clever.
NeuralStunner wrote:If you need to, make the Tomes rarer, and the enemies more numerous.
well i know it can be done, and just not entirely sure it should be done, mostly due to the multiplayer/overall balance concern; if i had to compromise, i guess making the Tome applicable to the first three weapons and NOT the fourth weapon, (the one you have to put together) would be acceptable, but then it would feel a bit... off, i'm absolutely open to suggestions on this matter
NeuralStunner wrote:I've thought about a Heretic/Hexen merger/TC/megawad that retells the tale, with the player taking charge of a lone hero to hunt down all three of the Serpent Riders. Since a lot of the graphics are there already, it wouldn't be overly hard.
that's not exactly what i had in mind, see the problem i have with Korax coming back is that he was a rather un-impressive boss, he was killed too easily and left no traces behind, it is pretty much agreed that the Heresiarch stole the game, and he died too. D'Sparil could come back, as he actually left several artifacts and followers behind, not to mention even after his "death" you still fought his minions which is, somewhat fishy, so he could very well be a sub-boss in the middle of the adventure; again, if i were to compromise, having Eidolon combine the essence of his fallen "brothers" into a new menace would be ALOT more interesting and unexpected than just bringing everyone back.
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Naniyue
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Re: ZDoom project ideas you have

Post by Naniyue »

A DooMified version of the Shadowrun matrix combat from the old Genesis game. Each room is a node of varying types, connected by corridors, with its own security level and types of ICE. The player's weapons are the cyberdeck programs, with the deck and programs upgradeable RPG style.

Side note: I wish I could hack the ROM and add new areas and story.
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A.guy
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Re: ZDoom project ideas you have

Post by A.guy »

the zdoom forums seem to be open to mod for something other than Doom II :wub:

here's another idea i had, a simple(?) wad that replaces the default tracks in the Ultimate Doom with a composite of their improved console versions (why a composite you ask? because the 3DO port lacked some tunes that the SNES didn't)

intro and intermission
E1M1
E1M2
E1M3
E1M4
E1M5
E1M6
E1M7
E1M8
E1M9
E2M1
E2M2
E2M4
E2M5
E3M1
E3M2
E3M6
E3M8
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RaVeN-05
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Re: ZDoom project ideas you have

Post by RaVeN-05 »

HeXen
1. Disk of Repulsion do not kill monsters - when using many times
2. Disk of Repulsion affect pushable items (like Pitcher)
3. Disk of Repulsion broke glasses.
4. Disk of Repulsion crash trees.
5. When trying use disk of repulsion to items that need to be flamed & to monsters that you can't push disk of repulsion push you back
6. When use disk to Mushroom - Mushroom breaks and their gas fly from you like cleric's flechette trick
it doesn't matter but it add more fanny to game.
In Heretic & Hexen
when try to morph monsters that cannot be morphed, they reflect your spell to you.
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MartinHowe
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Re: ZDoom project ideas you have

Post by MartinHowe »

The worst design mistake in HeXen ...
player spends eons running around a level full of dead monsters ...
wondering how to solve some inane puzzle just to get to the next level ...
where he can kill some more.

FAIL
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Bartholomeus
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Re: ZDoom project ideas you have

Post by Bartholomeus »

Never had the problem. I finished hexen the day after I bought it.
again, if i were to compromise, having Eidolon combine the essence of his fallen "brothers" into a new menace would be ALOT more interesting and unexpected than just bringing everyone back.
I think all three brothers looked like D'sparl when they invaded parthoris, like cloaked mages. The transformation of the older brothers would have happened in the 1000 years between hexen and heretic. A Korax version of D'sparl and an Eidilon version of Korax would give a lot more creative freedom than simply mixing them, too. The heresiach looks to be the in-between of D'sparl and Eidilon.
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A.guy
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Re: ZDoom project ideas you have

Post by A.guy »

Bartholomeus wrote:A Korax version of D'sparl and an Eidilon version of Korax would give a lot more creative freedom than simply mixing them, too. The heresiach looks to be the in-between of D'sparl and Eidilon.
now that might work but i'm STILL not comfortable with the idea of bringing Korax back, at least not in the full-revival way; another possible scenario i thought of was having a better looking mage-D'Sparil riding a more serpent-like Korax, like if Eidolon brought their spirits back in new bodies

btw, on the weapons subject, i already thought of the third one, a combo of several Hexen characteristics and the Hell Staff; the HellScourge, it'd look like the BloodScourge Skull with the HellStaff horns, shooting flames in a Hellstaff/Plasma Rifle manner, it could also eat-up enemy HP when on Melee range like the Serpent Staff and let loose a barrage of bouncing fireballs (like the Heresiarch's or the Fire Mace) when tome'd
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Nash
 
 
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Re: ZDoom project ideas you have

Post by Nash »

Naniyue wrote:A DooMified version of the Shadowrun matrix combat from the old Genesis game. Each room is a node of varying types, connected by corridors, with its own security level and types of ICE. The player's weapons are the cyberdeck programs, with the deck and programs upgradeable RPG style.

Side note: I wish I could hack the ROM and add new areas and story.
There soooooo needs to be a first person adaptation of the SNES Shadowrun. I <3 cyberpunk!

Also another thing I'd really, really like to see is a full sidescroll adventure/RPG similar to Metroid, Castlevania: Symphony of the Night or the recently released Shadow Complex for the X-Box 360. We already have all the tools we need (cameras, GetPlayerInput(), 3-d floors and/or bridge things for multi-level platforms)... !
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A.guy
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Re: ZDoom project ideas you have

Post by A.guy »

A.guy wrote:i don't think a Megawad is all that great, i'd rather have a well-executed "extra episode" with the following specifications:

-monsters: [Heretic] undead warriors, iron liches, ophidians, weredragons and disciples of D'sparil, [Hexen], afrits, chaos serpents, wyverns, reivers, stalkers and dark bishops, [Hexen II] knight archer, skull wizard, fallen angel, medusa, werepanthers, new monsters are more than welcome as long as they fit the atmosphere

-weapons: all new, original combinations of Corvus' and Daedolon's arsenal (hint!), with tome'd versions as well(?)

-LEVEL DESIGN: this is the most important part, as you can probably tell by the bold caps; it has to be entirely based upon Heretic's first episode (minus the last stage), the early stages of Deathkings, and if you need extra inspiration, Knee Deep in the Dead has the most elegant design of all the Doom games. The whole idea here is creating the feel of a ghost town, filled with the suspence of "when am i going to get attacked?", and the disorientation you experienced the first time you played Doom/Heretic/Hexen
updates are the red bits, obviously
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Darlos
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Re: ZDoom project ideas you have

Post by Darlos »

A.guy wrote:the zdoom forums seem to be open to mod for something other than Doom II :wub:

here's another idea i had, a simple(?) wad that replaces the default tracks in the Ultimate Doom with a composite of their improved console versions (why a composite you ask? because the 3DO port lacked some tunes that the SNES didn't)

intro and intermission
E1M1
E1M2
E1M3
E1M4
E1M5
E1M6
E1M7
E1M8
E1M9
E2M1
E2M2
E2M4
E2M5
E3M1
E3M2
E3M6
E3M8
This is incredibly close to a suggestion I just made a page or two ago. Maybe I aught to throw together some compilation packs myself, this included. It wouldn't be hard.

It'll have to wait till next week though.

The 3D0 set has a very 80s vibe to it.
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