What could I send you as a token of my gratitude? I did promise a "small" prize.Dancso wrote: You're welcome.
I DID make it. I also included all the decorate code in the post with the link to this "patch".
It was a lot of work.
ZDoom project ideas you have
Re: ZDoom project ideas you have
Last edited by Baphomet on Thu Apr 08, 2010 12:53 am, edited 6 times in total.
Re: ZDoom project ideas you have
Dunno if this has been mentioned before, but personally I'd love to see a mapset for AEoD. The premise would be simple:
- Boom-compatible levels, using nothing but the stock id actors, so they could be played vanilla-style.
- Each level would be themed around a particular game which AEoD includes monsters from (including Doom itself). The textures have been ripped from most of the games involved, many of which are up here and on Tormentor's pages. There could also be "mixed" levels where various games are visited in the same map.
- Levels could have a completely original layout, or feature "familiar" areas from the games (no copypasta, of course).
Because of AEoD's setup, making maps for it would be no more difficult than making vanilla maps (bar the texturing). In fact I'm strongly considering taking this on at some point. Thing is, it's not something I could do completely on my own and even if I do go for it I want to get Threshold Of Pain done and dusted first. Plus, it would be interesting to hear what the AEoD team think of this, too. Opinions?
- Boom-compatible levels, using nothing but the stock id actors, so they could be played vanilla-style.
- Each level would be themed around a particular game which AEoD includes monsters from (including Doom itself). The textures have been ripped from most of the games involved, many of which are up here and on Tormentor's pages. There could also be "mixed" levels where various games are visited in the same map.
- Levels could have a completely original layout, or feature "familiar" areas from the games (no copypasta, of course).
Because of AEoD's setup, making maps for it would be no more difficult than making vanilla maps (bar the texturing). In fact I'm strongly considering taking this on at some point. Thing is, it's not something I could do completely on my own and even if I do go for it I want to get Threshold Of Pain done and dusted first. Plus, it would be interesting to hear what the AEoD team think of this, too. Opinions?
Re: ZDoom project ideas you have
BAPHOMET DICTIONARYProject Dark Fox wrote:Oooooh, competition!NeuralStunner wrote:Dancso, don't be such a smartass. (That's my job!)
Smartass
Definition: A person who sits on ice-cream and can tell what flavour it is, without looking at it.
Me too. AEoD rocks!scalliano wrote:Dunno if this has been mentioned before, but personally I'd love to see a mapset for AEoD.

- DBThanatos
- Posts: 3101
- Joined: Fri Apr 14, 2006 3:17 pm
- Location: in "the darkness that lurks in our mind"
Re: ZDoom project ideas you have
I think that's a very interesting idea. Long ago (since the first releases) I did want to have some custom AEoD maps (I even said it on the readme); however, a mapper is something I am notscalliano wrote:Because of AEoD's setup, making maps for it would be no more difficult than making vanilla maps (bar the texturing). In fact I'm strongly considering taking this on at some point. Thing is, it's not something I could do completely on my own and even if I do go for it I want to get Threshold Of Pain done and dusted first. Plus, it would be interesting to hear what the AEoD team think of this, too. Opinions?

If you ever want to do something like this, I'd be more than happy to help with whatever would be needed.
This part sounds awesome to meThere could also be "mixed" levels where various games are visited in the same map.

When I made the titlemap for 4.x (the one that ends in a church) I tried to do something similar. Show that AEoD is made of random stuff, and that it could be in any type of scenery (except that I only used doom textures, but the concept was that). However, I never though of it this way.
-
- Posts: 487
- Joined: Tue Oct 12, 2004 7:21 pm
Re: ZDoom project ideas you have
While this is not really a project idea but rather a weapon mod....
What about a beast mode which you turn into a werewolf like creature and rip enemies to shreds with your claws (and probably biting too) much like the scrapped idea from Blood?
What about a beast mode which you turn into a werewolf like creature and rip enemies to shreds with your claws (and probably biting too) much like the scrapped idea from Blood?
Re: ZDoom project ideas you have
That would be good for Deathmatch. Get a 10 kill streak and you can use werewolf mode. When you turn into a werewolf, you see 2 hairy clawed fists on the screen instead of guns. Your health goes through the roof and you do heaps of damage to enemies. You can claw them or bite them. Werewolf mode ends when you finally die, unless you keep it until the round ends.Nightmare Doom wrote:While this is not really a project idea but rather a weapon mod....
What about a beast mode which you turn into a werewolf like creature and rip enemies to shreds with your claws (and probably biting too) much like the scrapped idea from Blood?
What would you have done with this idea Nightmare Doom? We'd like to know your side of the story as well.
-
- Posts: 487
- Joined: Tue Oct 12, 2004 7:21 pm
Re: ZDoom project ideas you have
Probably a single player mod where you get a certain amount of kills (or maybe souls like in Painkiller) you temporarily turn into a Werewolf or a Demonic beast which allows you to rampage throughout the level but you turn back after a certain amount of time...Baphomet wrote:[What would you have done with this idea Nightmare Doom? We'd like to know your side of the story as well.
Re: ZDoom project ideas you have
Hmmm.
How about a Humans vs. Zombies vs Werewolves wad?
Each round, one player each is designated a Zombie & a Werewolf.
-Goal for Zombies is to turn as many humans or werewolves as possible into zombies
-Goal for werewolves is to turn as many humans as possible into more werewolves, then destroy any zombies
-Goal for Humans is to survive
Human Features:
-Average in all stats
-Can use all firearms
Zombie Features:
-More resistant to normal damage than humans, but slower
-Can turn humans & werewolves to zombies
-Weak to Fire attacks
-Can spend a little of their health to revive other Zombies
-Can spend more health to bring back Human & Werewolf corpses as Zombies
-Can use some guns
Werewolf Features:
-Faster than Zombie & Human, but lower health
-Can feed off Human corpses to regain health (corpse is destroyed after 2 feedings)
-Can turn Humans, but not Zombies
-Weak to Silver Rounds
-Cannot use guns, but has access to several magic attacks
How about a Humans vs. Zombies vs Werewolves wad?
Each round, one player each is designated a Zombie & a Werewolf.
-Goal for Zombies is to turn as many humans or werewolves as possible into zombies
-Goal for werewolves is to turn as many humans as possible into more werewolves, then destroy any zombies
-Goal for Humans is to survive
Human Features:
-Average in all stats
-Can use all firearms
Zombie Features:
-More resistant to normal damage than humans, but slower
-Can turn humans & werewolves to zombies
-Weak to Fire attacks
-Can spend a little of their health to revive other Zombies
-Can spend more health to bring back Human & Werewolf corpses as Zombies
-Can use some guns
Werewolf Features:
-Faster than Zombie & Human, but lower health
-Can feed off Human corpses to regain health (corpse is destroyed after 2 feedings)
-Can turn Humans, but not Zombies
-Weak to Silver Rounds
-Cannot use guns, but has access to several magic attacks
- NeuralStunner
-
- Posts: 12328
- Joined: Tue Jul 21, 2009 12:04 pm
- Preferred Pronouns: No Preference
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia with Vulkan support
- Location: capital N, capital S, no space
- Contact:
Re: ZDoom project ideas you have
Or maybe you have to keep scoring hits (drawing blood) to stay morphed? No ranged weapons, so it would be a little harder. Also, maybe you'd have to make the initial hits/kills with the "Lycan Dagger" or some such, in order to get morphed. Or even let an enemy werewolf bite you.Nightmare Doom wrote:Probably a single player mod where you get a certain amount of kills (or maybe souls like in Painkiller) you temporarily turn into a Werewolf or a Demonic beast which allows you to rampage throughout the level but you turn back after a certain amount of time...
-
- Posts: 487
- Joined: Tue Oct 12, 2004 7:21 pm
Re: ZDoom project ideas you have
I guess you can add Vampires into that list as well...amv2k9 wrote:Hmmm.
How about a Humans vs. Zombies vs Werewolves wad?
Each round, one player each is designated a Zombie & a Werewolf.
-Goal for Zombies is to turn as many humans or werewolves as possible into zombies
-Goal for werewolves is to turn as many humans as possible into more werewolves, then destroy any zombies
-Goal for Humans is to survive
Human Features:
-Average in all stats
-Can use all firearms
Zombie Features:
-More resistant to normal damage than humans, but slower
-Can turn humans & werewolves to zombies
-Weak to Fire attacks
-Can spend a little of their health to revive other Zombies
-Can spend more health to bring back Human & Werewolf corpses as Zombies
-Can use some guns
Werewolf Features:
-Faster than Zombie & Human, but lower health
-Can feed off Human corpses to regain health (corpse is destroyed after 2 feedings)
-Can turn Humans, but not Zombies
-Weak to Silver Rounds
-Cannot use guns, but has access to several magic attacks
Or maybe better yet, what about a World of Darkness mod? (using gamelines like Vampire: The Masquerade, Werewolf: The Apocalypse, Mage: The Ascension, Demon: The Fallen, Dark Ages: Fae, etc)
Re: ZDoom project ideas you have
Haha here's a tacky idea. Starcraft Doom.
You play as a marine. The weapons become this:
-Warp blade(Dark Templar blade, Replace chainsaw, you can only get it on this one level where you infiltrate some protoss structure),
-massive combat knife(The marines in Starcraft have massive power armor with maaasive hands so they'd probably get a massive combat knife, it will be more powerful than fists),
-Standard Issue pistol(Not gonna be a weak ass pistol either),
-Shotgun(Something colonists would use or whatever, also no Super Shotgun. I don't want it to be that obvious a TC),
-Gauss rifle(Yup, this is the weapon used by marines in the game, hopefully I can get it to use different ammo from the pistol),
-missile launcher(A slow firing anti vehicle weapon, or for taking out groups of zerglings
. It's not gonna fire quickly like in Doom but have a big reload thing),
-C10 canister rifle(The sniper rifle thing ghosts use),
-flame thrower(I guess the marine will find a firebat flamethrower kit or whatever and mount it on his suit, not sure if this is how it really works in Starcraft because all the firebat pics I've seen have the flamethrower built into the suit but whatever...)
Basically I want to make all the weapons do more damage so if there is multiplayer, it wouldn't take like 50 shots to kill a guy with the gauss rifle. I want it to be a bit more like Call of Duty but more shots to kill. And I don't want the pistol and the knife to be awful weapons.
There would be a bunch of missions. I'm thinking something like this:
-You start in some badlands with zerg everywhere and you have to get to an installation.
-So now you're in a zerg infested installation and you have to get a data disc or something random.
-Another mission is you infiltrate a protoss temple and get to steal a dark templar warp blade. It'll be in plain view but hard to get, like the soul sphere in E1M3.
-Then you infiltrate a Terran battle cruiser and do something cool or whatever, but in this mission you will be fighting enemy marines.
-Then some more missions here and there...
Basically the enemies would be Zerglings, Super fast zerglings with fast attack, Hydralisks, Mutalisks(Somehow if it's possible to make em fly around like agile vicious eagles and not act like Cacodemons that just float there), Infested Terran, Guardian(Yeah these guys can act like slow moving cacodemons), and Ultralisks(This will probably be a boss battle). All the zerg dudes that can burrow in Starcraft will sometimes spawn burrowed or maybe I can also have scripted events that spawn guys out of nowhere but play a little unburrow animation to surprise the player.
Terran enemies will be Marines, Firebats, Ghosts, and a Goliath as mini bosses. I'm thinking make the player fight like two Goliaths as a mini boss thing like fighting 2 barons of hell in Knee Deep in the Dead.
And for protoss you'll have to fight Zealots, Fast Zealots, Dragoons, and Dark Templar. Maybe a Reaver as a boss.
I'd love it if I can use a model viewer for SC2 to make some of the sprites, or get good looking drawn sprites if I ever get this project under way. Multiplayer deathmatch or whatever would be pretty cool for this...
You play as a marine. The weapons become this:
-Warp blade(Dark Templar blade, Replace chainsaw, you can only get it on this one level where you infiltrate some protoss structure),
-massive combat knife(The marines in Starcraft have massive power armor with maaasive hands so they'd probably get a massive combat knife, it will be more powerful than fists),
-Standard Issue pistol(Not gonna be a weak ass pistol either),
-Shotgun(Something colonists would use or whatever, also no Super Shotgun. I don't want it to be that obvious a TC),
-Gauss rifle(Yup, this is the weapon used by marines in the game, hopefully I can get it to use different ammo from the pistol),
-missile launcher(A slow firing anti vehicle weapon, or for taking out groups of zerglings

-C10 canister rifle(The sniper rifle thing ghosts use),
-flame thrower(I guess the marine will find a firebat flamethrower kit or whatever and mount it on his suit, not sure if this is how it really works in Starcraft because all the firebat pics I've seen have the flamethrower built into the suit but whatever...)
Basically I want to make all the weapons do more damage so if there is multiplayer, it wouldn't take like 50 shots to kill a guy with the gauss rifle. I want it to be a bit more like Call of Duty but more shots to kill. And I don't want the pistol and the knife to be awful weapons.
There would be a bunch of missions. I'm thinking something like this:
-You start in some badlands with zerg everywhere and you have to get to an installation.
-So now you're in a zerg infested installation and you have to get a data disc or something random.
-Another mission is you infiltrate a protoss temple and get to steal a dark templar warp blade. It'll be in plain view but hard to get, like the soul sphere in E1M3.
-Then you infiltrate a Terran battle cruiser and do something cool or whatever, but in this mission you will be fighting enemy marines.
-Then some more missions here and there...
Basically the enemies would be Zerglings, Super fast zerglings with fast attack, Hydralisks, Mutalisks(Somehow if it's possible to make em fly around like agile vicious eagles and not act like Cacodemons that just float there), Infested Terran, Guardian(Yeah these guys can act like slow moving cacodemons), and Ultralisks(This will probably be a boss battle). All the zerg dudes that can burrow in Starcraft will sometimes spawn burrowed or maybe I can also have scripted events that spawn guys out of nowhere but play a little unburrow animation to surprise the player.
Terran enemies will be Marines, Firebats, Ghosts, and a Goliath as mini bosses. I'm thinking make the player fight like two Goliaths as a mini boss thing like fighting 2 barons of hell in Knee Deep in the Dead.
And for protoss you'll have to fight Zealots, Fast Zealots, Dragoons, and Dark Templar. Maybe a Reaver as a boss.
I'd love it if I can use a model viewer for SC2 to make some of the sprites, or get good looking drawn sprites if I ever get this project under way. Multiplayer deathmatch or whatever would be pretty cool for this...
- DoomRater
- Posts: 8270
- Joined: Wed Jul 28, 2004 8:21 am
- Preferred Pronouns: He/Him
- Location: WATR HQ
- Contact:
Re: ZDoom project ideas you have
Leave it to someone to want Starcraft: Ghost after it hits the vaporware rack. If they won't make it, by God, we will!
- LilWhiteMouse
- Posts: 2270
- Joined: Tue Jul 15, 2003 7:00 pm
- Location: Maine, US
- Contact:
Re: ZDoom project ideas you have
Did someone say Starcraft: Ghost? Where? WHERE!?DoomRater wrote:Leave it to someone to want Starcraft: Ghost after it hits the vaporware rack. If they won't make it, by God, we will!
Re: ZDoom project ideas you have
Two ideas:
1. Gunblades Mod. All weapons have a secondary fire melee attack using a blade attachment.
-Pistol replaced by a Pistol+Longsword combo. Longsword has average range, speed, and damage.
-Shotgun replaced by Battleaxe+SuperShotgun combo. Axe is slow & has shorter range than the longsword, but is more powerful.
-Chaingun replaced by Twin SMGs that have curved, vertical-facing daggers on the end. The daggers are speedy and can perform longer combos, but have shorter range than the sword, and the damage of individual slashes is minimal.
-Rocket Launcher replaced by Rocket Launcher+Spear combo. The Spear has the best range of any blade, and can pierce multiple enemies, but is also the slowest.
-Plasma Rifle replaced by Plasma Rifle+Energy Blade combo. Energy blade is the most powerful melee attack, but it uses Energy Cells.
I haven't come up with a replacement for the BFG. Unsure of how to make that thing more devastating than it already is
2. Knives Mod. All weapons are changed to throwing knives, but retain the properties of the weapon they replace.
-Chainsaw is gone.
-Fist changed to the Punch Dagger.
-Pistol replaced by Returning Knife, like Come Get Some! (IIRC). Silent, essentially infinite ammo & can be charged up to do more damage, but you have to wait for it to come back, as you only have one.
-Shotgun & SuperShotgun replaced by an attack that throws a spread of throwing knives.
-Chaingun replaced by an attack that throws dozens of knives in an inhumanly fast fashion, a la the Knife Sub-Weapon's Special Attack in the Castlevania games.
-Rocket Launcher replaced by Explosive Knives.
Now, as this mod removes & doesn't replace the Plasma Rifle & BFG, you get the ability to temporarily enchant any of the weapons with magic spells to make up for the loss:
-Fire. Marginally increases damage. Hit an enemy enough times, and they may Ignite into flames. Corpses killed by this cannot be raised by Arch-Viles.
-Ice. Hit an enemy enough times, and they may Freeze. Any subsequent hit will shatter them. Corpses killed by this cannot be raised by Arch-Viles.
-Thunder. Marginally increases damage, and the charge can arc to enemies close by. Hit an enemy enough times, and they may become Confused, attacking other enemies.
1. Gunblades Mod. All weapons have a secondary fire melee attack using a blade attachment.
-Pistol replaced by a Pistol+Longsword combo. Longsword has average range, speed, and damage.
-Shotgun replaced by Battleaxe+SuperShotgun combo. Axe is slow & has shorter range than the longsword, but is more powerful.
-Chaingun replaced by Twin SMGs that have curved, vertical-facing daggers on the end. The daggers are speedy and can perform longer combos, but have shorter range than the sword, and the damage of individual slashes is minimal.
-Rocket Launcher replaced by Rocket Launcher+Spear combo. The Spear has the best range of any blade, and can pierce multiple enemies, but is also the slowest.
-Plasma Rifle replaced by Plasma Rifle+Energy Blade combo. Energy blade is the most powerful melee attack, but it uses Energy Cells.
I haven't come up with a replacement for the BFG. Unsure of how to make that thing more devastating than it already is

2. Knives Mod. All weapons are changed to throwing knives, but retain the properties of the weapon they replace.
-Chainsaw is gone.
-Fist changed to the Punch Dagger.
-Pistol replaced by Returning Knife, like Come Get Some! (IIRC). Silent, essentially infinite ammo & can be charged up to do more damage, but you have to wait for it to come back, as you only have one.
-Shotgun & SuperShotgun replaced by an attack that throws a spread of throwing knives.
-Chaingun replaced by an attack that throws dozens of knives in an inhumanly fast fashion, a la the Knife Sub-Weapon's Special Attack in the Castlevania games.
-Rocket Launcher replaced by Explosive Knives.
Now, as this mod removes & doesn't replace the Plasma Rifle & BFG, you get the ability to temporarily enchant any of the weapons with magic spells to make up for the loss:
-Fire. Marginally increases damage. Hit an enemy enough times, and they may Ignite into flames. Corpses killed by this cannot be raised by Arch-Viles.
-Ice. Hit an enemy enough times, and they may Freeze. Any subsequent hit will shatter them. Corpses killed by this cannot be raised by Arch-Viles.
-Thunder. Marginally increases damage, and the charge can arc to enemies close by. Hit an enemy enough times, and they may become Confused, attacking other enemies.
- Sagittaire
- Posts: 64
- Joined: Tue Nov 11, 2008 8:45 pm
- Location: Jersey City, NJ
Re: ZDoom project ideas you have
Well, I'm back again.
Either I make a Zdoom WAD, or I don't make it.
And, after much thought and consideration...at this present moment in my life, while getting my college degree, I'll take some time to make a Doom WAD.
In fact, I'm not going to beat around the bush...I'm going to make a Megawad.
Don't care how long it takes. By the time I get my MBA (And work enough to generate passive residual income), I'll have all the time to devote to this skill, and learn C++ while I'm at it.
The premise for my Megawad will be the following:
-30 Standard Levels
-31 as the "Intro Level"
-32 as the Hub.
And...the rest is as I move.
Let's go let's gooo....
Either I make a Zdoom WAD, or I don't make it.
And, after much thought and consideration...at this present moment in my life, while getting my college degree, I'll take some time to make a Doom WAD.
In fact, I'm not going to beat around the bush...I'm going to make a Megawad.
Don't care how long it takes. By the time I get my MBA (And work enough to generate passive residual income), I'll have all the time to devote to this skill, and learn C++ while I'm at it.
The premise for my Megawad will be the following:
Spoiler:The WAD will be split into 32 levels.
-30 Standard Levels
-31 as the "Intro Level"
-32 as the Hub.
And...the rest is as I move.
Let's go let's gooo....