Basically all you can add is code-work. No new graphics, not even edits.DOOMERO-21 wrote:... if i can edit the sprites and sounds of doom2 ....
[Contest] Doom Mutator Contest 2!
- Project Shadowcat
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Re: [Contest] Doom Mutator Contest 2!
Re: [Contest] Doom Mutator Contest 2!
I'm in! I have a good idea on my head... I just hope I can pull it off. 

Re: [Contest] Doom Mutator Contest 2!
Why am I getting startup errors with both the latest SVN versions of ZDoom and GZDoom?scalliano wrote:Okay, let's get the ball rolling:
Shuffle Lite!
A "diet" version of my monster randomizer wad, with a selection of familiar enemies (and a few new ones) recreated entirely in DECORATE with translations (some of which are better than others, I admit :P), all of which crammed into less than 32kB!
Enjoy!
EDIT: Quick update to fix a couple of sound issues (really need to turn the stereo off when I do this).
Code: Select all
Script error, "ShuffleLite.wad:DECORATE" line 548:
"DONTHURTSHOOTER" is an unknown flag
Script error, "ShuffleLite.wad:DECORATE" line 574:
"DONTHURTSHOOTER" is an unknown flag
Re: [Contest] Doom Mutator Contest 2!
DONTHURTSHOOTER (no +) isn't a flag. It's a property. 

Re: [Contest] Doom Mutator Contest 2!
I see the SVNs are a bit more anal about the syntax. I'll look into it.
EDIT: Fixed.
EDIT: Fixed.
- InsanityBringer
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Re: [Contest] Doom Mutator Contest 2!
exploding monsters
In the same spirit of 10x. but with a twist... The extra monsters come from when you kill the parent monster!
(note: may change still. Some monsters sometimes spawn outside the map in tight areas. This is unavoidable but I may be able to compensate)
edit: bugfix
In the same spirit of 10x. but with a twist... The extra monsters come from when you kill the parent monster!
(note: may change still. Some monsters sometimes spawn outside the map in tight areas. This is unavoidable but I may be able to compensate)
edit: bugfix
- wildweasel
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Re: [Contest] Doom Mutator Contest 2!
Not even compositing bits of sprites together through Textures? Because that could be fun.Project Dark Fox wrote:Basically all you can add is code-work. No new graphics, not even edits.DOOMERO-21 wrote:... if i can edit the sprites and sounds of doom2 ....
- .ex.inferis.
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Re: [Contest] Doom Mutator Contest 2!
So these lumps, basically, in the wad file:
DECORATE
SNDINFO
GLDEFS (if for compatibility only)
Is this correct?
*edit: stupid keyboard making me look [censored word].
DECORATE
SNDINFO
GLDEFS (if for compatibility only)
Is this correct?
*edit: stupid keyboard making me look [censored word].

Re: [Contest] Doom Mutator Contest 2!
If I can come up with something really wacky I'll give this a shot.
(See Kinsie's entry to the first contest.)
It's definitely allowed for weapons, hopefully for monsters too.wildweasel wrote:Not even compositing bits of sprites together through Textures? Because that could be fun.Project Dark Fox wrote:Basically all you can add is code-work. No new graphics, not even edits.DOOMERO-21 wrote:... if i can edit the sprites and sounds of doom2 ....

Re: [Contest] Doom Mutator Contest 2!
If I have time next week, I may try to throw something together, using Decorate and Textures. I have a proof of concept working, and I'd like to balance and perfect it. I still need to look through the first contest's entries, and I hope to see more great mutations this time!
- Project Shadowcat
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Re: [Contest] Doom Mutator Contest 2!
That is considered code-work (...to me, anyway...), because you're still using just Doom2 resources.wildweasel wrote:Not even compositing bits of sprites together through Textures? Because that could be fun.Project Dark Fox wrote:Basically all you can add is code-work. No new graphics, not even edits.DOOMERO-21 wrote:... if i can edit the sprites and sounds of doom2 ....

Re: [Contest] Doom Mutator Contest 2!
My work-in-progress makes extensive use of TEXTURES to create 'new' graphical assets from the stock Doom II patches and sprites. The rules say TEXTURES and ANIMDEFS are fine.
Please confirm that this is okay!
Please confirm that this is okay!

- XutaWoo
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Re: [Contest] Doom Mutator Contest 2!
Kinsie got away with it in the last one, so I'd say it's okay.
- Cutmanmike
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Re: [Contest] Doom Mutator Contest 2!
Editing graphics via TEXTURES is fine. I'll stress that in the rules for future entries 

Re: [Contest] Doom Mutator Contest 2!
I tried the exploding monsters thing, and I found two things about the SS guard: A whole swarm of them spawn when the original one dies, and the spawned ones have too much health (twice as much as that of the parent) considering their firing rate.