A playable demo would come around sooner than you think...Zombieguy wrote:I'm sure someone has said this already but, I would enjoy a legit, left 4 dead type of mod. Kinda wish Nash would release rise of the dead.... :(
ZDoom project ideas you have
Re: ZDoom project ideas you have
Re: ZDoom project ideas you have
Glad to hear your still working on it, can't wait to play it!Nash wrote:A playable demo would come around sooner than you think...Zombieguy wrote:I'm sure someone has said this already but, I would enjoy a legit, left 4 dead type of mod. Kinda wish Nash would release rise of the dead....
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ianfreddie07
- Posts: 5
- Joined: Fri Jan 28, 2011 6:57 pm
Re: ZDoom project ideas you have
An expansion on the Doom Rickroller.
I mean, Doomguy carries the boombox around, and the weapons are replaced with CDs or tapes that play different audio tracks. Each song may have different effects.
I mean, Doomguy carries the boombox around, and the weapons are replaced with CDs or tapes that play different audio tracks. Each song may have different effects.
- MidnightTH
- Posts: 85
- Joined: Sun Jul 03, 2011 10:03 am
- Location: Z2M4
Re: ZDoom project ideas you have
MidnightTH Weapons
A mod that adds 15 new weapons to Doom 2
WEAPONS!
Rifle
Assault rifle
Energy pistol
UAC Nukage barrel launcher
Laser rifle
Missle launcher
Homing missle launcher
Minigun
Machinegun
Bio-Rifle
Gauss Rifle
Grenade launcher
Energy rifle
Nailgun
BFG-7000
A mod that adds 15 new weapons to Doom 2
WEAPONS!
Rifle
Assault rifle
Energy pistol
UAC Nukage barrel launcher
Laser rifle
Missle launcher
Homing missle launcher
Minigun
Machinegun
Bio-Rifle
Gauss Rifle
Grenade launcher
Energy rifle
Nailgun
BFG-7000
- wildweasel
- Posts: 21706
- Joined: Tue Jul 15, 2003 7:33 pm
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Re: ZDoom project ideas you have
Just from the sound of it, you've got a lot of duplicates - the assault rifle, machinegun, minigun, nailgun, and possibly the rifle as well sound like they'd all be hitscan rapid-fire weapons of various powers. Why exactly do you need 15 weapons? You could probably axe three or four of those.
- MidnightTH
- Posts: 85
- Joined: Sun Jul 03, 2011 10:03 am
- Location: Z2M4
Re: ZDoom project ideas you have
Nailgun = Projectile.
See?
See?
- wildweasel
- Posts: 21706
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Re: ZDoom project ideas you have
But it's still a rapid-fire weapon. I assume you're going for Quake-style nailgun, yes? In that case, the ONLY thing that differentiates a Nailgun from a Machinegun is the fact that projectiles take a while to reach their destinations.MidnightTH wrote:Nailgun = Projectile.
See?
Let's look over the rest of the list.
- Energy pistol. Would this be a starting weapon? What would differentiate it from the energy rifle, BESIDES damage? If they both use the same type of ammo, the Rifle would make the Pistol obsolete. It's important that every weapon in your arsenal have a specific use.
- Laser rifle and gauss rifle. I assume you're going to make them both instant-hit, perfect-accuracy sniping weapons? What's the difference besides those? One or the other could be removed.
- Missile launcher and homing missile launcher. Again, one would make the other obsolete, or if the homing is considerably weaker than the regular missile launcher, players would not even bother with the homing.
Alright, so maybe I'm getting ahead of myself, critiquing your project idea before you even have anything set in stone, but really, there's a lot more thought put in to a good set of weapons than just "what kind of guns would be cool".
Re: ZDoom project ideas you have
An RPG mod for Doom... that is Mutator-compliant, meaning no new graphics or sounds; everything is accomplished through manipulation of stock resources through ZDoom's special lumps. The player also has a dark/light alignment system that ties in to many factors of gameplay.
Killed enemies drop a soul and experience (more on souls below).
All weapons are upgradeable, through exp orbs dropped by corpses. The exp will be added to whatever weapon you have equipped upon picking them up. When weapons get enough exp, they upgrade, gaining things like better accuracy, faster refire, or an altfire.
Demons drop demon souls upon death. Collect enough of a certain enemy's soul, and you will gain either a Demon Perk or Demon Power. Demon Perks are passive abilities, such as faster weapon equipping, or increased health when picking up health potions. Demon Powers are demon weapons; things like the imp fireballs. Demon weapons can also be upgraded. Picking up a demon soul increases your Dark alignment and decreases your Light alignment. These also act as ammo for Demon Powers.
Friendly marines drop human souls. Picking up one of these increases your Light alignment (as you are preventing the soul from being used by the demons), and decreases your Dark alignment. When enough are picked up, you can get a Human Perk, such as increased health when picking up medkits and stimpacks.
Alignment System:
The higher your Light alignment is, the more damage you take from the attacks of shadow monsters (more below). The higher your Dark alignment is, the more your health degenerates.
New Monsters:
Shadows: Any monster (save Cybers and Masterminds) can potentially be a shadow. These black semi-translucent monsters are speedier and are more dangerous to Light-aligned players. These drop more exp, but no soul.
Legendaries: Far more rare than the Shadows are Legendaries. These can be distinguished by their unique color schemes and by the fact that a healthbar will appear at the top of the screen when fighting them. Legendaries are far stronger than their standard counterparts, but give far better experience when defeated. No soul can be collected from them.
Killed enemies drop a soul and experience (more on souls below).
All weapons are upgradeable, through exp orbs dropped by corpses. The exp will be added to whatever weapon you have equipped upon picking them up. When weapons get enough exp, they upgrade, gaining things like better accuracy, faster refire, or an altfire.
Demons drop demon souls upon death. Collect enough of a certain enemy's soul, and you will gain either a Demon Perk or Demon Power. Demon Perks are passive abilities, such as faster weapon equipping, or increased health when picking up health potions. Demon Powers are demon weapons; things like the imp fireballs. Demon weapons can also be upgraded. Picking up a demon soul increases your Dark alignment and decreases your Light alignment. These also act as ammo for Demon Powers.
Friendly marines drop human souls. Picking up one of these increases your Light alignment (as you are preventing the soul from being used by the demons), and decreases your Dark alignment. When enough are picked up, you can get a Human Perk, such as increased health when picking up medkits and stimpacks.
Alignment System:
The higher your Light alignment is, the more damage you take from the attacks of shadow monsters (more below). The higher your Dark alignment is, the more your health degenerates.
New Monsters:
Shadows: Any monster (save Cybers and Masterminds) can potentially be a shadow. These black semi-translucent monsters are speedier and are more dangerous to Light-aligned players. These drop more exp, but no soul.
Legendaries: Far more rare than the Shadows are Legendaries. These can be distinguished by their unique color schemes and by the fact that a healthbar will appear at the top of the screen when fighting them. Legendaries are far stronger than their standard counterparts, but give far better experience when defeated. No soul can be collected from them.
Re: ZDoom project ideas you have
Just had an idea for a Minecraft-like terrain renderer in ZDoom...
The entire world data will be stored in a large-ass array that the "renderer" will read and manifest itself in the game world in the form of cubes (MD3 models).
The catch here is that instead of the player moving in the world, the CUBES move and rotate around the player. GetPlayerInput will be used to poll the player's movement, and the cubes will be moved around the player to give the impression of movement. In this way, you can potentially render a VERY huge world at a fixed and predetermined overhead cost (let's say you limit the cube rendering distance to 128x128x128). Actors will be repositioned in the same way as the terrain.
I'm not sure if this will work with more than 1 player though.
Any before someone says, "what's the point? I might as well play Minecraft" - I have other uses for this as well. A few months back, I wrote a random dungeon generator in ACS, which revolved around the concept of a grid of sectors. The weakness of this system is if you want more complex-looking dungeons, you'd have to make the sectors a smaller size - which will result in massive performance issues if you want HUGE dungeons.
Anyway this is just an idea, I might've missed addressing some technical details and engine limitations - one of these days I'll get around to actually experimenting around with it...
The entire world data will be stored in a large-ass array that the "renderer" will read and manifest itself in the game world in the form of cubes (MD3 models).
The catch here is that instead of the player moving in the world, the CUBES move and rotate around the player. GetPlayerInput will be used to poll the player's movement, and the cubes will be moved around the player to give the impression of movement. In this way, you can potentially render a VERY huge world at a fixed and predetermined overhead cost (let's say you limit the cube rendering distance to 128x128x128). Actors will be repositioned in the same way as the terrain.
I'm not sure if this will work with more than 1 player though.
Any before someone says, "what's the point? I might as well play Minecraft" - I have other uses for this as well. A few months back, I wrote a random dungeon generator in ACS, which revolved around the concept of a grid of sectors. The weakness of this system is if you want more complex-looking dungeons, you'd have to make the sectors a smaller size - which will result in massive performance issues if you want HUGE dungeons.
Anyway this is just an idea, I might've missed addressing some technical details and engine limitations - one of these days I'll get around to actually experimenting around with it...
Re: ZDoom project ideas you have
Hmm, it sounds like the calculations necessary to move an entire world of cubes would be more costly than actually rendering them. Plus, there's no culling with models like that...
- tsukiyomaru0
- Posts: 297
- Joined: Sat May 29, 2010 6:20 pm
Re: ZDoom project ideas you have
Several ideas at once (again):
*Descent "demake" (As in: with sprites instead of 3D models and with the limitations of ZDoom)
*Resident Evil Gaiden Remake (Either with the GBC sprites or with custom sprites.)
*Final Fantasy mod (Perhaps using Dirge of Cerberus mechanics)
*Devil May Cry mod (Possible to change actions through "jumpif pitch")
I'd gladly help anyone in the creation of any of my ideas.
*Descent "demake" (As in: with sprites instead of 3D models and with the limitations of ZDoom)
*Resident Evil Gaiden Remake (Either with the GBC sprites or with custom sprites.)
*Final Fantasy mod (Perhaps using Dirge of Cerberus mechanics)
*Devil May Cry mod (Possible to change actions through "jumpif pitch")
I'd gladly help anyone in the creation of any of my ideas.
- Doomer_1996
- Posts: 93
- Joined: Sun Aug 14, 2011 3:51 pm
Re: ZDoom project ideas you have
Well...i have one, that's mainly a weapon mod.
The player would be in charge of Alpha, a cyborg built by UAC to be the perfect soldier, but, due to agressive behavior, he was locked and deactivated.Until a day, the demons came and he was the last hope to mankind.
The weapons would be:
Fists(left arm is human, the other mechanical, alt-fire is taunt)
Punch knife(held with left arm, alt-fire throws the knife)
Lasher smg(small smg, alt-fire is flashlight)
Hunting shotgun(two barrel shotgun, alt-fire swings the weapon)
Auto shotgun(self explanative, alt-fire shoots a 3 round burst)
Warscreamer carbine(heavy assault rifle, alt-fire shoots grenades)
Tactical explosive slug gun(like wildweasel's Diaz slug rifle, alt-fire zooms in for better aim)
Prototype ion gun(fires small ion orbs, alt-fire charges up the weapon to fire in a bfg style)
Nail chaingun(like a chaingun that fires nails, does extreme damage)
And that's it about the guns.Now about sounds used, i don't know, perhaps some edited up recordings i do?
The enemies could all be the same from DooM ][, and the guns don't really need to reload (course it would be cooler, but haven't thought on every little thing).
And that's all
The player would be in charge of Alpha, a cyborg built by UAC to be the perfect soldier, but, due to agressive behavior, he was locked and deactivated.Until a day, the demons came and he was the last hope to mankind.
The weapons would be:
Fists(left arm is human, the other mechanical, alt-fire is taunt)
Punch knife(held with left arm, alt-fire throws the knife)
Lasher smg(small smg, alt-fire is flashlight)
Hunting shotgun(two barrel shotgun, alt-fire swings the weapon)
Auto shotgun(self explanative, alt-fire shoots a 3 round burst)
Warscreamer carbine(heavy assault rifle, alt-fire shoots grenades)
Tactical explosive slug gun(like wildweasel's Diaz slug rifle, alt-fire zooms in for better aim)
Prototype ion gun(fires small ion orbs, alt-fire charges up the weapon to fire in a bfg style)
Nail chaingun(like a chaingun that fires nails, does extreme damage)
And that's it about the guns.Now about sounds used, i don't know, perhaps some edited up recordings i do?
The enemies could all be the same from DooM ][, and the guns don't really need to reload (course it would be cooler, but haven't thought on every little thing).
And that's all
Re: ZDoom project ideas you have
That idea totally reminds me of Zen Dynamics and Zero Tolerance, both awesomely amazing mods - if you could pull that style off correctly it could make a bad-assed weapon mod.
- Doomer_1996
- Posts: 93
- Joined: Sun Aug 14, 2011 3:51 pm
Re: ZDoom project ideas you have
Well...all i can do about doom is trying to make a map every now and then, and making a weapon mod looks awfully hard to me :X
Perhaps if someone gives me some tips, i'll be able to
Perhaps if someone gives me some tips, i'll be able to
- LilWhiteMouse
- Posts: 2270
- Joined: Tue Jul 15, 2003 7:00 pm
- Location: Maine, US
- Contact:
Re: ZDoom project ideas you have
Play as giant monster rampaging across a city. Fight off hordes of tiny little soldiers and vehicles, smash down buildings, chase after screaming mobs. Grab a fuel tanker and toss into a crowd. Use utility poles as spears. Toss a car at that pesky helicopter.
