ZDoom project ideas you have
- chopkinsca
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Re: ZDoom project ideas you have
I really want to do a Binding of Isaac TC now. Recreating all the items into ZDoom would be hard, but fun.
Re: ZDoom project ideas you have
That's funny. Bouncy gave me the same idea earlier.
- lolthesystem
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Re: ZDoom project ideas you have
I don't know if it has been said before, but what about a Metroid partial conversion?
I mean having the HUD of Samus's helmet from the Metroid Prime saga and having the signature weapons like the ice beam, plasma beam, missiles, etc... but with the normal enemies from Doom. It should work with almost every wad or megawad this way.
I know there is already a Metroid Doom partial conversion, but it was very poor and could have been better.
I also thought about some HUD ideas like making a Halo-ish resembling HUD (As the Master Chief uses a helmet pretty familiar to Doom guy's one) and another one like the the Crysis 2 visor but without the moving thing (that would be too much)
I would do it myself, but my spriting abilities are too poor for that.
I mean having the HUD of Samus's helmet from the Metroid Prime saga and having the signature weapons like the ice beam, plasma beam, missiles, etc... but with the normal enemies from Doom. It should work with almost every wad or megawad this way.
I know there is already a Metroid Doom partial conversion, but it was very poor and could have been better.
I also thought about some HUD ideas like making a Halo-ish resembling HUD (As the Master Chief uses a helmet pretty familiar to Doom guy's one) and another one like the the Crysis 2 visor but without the moving thing (that would be too much)
I would do it myself, but my spriting abilities are too poor for that.
Re: ZDoom project ideas you have
Project MSXlolthesystem wrote:I also thought about some HUD ideas like making a Halo-ish resembling HUD
- Matt
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Re: ZDoom project ideas you have
Okay, I am sorry, I have yet anther "X in ZDoom" idea.
If only because the minions in Despicable Me remind me of Doom monsters infighting:
If only because the minions in Despicable Me remind me of Doom monsters infighting:
Re: ZDoom project ideas you have
Not exactly a ZDoom project per se but this is something I thought up while having trouble sleeping earlier... not sure if I have the skill to do such a thing or if it's even technically possible at all... but it would be fun to try.
Basically, it would be a tool that would split infinitely large maps built in Doom Builder into "chunks" which are 8192 x 8192 map pixels in size. In each map, the playable area/chunk will be centered at [0, 0] and any adjacent chunks will be placed automatically. These adjacent chunks will not be playable and are only meant to give the illusion of a very far distance.
What do you think?
Basically, it would be a tool that would split infinitely large maps built in Doom Builder into "chunks" which are 8192 x 8192 map pixels in size. In each map, the playable area/chunk will be centered at [0, 0] and any adjacent chunks will be placed automatically. These adjacent chunks will not be playable and are only meant to give the illusion of a very far distance.
What do you think?
EDIT: changed chunk size from 32768x32768 to 8192x8192, otherwise ZDoom crashes.build the main world map. this will be as huge as you want (well, how much the
engine can handle anyway). obviously nodes can't be built on this master map.
write a program to split this huge map into chunks of 8192 x 8192 map pixels
per chunk. all lines, sectors, things and specials will be successfully
transferred.
editor probably has to be modified to draw clear borders every 8192 x 8192 so
it's easy to see where the map will be split
we choose 8192 x 8192 to keep the nodebuilder safe and to prevent crashing.
arranging 8192 x 8192 in 9x9 chunks should still be safe to build nodes from.
map naming convention: m<xx><yy>
m: stands for "map"
<xx> and <yy> are chunk numbers.
examples:
m0101 - chunk [1, 1]
m0914 - chunk [9, 14]
etc
set a total chunk limit. 16 x 16 chunks or something like that. see how much
the engine can handle.
how a map is built:
each chunk will always be centered at map's [0, 0] as origin
each chunk will be surrounded by all its adjacent chunks, so each map will
contain 9x9 chunks. only the center chunk will be the current playable area
(becase doom collision will screw up beyond the center chunk)
if there are no adjacent chunks (border chunks) then just draw a 1-sided
linedef.
program must properly place wall sun glare linedefs at the edges of the center
chunk so that glares will render properly.
automatically place essential sectors and things: skybox sector, player start
container sector, player starts, map origin mapspot, etc somewhere beyond
these 9x9 chunks
notes:
- a single linedef can't be 32768 long, must split into smaller segments
- ????
- lolthesystem
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Re: ZDoom project ideas you have
I knew about project MSX and is one hell of a good work and the new weapons are really cool, but is there any way to get only the HUD and not the weapons? I love the original weapons in Doomamv2k9 wrote:Project MSXlolthesystem wrote:I also thought about some HUD ideas like making a Halo-ish resembling HUD

Re: ZDoom project ideas you have
I actually had an idea to port over a gametype I made in Halo 3 that turned out to be incredibly fun, It's simply Capture the Flag but you're forced to use aerial vehicles to complete the task, set high above in sandbox, each team is given four vehicles, two hornets (the only ones capable of capturing the flag and bringing it back, and requires two riders to actually do it) and two banshees (which are capable of destroying said hornets rather easily, and are better offense vehicles) and on each team's base there is 2 turrets (initially put there to defend from enemies crash landing into your base and killing everyone, but later proved to be a viable defense tactic against enemy flag captures) and everyone has rocket launchers. the flags are set in the middle of the map, and the bases are on opposite ends of the map. it doesn't require any complex mapping (since everything is in the air) or sprites or anything like that, simply some decorate magic to get working. which unfortunately I do not know the first thing about.
- XutaWoo
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Re: ZDoom project ideas you have
It's going to take a lot more than that, buddy.Disapota wrote:simply some decorate magic to get working.
Re: ZDoom project ideas you have
I imagined the plane mechanics working very basic and crude, entering the plane actually turns the player into the plane, leaving turns the player back into a marine, flying being a basic function in zdoom (no need for complex yaw or tilting, although still relatively easily faked) pretty much would just be chasecam and fly put together, with modified speed and physics for the planes to feel more like an aerial vehicleXutaWoo wrote:It's going to take a lot more than that, buddy.
- RV-007
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Re: ZDoom project ideas you have
There is a wad w/ some steampunk maps, but no real theme/megawad. It's called "VooDoo Guns". Meet the technological future w/ Victorian culture. Despite the name of action, this is a puzzle game. How refined.RV-007 wrote:Steampunk Doom
Also, there is no Industrial Age stuff like showing factories and things like that (the reason why Steampunk exists).
http://doomworld.com/idgames/?id=16645
- KingShinra
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Re: ZDoom project ideas you have
Got some time to invest into Doom editing once again. Planning a mid-size to large scale map revolving around a very weird aesthetic layout, but retains flow of a high standard FPS.
Found inspiration in the FFXIII track for Taejin's Tower. Hearing it, I saw what could be a VERY interesting GZdoom level. Giving it a whirl.
Found inspiration in the FFXIII track for Taejin's Tower. Hearing it, I saw what could be a VERY interesting GZdoom level. Giving it a whirl.
Re: ZDoom project ideas you have
I just finished playing the 10x wad, this gives me an idea to make a weapon wad the behaves like Left4Dead. The way it would work:
Regular demons are replaced by new enemies that behave like Left 4 Dead zombies, and come in groups of 5 per 1 demon. Meaning a group of 3 demons together make 15 zombies.
More difficult demons are replaced by new zombies that behave like special infected (or something similar) on a semi-random basis.
Items behave like their Left4Dead counterparts, health packs behave like weapons and take some time to apply, health bonuses and stimpacks are removed, armor is removed. regular weapons are replaced with Left4Dead weapons or item pickups (which behave like weapons) on a semi-random basis.
Losing all of your health renders you incapitated until a teammate comes around to resurrect you
Most of it is simple stuff that's already been demonstrated in countless weapons mods, but since I don't know decorate, I can't actually do anything about this
Regular demons are replaced by new enemies that behave like Left 4 Dead zombies, and come in groups of 5 per 1 demon. Meaning a group of 3 demons together make 15 zombies.
More difficult demons are replaced by new zombies that behave like special infected (or something similar) on a semi-random basis.
Items behave like their Left4Dead counterparts, health packs behave like weapons and take some time to apply, health bonuses and stimpacks are removed, armor is removed. regular weapons are replaced with Left4Dead weapons or item pickups (which behave like weapons) on a semi-random basis.
Losing all of your health renders you incapitated until a teammate comes around to resurrect you
Most of it is simple stuff that's already been demonstrated in countless weapons mods, but since I don't know decorate, I can't actually do anything about this
- TheLightBad96
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Re: ZDoom project ideas you have
I was thinking on reviving the urban pacification mod with my rescources and maps, but i don't know who is the author of the mod and if i do ask it maybe a big fat no so it may not happen it is just an idea.
it is just a idea, but who is the author because i would like to ask.
it is just a idea, but who is the author because i would like to ask.
Re: ZDoom project ideas you have
Yes please! I want to do something like this so bad myself, but I simply don't have the skill.chopkinsca wrote:I really want to do a Binding of Isaac TC now. Recreating all the items into ZDoom would be hard, but fun.