ZDoom project ideas you have

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

Post by Gez »

0bsidian wrote:I haven't forgotten, although I have no idea what ragtime means. :P
Probably the most famous example:


Remember, you have access to a worldwide interconnected network dedicated to the exchange of information. There's stuff other than the ZDoom forums on it. You can find answers to most any trivia question easily. :P
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0bsidian
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Re: ZDoom project ideas you have

Post by 0bsidian »

True. I appreciate you not pulling up the "let me Google that for you" link though. :)
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patryckpo
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Re: ZDoom project ideas you have

Post by patryckpo »

patrik wrote:I am too big noob at modding myself, so this is waaaaay out of my league, but I have dream about ZDoom mod that adds Predator as playable player class.
Mod that gives player acces to almost every Predators signature weapon (wristblades, spear/combistick, net gun, smartdisck/shuriken, homing plasmacaster) and utility (various vision modes, cloaking, portable medkit, self-destruction) Predator ever used in his films.

Would it be possible to make such a complex weapon/player-class mod for Zdoom in first place (ACS would be most propably mandatory for it, right)?
Sgt. Shivers wrote:Honestly, I think the only problem you'd have with making that mod would be getting the resources. I don't think you'd even need to learn ACS!
Well, I was thinking here, maybe someone could use the graphics from the game Aliens versus Pretator (I mean the first one, for PC, but you can use any), it could be possible, since it has some of those weapons mentioned (recently playing Mercenaries Doom, and it uses RE4 graphics for the main character, what I thought it was impossible to do it)
TheBeardedJedi wrote:As a joke, could anyone make an airsoft mod for doom? It would be hilarious to see an imp or zombieman raise it's hand and say "hit" instead of its dying animation.
I think I'll do it, :laff: 'd when I heard the idea, tomorrow or Tuesday I'll tell what I could have done.
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doomfiend
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Re: ZDoom project ideas you have

Post by doomfiend »

Here's a slight teaser to the Super sonic doom CO-OP patch I've been working on with Tri-beam
as of right now. These screens down bellow are from a completely new zone <map 36> I plan on making 2 zones in total for this small secret addon it will not be apart of the story. it will have a secret exit in one of the existing maps at the end of a map, and after completing said zone<s> you will continue to the next part in the stock map set like you normally would

Map 36 < Forgotten palace zone act 1>

http://i.imgur.com/TwEIeXj.jpg

http://i.imgur.com/EqPbss8.jpg

Any help is always welcomed. < Criticism is also very welcome. Positive or negative. >

New screen shot. Added a new room just now, Let me know what you think.

http://i.imgur.com/MrstRqT.jpg
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Krispy
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Re: ZDoom project ideas you have

Post by Krispy »

Has anyone done full rotations of death sprites for Doom's monsters?
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doomfiend
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Re: ZDoom project ideas you have

Post by doomfiend »

If they did, I never seen them. its highly doubtful though. that would take ALOT of effort
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Enjay
 
 
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Re: ZDoom project ideas you have

Post by Enjay »

Krispy wrote:Has anyone done full rotations of death sprites for Doom's monsters?
I've seen one or two and, as a general rule, I think that the single view versions look better. The final frame looking as if it is turning with the player is preferable, IMO, to an otherwise static corpse jerking from one view to the next.
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DoomRater
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Re: ZDoom project ideas you have

Post by DoomRater »

fuillrot corpses for all monsters would be cool though.
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doomfiend
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Re: ZDoom project ideas you have

Post by doomfiend »

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Beed28
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Re: ZDoom project ideas you have

Post by Beed28 »

I have an idea for a Heretic mod. You have a hub like level, and to progress you have to do these mini-levels, and you can choose which way to go through the hub from a starting point to a finish point where you would fight the final boss. These mini-levels could have anything happening, like you being given a permament Wings of Wrath powerup, but every enemy can also fly, and another level would have you fighting enemies with the appearances, sounds and hitboxes of Maulotaurs, like a Maulotaur with the attacks and health of an Undead Warrior. And at the end, you would fight a insanely powerful D'Sparil, whose serpent would shoot laser beams at you from its eyes, and when you kill the serpent D'Sparil would fly around and unleash intense bullet hell patterns at you.
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Kaal979
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Re: ZDoom project ideas you have

Post by Kaal979 »

Hey - check THIS out!
A great resource for mods of any kind - Noahs Ark Doom!
(Maybe even also a PC game.)
(No, no, no! We DO NOT LINK TO ROMS on the ZDoom forums. -mgmt)
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Abba Zabba
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Re: ZDoom project ideas you have

Post by Abba Zabba »

A Doom map/boss map with this track:

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DOOMERO-21
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Re: ZDoom project ideas you have

Post by DOOMERO-21 »

patryckpo wrote: Well, I was thinking here, maybe someone could use the graphics from the game Aliens versus Pretator (I mean the first one, for PC, but you can use any), it could be possible, since it has some of those weapons mentioned (recently playing Mercenaries Doom, and it uses RE4 graphics for the main character, what I thought it was impossible to do it)
is not impossible if you have the resources, on my case was hard to found the necesary for that mod. And is not impossible a RE5 version too.
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Matt
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Re: ZDoom project ideas you have

Post by Matt »

I'll just leave this here (someone get Sgt_Mark_IV on this)
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KingShinra
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Re: ZDoom project ideas you have

Post by KingShinra »

I'm currently working on this (And will ask permission for)....

Armadosia Remixed.

Basically, it's in these steps:
-Add new monsters from the bestiary
-Add new weapons
-Re-align all unaligned textures
-Add a new soundtrack
-Create a proper title screen and end credits

GZDoomBuilder has given me (and many of you) a brand new gift...SAVED TIME. To be able to see new fixes in the GZDoom engine is awesome.

I am doing all the remixes with the maps in standard Doom format, as to appeal to a wider array of source port users, but with GZDoom engine, I can see what
I want without having to test and retest the map. Aside from that, Armadosia could have been so much more (and i'm sure some of you who've played it agree).

So, I'm working on it. I'll ask for permission once it's complete.
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