
ZDoom project ideas you have
- SyntherAugustus
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Re: ZDoom project ideas you have
http://www.flowershell.com/ This is a gun in Doom. It could use the SSG sprites for all I care.
Shoot the floor, flowers come out.
Shoot something and kill it, flowers come out of the corpse.
Alternatively, shoot the floor, killer flowers grow and melee stuff around it.
Shoot a zombie and it bursts from parasites eating it.
Shoot the floor, flowers come out.
Shoot something and kill it, flowers come out of the corpse.
Alternatively, shoot the floor, killer flowers grow and melee stuff around it.
Shoot a zombie and it bursts from parasites eating it.
Re: ZDoom project ideas you have
I just had a great idea for an Metroidvania exploration type game like say, Antichamber. The player can go around exploring various worlds and areas and obtain upgrades and items that can be used to reach further areas, and won't have combat or violence at all.
I want to give these worlds some variety as well. For example, a city constantly bouncing up and down from an eternal vertical earthquake, which bounces the player character and objects up and down, or a castle where corridors don't match up with other interior rooms and going down would eventually take you to an upper floor, and stuff like that. Sadly, I won't be able to do the more complex non-euclidean geometry like Antichamber as ZDoom doesn't support actual portal effects like in Antichamber and The Stanley Parable.
I'll need some ideas for items as well. One item I thought of was heavy boots which when worn would allow the player to press on heavy buttons on the floor as well as preventing him from being lifted up off of the ground while in the aforementioned bouncing city, but would slow the player down and prevent jumping. Any other ideas?
I want to give these worlds some variety as well. For example, a city constantly bouncing up and down from an eternal vertical earthquake, which bounces the player character and objects up and down, or a castle where corridors don't match up with other interior rooms and going down would eventually take you to an upper floor, and stuff like that. Sadly, I won't be able to do the more complex non-euclidean geometry like Antichamber as ZDoom doesn't support actual portal effects like in Antichamber and The Stanley Parable.
I'll need some ideas for items as well. One item I thought of was heavy boots which when worn would allow the player to press on heavy buttons on the floor as well as preventing him from being lifted up off of the ground while in the aforementioned bouncing city, but would slow the player down and prevent jumping. Any other ideas?
- Matt
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Re: ZDoom project ideas you have
too soonThe Flower Shell is currently available with 12 different kinds of seeds.
Columbine,
(but yes a TC where you kill weeds/invasives/industrialists and procedurally generated flowers start growing out of the corpses would be awesome)
- NeuralStunner
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Re: ZDoom project ideas you have
You know, sprite splicing isn't always that easy or good-looking.TheMightyHeracross wrote:just
A Doom mod for every political leaning in existence. This is what we need.Vaecrius wrote:weeds/invasives/industrialists
- DoomRater
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Re: ZDoom project ideas you have
I keep wanting a mod that deals with invisible monsters, chaingun traps, and the like. Greaser Enhanced didn't quite do that because it's way too oversaturated with automatic weapons, but I think I should take another stab at it. Something like chainsaw replacement deals with spammy long range attacks, the pistol has some sort of tool which makes it easy to spot truly invisible monsters, rocket launcher has a splash damage negation property about it, stuff like that.
- Matt
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Re: ZDoom project ideas you have
Now I want to make a map where the most brutal trap is this one thing where the chaingun is the worst possible weapon to use and you have to pick it up (and it's not available anytime beforehand) to trigger the trap which is necessary to advance.chaingun traps
Then it occurs to me that a user can actually turn off auto-weapon-switch.
- zrrion the insect
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Re: ZDoom project ideas you have
You could write a script they would tell them to turn auto-weapon-switching on or all the things on the map would become Arch-Viles.
- DoomRater
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Re: ZDoom project ideas you have
Simarily I've wanted to make a decoration maze where you find a plasma rifle inside and the outskirts are littered with zombies, and there's no chaingun/shotgun available before that. Cue in game character cursing their luck for getting such a powerful weapon full of ammo and it being situationally useless at the moment.Vaecrius wrote:Now I want to make a map where the most brutal trap is this one thing where the chaingun is the worst possible weapon to use and you have to pick it up (and it's not available anytime beforehand) to trigger the trap which is necessary to advance.chaingun traps
- Marrub
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Re: ZDoom project ideas you have
you are an evil manzrrion the insect wrote:You could write a script they would tell them to turn auto-weapon-switching on or all the things on the map would become Arch-Viles.
i like the way you think
- DoomRater
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Re: ZDoom project ideas you have
Replicate the infamous Red Scorpion in Serious Sam 3 for your anticheat measure.
- NeuralStunner
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Re: ZDoom project ideas you have
Only if you wish to find your head impaled upon a stick.zrrion the insect wrote:You could write a script they would tell them to turn auto-weapon-switching on or all the things on the map would become Arch-Viles.
Traps that rely on weapon switching are bullshit. I played a custom Quake map once that throws you out a teleporter right onto a Rocket Launcher surrounded by Fiends (fast-as-hell melee bastards). Between that and the anti-backtracking, I gave the map some very bad marks.
This discussion is not going anywhere good, I can tell you that.DoomRater wrote:anticheat measure
- SerbianDoomer
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Re: ZDoom project ideas you have
Hello,
This is my first post here, but I won't beat about the bush- I would like to do a mod that brings brightmaps to the software renderer. As far as I know, nobody has done such a thing.
The developers have stated (http://forum.zdoom.org/viewtopic.php?f=18&t=37209) that brightmaps in the software renderer are currently impossible.
Here are a few screenshots to prove I have actually done something along those lines :



Not much though- I have only whipped up "brightmaps" for the armor bonus and front attacking frames for the caco, just as a proof of concept.
I might also expand it with the standard enhancement stuff (coloured blood for Barons/Cacos and such) and maybe some slight modifications to monster behavior (but again, not straying much from the original) and make it a complete enhancement mod- and of course I would make everything myself from scratch (no ripping others off).
I know that the idea of yet another enhancement mod is hardly original, however it is my first (Z)Doom project and I want to keep it simple while I learn the ropes. I may or may not finish it in the end, as this is primarily meant to be a learning experience. What does the community think about such an idea?
A Serbian Doomer
Edit: Started thread for project http://forum.zdoom.org/viewtopic.php?f=19&t=44901
This is my first post here, but I won't beat about the bush- I would like to do a mod that brings brightmaps to the software renderer. As far as I know, nobody has done such a thing.
The developers have stated (http://forum.zdoom.org/viewtopic.php?f=18&t=37209) that brightmaps in the software renderer are currently impossible.
Now I know that true brightmaps (like in GZdoom) are currently impossible in the software renderer. My lack of knowledge on how the renderer works, renders me (pun intended) unable to judge whether these true brightmaps in software will ever be possible- however there are workaround methods of mimicking the effect of brightmaps (however only on actors, not on wall/floor/ceiling textures).Graf Zahl wrote:Brightmaps in the software renderer would throw the optimized assembly functions out of whak, requiring much more complicated means. It'd mean writing a completely new set of rendering functions to accomplish it, and sorry, I don't see that happen.
Here are a few screenshots to prove I have actually done something along those lines :



Not much though- I have only whipped up "brightmaps" for the armor bonus and front attacking frames for the caco, just as a proof of concept.
I might also expand it with the standard enhancement stuff (coloured blood for Barons/Cacos and such) and maybe some slight modifications to monster behavior (but again, not straying much from the original) and make it a complete enhancement mod- and of course I would make everything myself from scratch (no ripping others off).
I know that the idea of yet another enhancement mod is hardly original, however it is my first (Z)Doom project and I want to keep it simple while I learn the ropes. I may or may not finish it in the end, as this is primarily meant to be a learning experience. What does the community think about such an idea?
Spoiler: How the idea came about?Regards,
A Serbian Doomer
Edit: Started thread for project http://forum.zdoom.org/viewtopic.php?f=19&t=44901
Last edited by SerbianDoomer on Fri Jan 03, 2014 9:48 am, edited 1 time in total.
- DoomRater
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Re: ZDoom project ideas you have
NeuralStunner wrote:This discussion is not going anywhere good, I can tell you that.DoomRater wrote:anticheat measure
How can you not want to fight THAT THING?! Lets you play for a little bit and then BAM!..... Didn't Scuba Steve do this in Action Doom 1, or was that box throwing freakazoid actually beatable?
Re: ZDoom project ideas you have
Let me guess, layering the original sprites with cut-out fullbright copies of the actors to achieve fake brightmaps?

