ZDoom project ideas you have

Discuss anything ZDoom-related that doesn't fall into one of the other categories.
User avatar
0bsidian
Posts: 1118
Joined: Sun Oct 28, 2012 11:59 pm
Location: New Zealand

Re: ZDoom project ideas you have

Post by 0bsidian »

wut Image
User avatar
SyntherAugustus
Posts: 973
Joined: Tue Jul 15, 2003 5:43 pm

Re: ZDoom project ideas you have

Post by SyntherAugustus »

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.
User avatar
Beed28
Posts: 598
Joined: Sun Feb 24, 2013 4:07 pm
Location: United Kingdom

Re: ZDoom project ideas you have

Post by Beed28 »

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?
User avatar
Matt
Posts: 9696
Joined: Sun Jan 04, 2004 5:37 pm
Preferred Pronouns: They/Them
Operating System Version (Optional): Debian Bullseye
Location: Gotham City SAR, Wyld-Lands of the Lotus People, Dominionist PetroConfederacy of Saudi Canadia
Contact:

Re: ZDoom project ideas you have

Post by Matt »

The Flower Shell is currently available with 12 different kinds of seeds.
Columbine,
too soon

(but yes a TC where you kill weeds/invasives/industrialists and procedurally generated flowers start growing out of the corpses would be awesome)
User avatar
NeuralStunner
 
 
Posts: 12328
Joined: Tue Jul 21, 2009 12:04 pm
Preferred Pronouns: No Preference
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia with Vulkan support
Location: capital N, capital S, no space
Contact:

Re: ZDoom project ideas you have

Post by NeuralStunner »

TheMightyHeracross wrote:just
You know, sprite splicing isn't always that easy or good-looking. :?
Vaecrius wrote:weeds/invasives/industrialists
A Doom mod for every political leaning in existence. This is what we need. :P
User avatar
DoomRater
Posts: 8270
Joined: Wed Jul 28, 2004 8:21 am
Preferred Pronouns: He/Him
Location: WATR HQ
Contact:

Re: ZDoom project ideas you have

Post by DoomRater »

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.
User avatar
Matt
Posts: 9696
Joined: Sun Jan 04, 2004 5:37 pm
Preferred Pronouns: They/Them
Operating System Version (Optional): Debian Bullseye
Location: Gotham City SAR, Wyld-Lands of the Lotus People, Dominionist PetroConfederacy of Saudi Canadia
Contact:

Re: ZDoom project ideas you have

Post by Matt »

chaingun traps
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.

Then it occurs to me that a user can actually turn off auto-weapon-switch.
User avatar
zrrion the insect
Posts: 2432
Joined: Thu Jun 25, 2009 1:58 pm
Location: Time Station 1: Moon of Glendale

Re: ZDoom project ideas you have

Post by zrrion the insect »

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.
User avatar
DoomRater
Posts: 8270
Joined: Wed Jul 28, 2004 8:21 am
Preferred Pronouns: He/Him
Location: WATR HQ
Contact:

Re: ZDoom project ideas you have

Post by DoomRater »

Vaecrius wrote:
chaingun traps
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.
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.
User avatar
Marrub
 
 
Posts: 1207
Joined: Tue Feb 26, 2013 2:48 pm
Preferred Pronouns: No Preference
Operating System Version (Optional): Arch Linux
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Contact:

Re: ZDoom project ideas you have

Post by Marrub »

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.
you are an evil man
i like the way you think
User avatar
DoomRater
Posts: 8270
Joined: Wed Jul 28, 2004 8:21 am
Preferred Pronouns: He/Him
Location: WATR HQ
Contact:

Re: ZDoom project ideas you have

Post by DoomRater »

Replicate the infamous Red Scorpion in Serious Sam 3 for your anticheat measure.
User avatar
NeuralStunner
 
 
Posts: 12328
Joined: Tue Jul 21, 2009 12:04 pm
Preferred Pronouns: No Preference
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia with Vulkan support
Location: capital N, capital S, no space
Contact:

Re: ZDoom project ideas you have

Post by NeuralStunner »

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.
Only if you wish to find your head impaled upon a stick.

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.
DoomRater wrote:anticheat measure
This discussion is not going anywhere good, I can tell you that. :?
User avatar
SerbianDoomer
Posts: 79
Joined: Sun Dec 29, 2013 2:32 pm

Re: ZDoom project ideas you have

Post by SerbianDoomer »

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.
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.
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).

Here are a few screenshots to prove I have actually done something along those lines :

ImageImage
Image


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.
User avatar
DoomRater
Posts: 8270
Joined: Wed Jul 28, 2004 8:21 am
Preferred Pronouns: He/Him
Location: WATR HQ
Contact:

Re: ZDoom project ideas you have

Post by DoomRater »

NeuralStunner wrote:
DoomRater wrote:anticheat measure
This discussion is not going anywhere good, I can tell you that. :?

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?
User avatar
Nash
 
 
Posts: 17505
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia
Contact:

Re: ZDoom project ideas you have

Post by Nash »

Let me guess, layering the original sprites with cut-out fullbright copies of the actors to achieve fake brightmaps?
Post Reply

Return to “General”