ZDoom project ideas you have
Re: ZDoom project ideas you have
Parasite Eve-inspired mod where all guns have base attributes, and the random chance to have points added on. You pick up modkits to remove the addon points, then put them on other weapons, thus destroying the original weapon. I don't think the hybrid realitime/turn-based battle system of PE could be accomplished well, though.
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Re: ZDoom project ideas you have
I should post my project ideas more often... they tend to get done when I do so.
I posted a while back about the tower idea and that level is more or less done (has some cosmetic stuff to tweak and I need to implement skill levels but more or less it is complete)
Now I posted about the million monster level and I got some key elements programmed in - that the monsters spawn at a constant rate, do not go over a set limit (which is 1000, 2000, 2500, 4000 or 5000 monsters), and do not spawn over a million total (though for ease of testing I bumped that number down considerably to "only" 10000). Each time monsters are spawned, corpses from the previous round are cleaned up, and monsters spawn at a rate of 100, 200, 250, 400 or 500 at a time. There are ten groups, and I use a ton of monsters from the Repository. Sure, I like to make maps with a smorgasbord of monsters but with this one the variety is necessary to have a constant flow of infighting. More rigorous testing will be required to see how it performs under each setting (I'd imagine even the lowest setting would not run very well on older PCs and this map requires ZDoom 2.7.1 or the latest GZDoom.
I am wondering one thing though, and this is an issue that is much more prevalent with the higher performance ranks. Up to 8 boss level monsters (like Cyberdemons or SpiderMasterminds) can be spawned which all make noise as soon as they do courtesy of Thing_Hate. But is there a way to shut them up without modifying their DECORATE? Like, if a monster makes noise in sector X that noise does not reach the player?
I posted a while back about the tower idea and that level is more or less done (has some cosmetic stuff to tweak and I need to implement skill levels but more or less it is complete)
Now I posted about the million monster level and I got some key elements programmed in - that the monsters spawn at a constant rate, do not go over a set limit (which is 1000, 2000, 2500, 4000 or 5000 monsters), and do not spawn over a million total (though for ease of testing I bumped that number down considerably to "only" 10000). Each time monsters are spawned, corpses from the previous round are cleaned up, and monsters spawn at a rate of 100, 200, 250, 400 or 500 at a time. There are ten groups, and I use a ton of monsters from the Repository. Sure, I like to make maps with a smorgasbord of monsters but with this one the variety is necessary to have a constant flow of infighting. More rigorous testing will be required to see how it performs under each setting (I'd imagine even the lowest setting would not run very well on older PCs and this map requires ZDoom 2.7.1 or the latest GZDoom.
I am wondering one thing though, and this is an issue that is much more prevalent with the higher performance ranks. Up to 8 boss level monsters (like Cyberdemons or SpiderMasterminds) can be spawned which all make noise as soon as they do courtesy of Thing_Hate. But is there a way to shut them up without modifying their DECORATE? Like, if a monster makes noise in sector X that noise does not reach the player?
- YukiHerz
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Re: ZDoom project ideas you have
I've been having this idea for long, but it's one of those that is 99.99999999...% prolly not gonna happen thingies.
It would be a sort of new game on its own, the main theme would be an alien race randomly attacking a space ship, the player is put on the shoes of a security guard of the ship, the main aesthetics would be lotsa black&gray and blue palette, something like everything but blue tones would be very low on saturation.
The ideas i have for monsters would be a slender archvile-like thing with cyan eyes and a "blue core" in the chest, which would be a sort of common enemy, other monsters would follow the same aesthetics.
Of course, this will most likely never happen, since i lack most of the skills to do stuff aside from editing other's works, and it would be really, really hard to find people to help on such a project, but i leave it here in case someone might wanna try it.
I came up with names that sound simple, much like "Doom" or "Strife": "Blue Project", "Azure", "Vitality" and "Alien Cores".
It would be a sort of new game on its own, the main theme would be an alien race randomly attacking a space ship, the player is put on the shoes of a security guard of the ship, the main aesthetics would be lotsa black&gray and blue palette, something like everything but blue tones would be very low on saturation.
The ideas i have for monsters would be a slender archvile-like thing with cyan eyes and a "blue core" in the chest, which would be a sort of common enemy, other monsters would follow the same aesthetics.
Of course, this will most likely never happen, since i lack most of the skills to do stuff aside from editing other's works, and it would be really, really hard to find people to help on such a project, but i leave it here in case someone might wanna try it.
I came up with names that sound simple, much like "Doom" or "Strife": "Blue Project", "Azure", "Vitality" and "Alien Cores".
Re: ZDoom project ideas you have
I've been thinking of a Descent TC or a full-on Duke Nukem 3D for GZDoom. It'd be possible, wouldn't it (Descent)?
The DN3D TC should be doable...
The DN3D TC should be doable...
Re: ZDoom project ideas you have
So, I have an idea I would really love to see happen, but it's an ambitious one that would take all-new artwork. I could manage any decorate or ACS aspects of it, though.
Hotline Miami Doom. Player starts unarmed, relies on basic LoS stealth mechanics (hey, I can do this), and wipes out his foes in deadly arcade-style fast-paced action. Weapons would function as in Hotline Miami -- you can wield one weapon at any time, bullet weapons have no ammo pickups and are simply used up, and all weapons can be thrown with alt-fire. Enemies can be knocked down by thrown weapons and then finished off with a weapon-specific fatality a la Brutal Doom, only this needs to stick to only what was witnessed in Hotline Miami (so an unarmed player would bash his enemy's head into the floor). Bullets would use FastProjectiles that would be just barely possible to dodge, as in the original game, but they would deal unforgiving amounts of damage, often resulting in one-shot kills.
I've got a couple music tracks I've already written that tried to capture the Hotline Miami feel, and I've even got a sprite I put together out of POSSA1 for the basic gangster: Anyway, I think it has potential to be fantastically fun, especially if the masks were represented by a player class. Perhaps has some good coop potential, too. If anyone were willing to do artwork for this kind of thing, I could easily get on board with this.
Hotline Miami Doom. Player starts unarmed, relies on basic LoS stealth mechanics (hey, I can do this), and wipes out his foes in deadly arcade-style fast-paced action. Weapons would function as in Hotline Miami -- you can wield one weapon at any time, bullet weapons have no ammo pickups and are simply used up, and all weapons can be thrown with alt-fire. Enemies can be knocked down by thrown weapons and then finished off with a weapon-specific fatality a la Brutal Doom, only this needs to stick to only what was witnessed in Hotline Miami (so an unarmed player would bash his enemy's head into the floor). Bullets would use FastProjectiles that would be just barely possible to dodge, as in the original game, but they would deal unforgiving amounts of damage, often resulting in one-shot kills.
I've got a couple music tracks I've already written that tried to capture the Hotline Miami feel, and I've even got a sprite I put together out of POSSA1 for the basic gangster: Anyway, I think it has potential to be fantastically fun, especially if the masks were represented by a player class. Perhaps has some good coop potential, too. If anyone were willing to do artwork for this kind of thing, I could easily get on board with this.
Re: ZDoom project ideas you have
There's no support for rolling camera view.fellowzdoomer wrote:I've been thinking of a Descent TC or a full-on Duke Nukem 3D for GZDoom. It'd be possible, wouldn't it (Descent)?
You could make a Radix TC, though.
- TiberiumSoul
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Re: ZDoom project ideas you have
Sgt. Shivers and I are putting together a horror themed project called The Things Below (WIP Title is subject to change)
The Team (So Far):
TiberiumSoul : Project Lead / Decorate Code
Sgt. Shivers : Project Lead / Sprite Artist
Noah Braun : Project Musician / Sound Design
Looking for mappers
The Story follows the player as he awakens in a decrepit and decaying hospital home to things that defy the very laws of sanity.
Gameplay will rely more on melee than gunplay to dispatch the foul abominations that seek to drag you in to the darkness, Make no mistake there are guns in this mod but ammo will be so scarce you'll more likely opt to use melee.
Slot1: Flashlight : This replaces your fists. Seeing as the creatures that you'll be facing are strong beyond any human means using fists against them is pure suicide.
Slot 2 : Melee : These will be the staple weapons in your arsenal some are more useful than others Melee weapons range from A section of pipe to a machete
Slot 3 : Firearms: While these two weapons are infinitely better at dispatching foes than melee weapons are. Ammo is so scarce that its best to save up for boss battles
Current Roster of enemies:
Sewer Zombies by IMX (These guys will be the backbone of the roster with multiple recolors and translations with varying abilities)
Facemaw By Uboa and ItsNatureToDie This thing haunts the morgue in the basement of the Hospital/Institution
Weapon Previews:
The Team (So Far):
TiberiumSoul : Project Lead / Decorate Code
Sgt. Shivers : Project Lead / Sprite Artist
Noah Braun : Project Musician / Sound Design
Looking for mappers
The Story follows the player as he awakens in a decrepit and decaying hospital home to things that defy the very laws of sanity.
Gameplay will rely more on melee than gunplay to dispatch the foul abominations that seek to drag you in to the darkness, Make no mistake there are guns in this mod but ammo will be so scarce you'll more likely opt to use melee.
Slot1: Flashlight : This replaces your fists. Seeing as the creatures that you'll be facing are strong beyond any human means using fists against them is pure suicide.
Slot 2 : Melee : These will be the staple weapons in your arsenal some are more useful than others Melee weapons range from A section of pipe to a machete
Slot 3 : Firearms: While these two weapons are infinitely better at dispatching foes than melee weapons are. Ammo is so scarce that its best to save up for boss battles
Current Roster of enemies:
Sewer Zombies by IMX (These guys will be the backbone of the roster with multiple recolors and translations with varying abilities)
Facemaw By Uboa and ItsNatureToDie This thing haunts the morgue in the basement of the Hospital/Institution
Weapon Previews:
Re: ZDoom project ideas you have
Radix looks ike a Descent clone or ripoff or something...
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Re: ZDoom project ideas you have
What hasn't aged well about Doom are some of the ugly/bland wall textures. The best example I can think of is the Deimos Laboratory in Episode 2. The wall textures in that level are absolutely ugly and not in a way that adds to the atmosphere. So, are there any texture replacement wads that use some of the much superior textures from Doom 2 and Final Doom?
- Devianteist
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Re: ZDoom project ideas you have
Hello, I'm new here (reading the community rules as I type this out).
I had an idea a while ago about a crossover between the METROID series and the ALIEN(S) series. Specifically, something that pits Samus and her wits against the Xenomorphs (as anyone would guess).
Browsing the DOOM community, this idea could well be brought to life using METROID: Dreadnought (by TerminusEst13) and ALIENS:The Ultimate Doom (TC) (by Kontra Kommando). Such a thing would be amazing in every utter aspect. (Links below.)
ALIENS: The Ultimate Doom (TC); http://forum.zdoom.org/viewtopic.php?f=19&t=45213
METROID: Dreadnought; http://www.moddb.com/mods/metroid-dreadnought
P.S. I would do this myself, however I have neither the proper knowledge nor equipment.
I had an idea a while ago about a crossover between the METROID series and the ALIEN(S) series. Specifically, something that pits Samus and her wits against the Xenomorphs (as anyone would guess).
Browsing the DOOM community, this idea could well be brought to life using METROID: Dreadnought (by TerminusEst13) and ALIENS:The Ultimate Doom (TC) (by Kontra Kommando). Such a thing would be amazing in every utter aspect. (Links below.)
ALIENS: The Ultimate Doom (TC); http://forum.zdoom.org/viewtopic.php?f=19&t=45213
METROID: Dreadnought; http://www.moddb.com/mods/metroid-dreadnought
P.S. I would do this myself, however I have neither the proper knowledge nor equipment.
- Carbine Dioxide
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Re: ZDoom project ideas you have
There is the Zdoom wiki and you could use SLADE as a coding program if you wanted to do it yourself. I think it is an interesting and well thought out idea. By the way, welcome to the Zdoom Forums. 

Re: ZDoom project ideas you have
Maybe this has been suggested before, and I'm certainly not the one to do it, but there's something I'd really love to see done: Death animations with full rotations for all the Doom/Doom 2 monsters.
I don't care if it's a smooth animation or if there are alternative animations, I just want to be able to see zombiemen fall back towards me, or slightly to the right, or to the left in profile. I want to be able to tell which direction the fight was going by looking at a room full of meaningfully oriented corpses after a big battle.
It's the next best thing to ragdolls I suppose, having oriented deaths. Maybe even with falling frames for long drops, but whatever. If I was a spriter, I'd be tempted to take this up myself. Meh.
I don't care if it's a smooth animation or if there are alternative animations, I just want to be able to see zombiemen fall back towards me, or slightly to the right, or to the left in profile. I want to be able to tell which direction the fight was going by looking at a room full of meaningfully oriented corpses after a big battle.
It's the next best thing to ragdolls I suppose, having oriented deaths. Maybe even with falling frames for long drops, but whatever. If I was a spriter, I'd be tempted to take this up myself. Meh.
- Devianteist
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Re: ZDoom project ideas you have
Hey, thanks for the welcome.Carbine Dioxide wrote:There is the Zdoom wiki and you could use SLADE as a coding program if you wanted to do it yourself. I think it is an interesting and well thought out idea. By the way, welcome to the Zdoom Forums.
And I suppose I could, however, I am absolute Newb when it comes to any and all kinds of modding/coding. If anyone here could lend a hand in either teaching me, or actually helping me make the game, I'd gladly accept it.
- Carbine Dioxide
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Re: ZDoom project ideas you have
there is the "How do I" thread for coding issues you have. Blue shadow, The Mighty Herracross, Bad Hustlex, Amv2k9, and Edward 850 have the most knowledge on this stuff in my opinion. They could help you on some issues your having. Wild Weasel also made a website called GunLabs for weapon making tutorials.
- Devianteist
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Re: ZDoom project ideas you have
Thank you there friend. I may or may not actually get to officially working on this. I haven't attempted a serious mod before.Carbine Dioxide wrote:there is the "How do I" thread for coding issues you have. Blue shadow, The Mighty Herracross, Bad Hustlex, Amv2k9, and Edward 850 have the most knowledge on this stuff in my opinion. They could help you on some issues your having. Wild Weasel also made a website called GunLabs for weapon making tutorials.