ZDoom project ideas you have

Discuss anything ZDoom-related that doesn't fall into one of the other categories.
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Ozymandias81
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Re: Epic DOOM

Post by Ozymandias81 »

Graviton wrote:A Gzdoom total conversion for doom 2 that would use a modified version of brutal doom in which Doom guy starts off in a mental institution which he was sent to after tasking about what happened on Mars and phobos. Eventually something causes all the doctors in the place to become possessed and you have to fight your way through to regain your weapons. Slightly inspired by wolfenstein: the new order and the video game Evil Dead: Regeneration. Besides that , I thought of everything myself. Lost soul would start as a normal disembodied ethereal human face and morph into a skull when attacking. Would say "Help me." hoarsely when idle. Would possess you when you die and either drop you from a high altitude or levitate you slightly and break every bone in your body.Mancubus would smash your skull with its cannons and proceed to smash everything else you have. Baron of hell/Hell Knight would pick you up, slap you back and forth and then tear you in half. Everything would be hires with either models or sprites, depending on which looked better. Probably will make this eventually but it will be a while.
Such an huge load of work, but with painstakingly results if done exactly the way it's meant to be. Also a bit confusing.
Remember me in the future, maybe I'll give an hand here and there, expecially in terms of textures and general quality control.

PS: Another title for you - NIGHTDOOMARE
Ultimate Freedoomer
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Re: ZDoom project ideas you have

Post by Ultimate Freedoomer »

I have an idea for a custom HUD. Unlike most, mine is focused on emulating the included alternative HUD while adding things I felt were missing from it.ImageSee here for a view of the whole thing. Can someone tell me how to shrink images to fit the post width on these forums? An explanation of a few things:
  • "Health status" means your amount of health: Health bonus at 1-9%, stimpack at 10-24%, medikit at 25-100%, & soul sphere at 101% & above
  • "Armor status" is in the vanilla alternative HUD. It shows the icon as an armor bonus if the only armor the player picked up at all (or since last running out of armor) is armor bonuses, a green vest if you're currently using that, & a mega-armor if you're currently using that.
  • The "active/inactive" icon uses the inventory to show what weapon & relevant info set is active by showing an icon that changes color: the icon is green for the weapon you're using, yellow for weapons that are accessible but not currently in use, & red for weapons that are not currently accessible. Same goes for manually activated items.
  • The "weapon stats" & "Automap preview" are homages to the Alpha versions of the games
  • The "coordinates" & "time" sections can now show all the categories for those respective values
  • The clip counters only show up if you're playing a WAD/mod that has reloadable weapons.
  • The Ammo counters, health bar, & armor bar only have the numbers, not the text specifying what the numbers are for. That's just there in this mockup so you know what those numbers in those sections mean.
  • The original Alternative HUD doesn't include the player face from the vanilla status bar. This is my main motivation for this revamp.
  • The row of powerup icons under the vitality tracker is supposed to be similar to the "powerup inventory" menu that appears when playing Hexen 1: Beyond Heretic, Hexen 1 Mission Pack 1: Deathkings of the Dark Citadel, Heretic 1: Shadow of the Serpent Riders, & Strife: Quest for the Sigil. However, this row is only used to show what powerups you're currently under the effect of when you are playing a WAD that doesn't have a "store multiple powerups of the same type for later use" mechanic. Think of how the "Powerup display" section of the HUD in Quake 1 operates & you have the right idea.
  • The Tally tracker now includes a "remaining" counter.
  • A Map Info display.
  • Everything from the original is still there, even if modified.
I'm thinking of adding a few extra things (like a map section name tag, a speed tracker, & a Frames Per Second counter)
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TankenAbard
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Re: ZDoom project ideas you have

Post by TankenAbard »

I have too many ideas, and Iw ant to do them all, but I haven't done too much of this Zdoom stuff since 2009ish.

Idea 1 (Which is what I'm currently doing): Some kind of magic caster weapon possibly monster replacer too, heavily influenced by the Sage class in Ragnarok Online. I'm sorry, it sounds terrible, but beating the crap out of someone with a book is hilarious, unapologetically so.

Idea 2: Some kind of GMOTA-like, probably a guy with a spear. GMOTA actually pulled me out of the woodwork here and got me back into this, because it's so entertaining.

Idea 3: A totally-Not-Ys1&2 thing in the Doom engine, complete with bump combat. I'm not sure if it's truely feasable, but I'd love to try it. If the mechanics worked out, I'd even get into mapping. Kind of excited to test this idea, because it might be awesome or absolutely terrible.

Problems I'm always having include Art resources, how to possibly easly make my own resources in PhotoShop (GIMP in my case), best place to host projects and maybe textures for mapping sometime in the future. I'm sure there's a few threads around here that'll tell me most of this, I just need to find them. If I find a fair place to host projects (Dropbox maybe?) I'll throw up what I'm currently poking at. My code is also absolutely disgusting, as I pull apart other peoples works so I can figure out how they... Work. Not direct code ripping, I assure you, just figuring out things liek physics and behavior.
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Zenon
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Re: ZDoom project ideas you have

Post by Zenon »

I had an idea of a puzzle game that involved detonating strategically placed barrels near/underneath a zombieman to get him to land in a small pool of water.

Another idea would be a 1v1 multiplayer/hotseat game where each player would control a stationary cannon and have to blow up the opposing cannon with cannonballs. This would be achieved by setting the angle, direction and velocity of the cannon.
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LilWhiteMouse
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Re: ZDoom project ideas you have

Post by LilWhiteMouse »

Doom monsters with different personalities. No graphical changes, just behaviors. Doom's Imps for example:
Sniper Imp: Keeps at range attacking with it's fireballs.
Bruiser Imp: Quickly closes to melee range.
Scaredy Imp: Flees from the player, occasionally launching fireballs to discourage pursuit.
Mischievous Imp: Akin to it's namesake, moves to close/medium range then randomly circle strafes tossing an occasional fireball to harass the player.
Passive Imp: Slowly wanders until attacked, then lobs fireballs relentlessly.
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BFG
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Re: ZDoom project ideas you have

Post by BFG »

Co-op Lost Vikings Doom, 3 characters, 3 abilities, help each other, rely on each other, utilize your 3 skills wisely to crack maps, every map requires all 3 characters to complete, so if one dies the map isn't broken, you cannot die, when you are hit so many times you are teleported to a little prison room, the other players need to use points/souls they picked up along the way and from dead enemies to put into a soul machine which teleports the other player back in.

Hero 1: range attack, can open switches through caged doors or force fields with his bullets. He is also a hacker and can unlock computers to open doors. is fire resistant.
Hero 2: has no falling damage, can jump high, can temporary hover with his jet-pack, he also has a shield to deflect enemies fire and and can heal the others. can crouch shorter.
Hero 3: melee fighter, strong can break open certain hard to access doors/walls, is very fast and very strong has the most HP. Has a higher lung-capacity in water than the others.
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scalliano
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Re: ZDoom project ideas you have

Post by scalliano »

Just thought of something: have there ever been any .WADs (any port) based on the later (classic) Doom novels (Infernal Sky, Endgame)? I'd love to see that.
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DoomKrakken
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Re: ZDoom project ideas you have

Post by DoomKrakken »

Sounds awesome. I haven't read the Doom novels, but from the summaries I read on the wiki, they sounded super awesome. I loved the fact that they disassociated Hell from the plot, even using some of the reasons I use to justify my playing Doom (such as the monsters being physical, mortal beings, therefore not really being actual Hellspawn).

Hey, there's an idea! Mods based off of concepts from the Doom novels!

I had done something similar myself... not a mod, but a story, about an Arch-Vile and his homeworld (Mars-Underground) being taken over by John Romero. It can be found in earlier comments I had made.
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TankenAbard
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Re: ZDoom project ideas you have

Post by TankenAbard »

Probably shefling my Sage wad for this. It was moreso a learning/reantiquation with Zdoom anyhow.

Backpacks and powerups have a chance to be different styles of powersuits (Probably just Strife bots for now), find a suit and Use at it, polymorph player into the powered armor. Once you "die" as a suit, you're ejected (I hope flags allow this). Suits will use a battery power of sorts, once battery hits 0, you're slow as molasses and need a battery or simply eject. suits will be very different from one another, heavily inspired by old video games.

The base gameplay aspects don't intimidate me(I have a table of the doom weapon damages), as much as the custom HUDs I'd like to do for each of them, and modeling work. Looking at that tutorial on how to do stuff in Maya/Blender and convert it into sprites has my hopes up to at least make Huds and simple things. However, I keep seeing the credits to a lot of slightly more complex WADs and can't help but wonder if it's a bit much.

I've been ripping open various works to find out how people did some things. I want to say I have a fairly good knowledge base for what I want to do.
Moogaman
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Re: ZDoom project ideas you have

Post by Moogaman »

I feel stupid posting this because, while I have always had this idea I'm also very incapable of going through with it for several reasons(no time and no talent for starters)
but here is my dumb idea for a project
Doom, 80's TC
with music like this https://www.youtube.com/watch?v=kaArA5v ... aArA5vPiow
brighter colors, neon lights and weapons like uzis and m16's
the mid episode cut scenes and intermission screens can be similar to those of games like hotline miami
Idunno man...mans...I just really love 80's stuff
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BFG
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Re: ZDoom project ideas you have

Post by BFG »

Albino monsters, 1 in 1000 chance of an Imp, Bruiser, Caco or Pinky to have white skin. :blergh:
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DoomKrakken
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Re: ZDoom project ideas you have

Post by DoomKrakken »

Me lieks.
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raymoohawk
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Re: ZDoom project ideas you have

Post by raymoohawk »

dont remember if i already said this, but i would like to see something inpired loosely by the divine comedy. the first episosde doomguy would fight hell like in regular doom, the second he would fight agianst the creatures from purgatory and in the last episode he would fight aginst the forces of heaven
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DoomKrakken
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Re: ZDoom project ideas you have

Post by DoomKrakken »

You might have said that before.

But why fight against Purgatory and Heaven? Those are good places to be! (Purgatory is pretty much the bathhouse in which one gets cleansed of the stains of their sins so that he may enter into Heaven)
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raymoohawk
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Re: ZDoom project ideas you have

Post by raymoohawk »

well in the game they could be bad too, plus some creatures form juedocristian stories would be cool to fight, like those lion things that supposedly guarded paradise
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