ZDoom project ideas you have

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

Post by BFG »

Image
A heavy weapon dude sprite made modifying these doom 3 sprites that I think would work well for Doom 64 mods as they lack a rapid firing zombie and there was no available sprites in that style, but with some work I believe this one could.
Spilskinanke
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Re: ZDoom project ideas you have

Post by Spilskinanke »

I've always thought about a "Heretic the way Raven did it" as a counterpart to the "Doom the way ID did it" maps. I consider the DTWIID pack better than the original game, so I just wonder how well a Heretic one would be.
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Re: ZDoom project ideas you have

Post by DoomKrakken »

BFG wrote:Image
A heavy weapon dude sprite made modifying these doom 3 sprites that I think would work well for Doom 64 mods as they lack a rapid firing zombie and there was no available sprites in that style, but with some work I believe this one could.
That looks pretty cool. :D I think the falling animation needs to be much quicker, though...
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Re: ZDoom project ideas you have

Post by YukiHerz »

Don't forget that D64 sprites are larger than PC Doom ones.
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Re: ZDoom project ideas you have

Post by stroggkiller »

I have this idea
Spoiler:
Some day i will make this or another cold war/vietnam war themed idea to a mod
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Re: ZDoom project ideas you have

Post by gabrieloup »

For everyone in this forum, I apologize for having trolled people so hard and exposing their tiny fanboyism. Of course I'm never going to release a dumb map pack of official maps. To be very honest, I find them boring (except for NRFTL). Instead, I'm working on a complete reboot of the Doom storyline, and I'm going to eradicate unrealistic shit like the game taking place on Mars or Phobos, and rather, the story will be heavily inspired in Half-Life mixed with Halo and Crysis. At least, the way that the story goes that is. There is no story. You will not read heaps of text. You will not get cutscenes. You will not get lag. You will not need to rape walls until you find a secret. You play more than half the game on Earth, then you go to Tai Tenga, a.k.a The Highway Express To Fucking Hell, and you defeat the Icon of Sin there. The thing that bores me about Doom is that most of the maps are just inconsistent. I'd understand if the Hell maps were the only ones inconsistent, but ALL the maps in Doom games are inconsistent, except for the first episode of Doom which was too consistent to be honest. The first few maps are the glorious moments everyone remembers, but then, for me at least, after E1M4, I start to get bored. I only played the original Half Life very recently, and in my opinion, it's level design is the majesty of FPS games. For me, all the overhype and praise of Half Life is deserving. For Doom on the other hand, it's not really deserved. The maps are bad for the most part, and the few maps like MAP01 : Entryway, MAP06 : The Crusher, MAP07 : Dead Simple, and MAP23 : Barrels o' Fun are the only ones that I actually enjoy and I play them repeatedly. Others like Downtown was also amazing, but, you know when there's a level that leaves you a pitch of salt mixed with a huge load of peppers in your mouth after you're done with it? Yeah. And others like MAP19 : The Citadel are just bland, boring and hard. My mind URGES me to use the console and skip to the next level, because I can. This is a PC game, amirite? I do have the option. So this ridiculously affects the reputation of each and every level, since they can be skipped easily.

The object here is to make a bunch of levels with OBLIGE and ObHack, combine the best ones with Doom Builder and maybe even modify them a bit, and the rest sorts itself. Only problem is, I have no idea how to modify lumps so that I can edit the story text. I'd love to bore players with realistic storylines so that they can just skip to the next level any time of the week though. No really, I will do this. For real.
Last edited by gabrieloup on Thu Oct 15, 2015 10:51 am, edited 1 time in total.
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Clownman
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Re: ZDoom project ideas you have

Post by Clownman »

BFG wrote:Image
A heavy weapon dude sprite made modifying these doom 3 sprites that I think would work well for Doom 64 mods as they lack a rapid firing zombie and there was no available sprites in that style, but with some work I believe this one could.
Almost could be used as a whole new style for a wad. ((I'd play a D3 mod like that))
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Re: ZDoom project ideas you have

Post by DoomKrakken »

gabrieloup wrote:For everyone in this forum, I apologize for having trolled people so hard and exposing their tiny fanboyism. Of course I'm never going to release a dumb map pack of official maps. To be very honest, I find them boring (except for NRFTL). Instead, I'm working on a complete reboot of the Doom storyline, and I'm going to eradicate unrealistic shit like the game taking place on Mars or Phobos, and rather, the story will be heavily inspired in Half-Life mixed with Halo and Crysis. At least, the way that the story goes that is. There is no story. You will not read heaps of text. You will not get cutscenes. You will not get lag. You will not need to rape walls until you find a secret. You play more than half the game on Earth, then you go to Tai Tenga, a.k.a The Highway Express To Fucking Hell, and you defeat the Icon of Sin there. The thing that bores me about Doom is that most of the maps are just inconsistent. I'd understand if the Hell maps were the only ones inconsistent, but ALL the maps in Doom games are inconsistent, except for the first episode of Doom which was too consistent to be honest. The first few maps are the glorious moments everyone remembers, but then, for me at least, after E1M4, I start to get bored. I only played the original Half Life very recently, and in my opinion, it's level design is the majesty of FPS games. For me, all the overhype and praise of Half Life is deserving. For Doom on the other hand, it's not really deserved. The maps are bad for the most part, and the few maps like MAP01 : Entryway, MAP06 : The Crusher, MAP07 : Dead Simple, and MAP23 : Barrels o' Fun are the only ones that I actually enjoy and I play them repeatedly. Others like Downtown was also amazing, but, you know when there's a level that leaves you a pitch of salt mixed with a huge load of peppers in your mouth after you're done with it? Yeah. And others like MAP19 : The Citadel are just bland, boring and hard. My mind URGES me to use the console and skip to the next level, because I can. This is a PC game, amirite? I do have the option. So this ridiculously affects the reputation of each and every level, since they can be skipped easily.

The object here is to make a bunch of levels with OBLIGE and ObHack, combine the best ones with Doom Builder and maybe even modify them a bit, and the rest sorts itself. Only problem is, I have no idea how to modify lumps so that I can edit the story text. I'd love to bore players with realistic storylines so that they can just skip to the next level any time of the week though. No really, I will do this. For real.
I forgive you.

What exactly do you mean by "tiny fanboyism"?

I personally find the original Doom/Doom II maps to be a bit boring too. I rarely ever play them anymore, as I've moved on to other advanced mappacks like ZPack, Doomed Space Wars, Hellbound, DRMS Beta, and others.

I'm sure you've tried out some of the more recent mappacks? Yeah, some of us are more excited than others about the original Doom games, but it's the feeling of nostalgia that gets us excited about Doom. It is one of the very first FPS games ever. I'm actually younger than the game, and have only gotten into it a little less than three years ago, so the original stuff wasn't really a part of my childhood, so It doesn't really have that "nostalgia effect" on me. But I definitely understand where it's coming from, and I get a similar experience from this... basically some undescribeable excitement I get from playing a landmark videogame which is very much alive today. :D

As for level design, sure you may not see any of that architecture in real life... but real life architecture was not meant for one to storm through it shooting monsters. Totally realistic level design would make it pretty boring. Take a look at Ultimate Torment N' Torture by Tormentor667... it's a perfect mix of realism and exciting gameplay.

If it takes place in the future, how is having Doom take place on Mars unrealistic? Sure, the textures and environments are inconsistent in that they don't feel like they take place on another planet, but I doubt the concept is unrealistic.

I always love to see reinterpretations of things. :) I'd love to see what you're doing here with this mod.
Last edited by DoomKrakken on Thu Oct 15, 2015 4:58 pm, edited 1 time in total.
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Re: ZDoom project ideas you have

Post by wildweasel »

gabrieloup wrote:For everyone in this forum, I apologize for having trolled people so hard and exposing their tiny fanboyism.
I like how you've managed to both apologize and then not apologize within the same sentence.
Only problem is, I have no idea how to modify lumps so that I can edit the story text. I'd love to bore players with realistic storylines so that they can just skip to the next level any time of the week though. No really, I will do this. For real.
If you want to remove the story text entirely, [wiki]MAPINFO[/wiki] can be used to either remove it or place it wherever you want it. If you just want to leave it where it is and change only the text, [wiki]LANGUAGE[/wiki] is your lump.
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DoomKrakken
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Re: ZDoom project ideas you have

Post by DoomKrakken »

wildweasel wrote:
gabrieloup wrote:For everyone in this forum, I apologize for having trolled people so hard and exposing their tiny fanboyism.
I like how you've managed to both apologize and then not apologize within the same sentence.
***sarcasm intensifies***

EDIT: Another idea...

Sprite rotations for all monster death animations and dead monsters. :D
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Re: ZDoom project ideas you have

Post by gabrieloup »

Spoiler:
So, the story is going to be this : the UAC creates a nanomachine weapon called Project Doom which is able to "resurrect" dead things (including animals) and control them, and even modifying their appearance as well. It was all going well, until something went wrong and the entire base had it's communications shut down. The main base AI has been kidnapped and brainwashed into a self aware status, and no survivors were spotted. You get sent to try to contain the demons inside the base, but they eventually get out and start fucking up a nearby city. Meanwhile, the demons are also using a experimental teleportation system by the UAC to travel to an exoplanet which they baptized "Tai Tenga", for you, you can call it anything as you wish, as long as it's "hell".

30 maps, 2 side mission maps. In MAP15, you'll get the opportunity to wipe out a squad of traitors who caused the entire base to fuck up. MAP15 and MAP31 are the only levels that have secrets, they can be found by seeing a "gib" on the ground and then using the wall adjacent to it. No other map has secrets, at all. 0 secrets. Yeah.

The maps are designed primarily with Brutal Doom in mind. Attempting to use vanilla Doom or any mod that has weapon damage lower than Brutal Doom may cause some severe headache in the tiny fanboy's asshole. This may include : dying because your chaingun is weak as hell, dying because your pistol is weak as hell, dying because your fist is weak as hell, dying because you stepped in lava or acid, dying because you run our ammo, and dying because you died. Literally. If this would be played with a mod other than BD, I'd say use it with Project MSX, The Space Pirate or something that has guns with high damage (like russian overkill, by the way, cheers to russia and long live vodka)

I'm using my recently learned experience with the Project MSX Unofficial maps I've made (which was also with OBLIGE and Doom Builder combined), so the maps will be of very good quality. Just don't expect "landmark" kind of maps though, none of the maps are really "recognizable" from each other, but that's the point, they're different, but they're not so different so that you can tell what map is what when you look at it. Map01 to 10 are tech maps (small maps with very small corridors, not a lot of enemies, really low ammo, really low health), Map11 to 20 are urban ones (huge maps, lots of outdoor sections, some buildings to get in, not a lot of cover outside, lots of enemies), and finally, Map21 to 30 are Hell levels (really fucking huge, a lot of outdoor sections and caves, lots of buildings, almost no cover, a fuckload of enemies). The order when the enemies are designed for each 10 maps are also different. In the first 10, you'll get standard Doom 1 shareware monsters. In the urban ones, you'll find some more Doom 1 enemies from the full version, and on hell maps, you'll find Doom 2 enemies exclusively. Not to forget, MAP15, MAP31 and MAP32 are also wolfenstein themed maps, with only wolfenstein goons in it. In future BD versions, the goons in MAP15 will get replaced by rogue marines, which are hard as fuck to kill. The map is small as hell though and with lots of medpacks everywhere, so thank satan. However, if playing on realistic mode (with a very slow movement speed) it won't be enough to save you either.

EDIT : Forgot to tell that there's 4 boss fight maps. The first one is MAP07, where you fight 12 mancubus. The second is MAP19, you fight a spidermastermind and a cyberdemon, and a couple of arachnotrons and lame souls as well, then the third one, MAP25, will remind you a bit of E2M8 from Doom 1. It's an arena where you shoot a cyberdemon until it dies. Did I mention that it's small as hell? No? Well.
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Re: ZDoom project ideas you have

Post by DoomKrakken »

gabrieloup wrote:
DoomKrakken wrote:
Spoiler:
Spoiler:
Looks really cool! I'd love to play it!

It looks as though you are disassociating these demons of yours from the supernatural Hell that Doom refers to... that they are simply a creation of the UAC... am I right? :)
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Re: ZDoom project ideas you have

Post by Sgt. Shivers »

gabrieloup wrote:The object here is to make a bunch of levels with OBLIGE and ObHack, combine the best ones with Doom Builder and maybe even modify them a bit, and the rest sorts itself.
I think it would be a better idea to just make levels from scratch.
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Re: ZDoom project ideas you have

Post by gabrieloup »

Yeah, I could've done that, but guess what? Instead of the levels feeling like places, rather than a slaughter house developed by a drugged maniac alcoholic architect, I prefer that the levels are first and foremost designed in a "random" esque pattern, and that I modify them instead. It's faster, and the result is more natural than just making slaughter houses from scratch. I even used tricks with the OBLIGE engine, and enhanced those tricks with Doom Builder. Don't think that the levels are just left blunt, unmodified and boring. All of them are being revised for the best gameplay experience. Right now, I'm having a hell of a time with just the first few maps, that are small as fuck. Imagine the trouble I'll be having, when I modify the hell levels, which are huge as fuck slaughter fest maps that you battle more than 600 demons AT ONCE. Of course, you'll be armed with a BFG9000 with lots of ammo everywhere and lots of invincibility spheres, but you'll die every once in a while if you overuse invincibility spheres and you forget that you used them all. And there's also lots of marines in each map as well.

If people even remotely liked the No Rest for the Living maps like Hell Mountain, they'll LOVE what's about to come. I decided not to use ObHack though, because I cannot customize the maps very well with it in the way I wanted to envision them, so I disregarded ObHack. They're too simplistic and they look like shit. And they don't work so well either. Instead, I decided to use the more complicated way of just making a bunch of OBLIGE episodes with separate settings for each and combining and modifying them with Doom Builder. All the weapons and monsters appear in a progressive way. You won't get a shotgun in the first level, or an imp either, rather, it begins simple, like a "rusty jukebox" says someone else, and then it becomes an opera of blood laden, gut filled bullet rape fest of demons flying everywhere. You better get used of sniping lost souls in a distance with just a minigun! Won't survive by just spamming dat Supa Swaggun or da Big Fakin Gum Swagthousand. Yeah, there's gonna be lots, and LOTS of ammo in the hell levels, in fact, you may say that there's too much ammo, but think again. The demons can actually kill you faster than you can reach the ammo corners. I'm breaking conventional Doom gameplay barriers with this, so don't get any expectations. I may upload a video quite soon, once I get rid of the first few map's problems, which includes health and weapon balancing so that the maps don't bore anyone with back tracking the whole map just to get 10% more health. That's gonna be gone and dead yo.
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Re: ZDoom project ideas you have

Post by gabrieloup »

DoomKrakken wrote:Looks really cool! I'd love to play it!

It looks as though you are disassociating these demons of yours from the supernatural Hell that Doom refers to... that they are simply a creation of the UAC... am I right? :)
Yeah. The UAC creates the demons, then the demons are freed by remnants of the nazi party (which B.J failed to kill and it's up to you to finish the dirty job), then the demons capture an experimental AI device and also steals a UAC intergalactic teleporter system and they colonize a moon called Tai Tenga. When you go there, it's Hell : The City. Literally, the levels are FILLED with just demons, and some captured marines that you can free so that you can use them for your glorious cause of Doom master race. There's also a BFG9000 that you can find in case you lost all your weapons, and there's also lots of invincibility spheres, but these three alone won't save you from the 200+ monsters that will appear in just one screen. And they ain't weak ones, no no no, no imps or zombies will appear. Just the ones that could bore you. Pain Elementals will be way too common for your taste and you may even call them "Airstrike Elementals" and the Lost Souls would be "Lost Killstreaks". Then, lots of revenants. Prepare to dance with rockets. After that, Mancubus. Everywhere. The fatties are so big, that if you try to speedrun the maps, you'll die. Then, chaingunguys, now these "guys" are pretty territorial if you just stand in lower parts of the level. They rain bullets, literally. Then, finally, hell knights. They are the footsoldiers here. There's as many hell knights in the hell levels as they were many zombies in the original Doom levels. However, you'll overcome these constraints, you will beat the levels, and you'll know what it feels like beating Satan to a pulp as if it were shit. Only problem is, some sections of the levels may even be near impossible to complete on BD Realistic because that difficulty mode insta kills you if you step on lava, and to step on lava in that difficulty, you need invincibility spheres, and even leaving one invincibility sphere laying around just to reach a side of the map with lava in it means you'll probably gonna die. Yeah there's literally more than a thousand stim packs laying around everywhere, I know I know, but again, demons will be able to reach and kill you quicker than you can grab these. Relying on cheap tactics like camping like a douchebag will get you killed. What won't get you killed, is doing acts of courage and heroism, and pure badassery. That will be the only way you will descend in the depths of hell.
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