ZDoom project ideas you have

Discuss anything ZDoom-related that doesn't fall into one of the other categories.
User avatar
Jeimuzu73
Posts: 1667
Joined: Sun Jul 03, 2011 8:44 pm
Location: Dropping today in Station Square.

Re: ZDoom project ideas you have

Post by Jeimuzu73 »

Brutal Rise of the Triad.

Because Zio's doing Wolfy, dabidoom's doing Quake and we haven't even touched the Build Engine games yet.
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 »

I'll just leave this here:
NeuralStunner wrote:* As an aside: This "throwaway backstory" also indicates that there were intra-human wars going on at the time the hell incident ocurred. Also, Doom 2's story indicates that a fraction of humanity escaped from the demon-infested Earth, which had to be rebuilt afterward. Imagine the sorts of spinoff mod storylines you could get out of Doom that have nothing to do with "oh man, hell is attacking again" at all.
User avatar
sappinmahsentry
Posts: 20
Joined: Fri Sep 04, 2015 5:17 pm

Re: ZDoom project ideas you have

Post by sappinmahsentry »

MJ79 wrote:Brutal Rise of the Triad.

Because Zio's doing Wolfy, dabidoom's doing Quake and we haven't even touched the Build Engine games yet.
There haven't been brutal quake updates since forever.
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed
Contact:

Re: ZDoom project ideas you have

Post by wildweasel »

I'd love to see someone do the exact opposite of Brutal Doom. Take an ultra-violent FPS, and tame it down to something that would have been right at home on the SNES. Enemies don't bleed, but flash white when they are damaged. Enemies don't explode into gibs, they explode into flames. Something like that.

(Actually, "I'm Back!" mode in DRLA is the perfect example of that, really.)
User avatar
leileilol
Posts: 4449
Joined: Sun May 30, 2004 10:16 am
Preferred Pronouns: She/Her
Location: GNU/Hell

Re: ZDoom project ideas you have

Post by leileilol »

What about "sweat"? All that suspiciously dense perspiration worked for Japan.
Spoiler:
User avatar
Jeimuzu73
Posts: 1667
Joined: Sun Jul 03, 2011 8:44 pm
Location: Dropping today in Station Square.

Re: ZDoom project ideas you have

Post by Jeimuzu73 »

Or better, replace the usual red splatter with flowers or sparkles like in Serious Sam.
User avatar
Lightsource
Posts: 15
Joined: Tue Dec 29, 2015 6:54 pm

Re: ZDoom project ideas you have

Post by Lightsource »

A seemingly new idea...

The UAC Plasma Cutter!!
Originaly used by UAC members to cut sealed or broken security doors 8-) .
The sparks and blade could be animated with a few frames.

Image

What do you guys think?
User avatar
jdredalert
Posts: 1681
Joined: Sat Jul 13, 2013 10:13 pm
Contact:

Re: ZDoom project ideas you have

Post by jdredalert »

I think i really want to see those particles moving!
User avatar
kodi
 
 
Posts: 1361
Joined: Mon May 06, 2013 8:02 am

Re: ZDoom project ideas you have

Post by kodi »

What if one made brightmaps from an inverted grayscale of a texture (+levels adjustment maybe)? As in, the darker the pixel the less it'll be affected by lights. With attention paid to sector light levels, you should be able to get some pretty dramatic/realistic effects with dynamic lights and say brick textures.
defndrs
Posts: 6
Joined: Fri Jan 15, 2016 3:38 pm

Warhammer End Times: Vermintide - for ZHexen (Project idea)

Post by defndrs »

Hello everyone,

Longtime lurker here, now I am going to post something and - embarrassingly it's just an idea and not a project. Well yes, I tried to do this but I just wasn't able to get this done as professional as you guys probably would. I just don't have enough experience in scripting - the only thing I know is that this project could be VERY small as it is crucial for the maps to be quite small. But let me start at the beginning ;)

I am sure you all know the excellent wad "Stronghold" for Doom: you fight against waves of monsters, there is hub with people to talk to (something like an "inn") and you can purchase stuff.

Now, the game Vermintide works just like that (in a way). It's a horde-mode gameplay like in Left 4 Dead (basically a very good rip-off in a way). Now, how cool would it be to combine the gameplay of Vermintide (as in a medieval Left 4 Dead) with Hexen/Doom! There wouldn't even be waves needed, just endless spawns of Skaven (humanoid rats) from several locations. Just think of Left 4 Dead without Zombies but different variations of humanoid rats.

Here's a base list of content for the project:

0. Just ONE enemy type with slight variations - Skaven. No need for a dozen types of enemies, just variants of these rats for a simple first version.
1. A SINGLE map for a hub, with an innkeeper (one! npc to keep it small and authentic to Vermintide) to talk to.
2. You can "use" a map to select a level (via ZDoom scripting to show a kind of map/hud, I already did this way back for an Alien Breed wad)
3. Warhammer style weapons or just the weapons from Hexen and probably most of the hexen textures with all the skulls and grim imagery can be used rightaway
4. You can use all 4 classes from Hexen and one needs to be modified to be a kind of bow/elf class.
5. I am sure one can get the Witchhunter just right with a weapon from the game "Blood", together with a simple sword.
6. It should be possible for all heroes to "block" or even "bash" enemies with the alt-fire - and then the gameplay is almost identical... in a way.
7. A set of (small!) maps which represents every level you can select from the map.
8. At least one map has to be set in a Village/Town from the Warhammer universe and at least one map has to take part in a forest.

How the levels would work:

-> A small map has spawn points for the Skaven (in a "deluxe" version, the rats would actually "walk into sight" from somewhere and not just "appear").
-> A series of small tasks (not as complex as in Hexen) has to be completed while battling Skaven, such as - "destroy these three things".
-> If the small tasks are done (while constantly battling the Skaven) you have to escape by simply interacting with a wagon somewhere in the map - this wagon is always accessible but can only be "used" like a door if all tasks for the map are done. The wagon part working almost exactly like that in Vermintide, too.

The project would not be too big if you keep 1 single hub, one npc to talk to/buy stuff, several (maybe 5) smaller maps and only a few types of Skaven. All with using the Hexen weapons and classes for a start.

Alright so I know, this is just a wild, feverish dream. I couldn't really pull it off and I know it would be a lot of work for one inexperienced guy alone. But maybe someone has an interest in this or likes Warhammer, Skaven or Vermintide - or even the idea of a medieval Left 4 Dead. I just wanted to post these ideas here as I feel it's the right place. Someone is going to pick this idea up, right...? Oh please say you do :)

Thanks for taking the time to read and kind regards,
defndrs
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 »

-> A small map has spawn points for the Skaven (in a "deluxe" version, the rats would actually "walk into sight" from somewhere and not just "appear").
-> A series of small tasks (not as complex as in Hexen) has to be completed while battling Skaven, such as - "destroy these three things".
-> If the small tasks are done (while constantly battling the Skaven) you have to escape by simply interacting with a wagon somewhere in the map - this wagon is always accessible but can only be "used" like a door if all tasks for the map are done. The wagon part working almost exactly like that in Vermintide, too.
If you boil it down to existing Doom terms, it seems to be:

1. Establish a limited-lives system for co-op. (Zandronum or home-brewed for ZDoom)
2. Create a non-linear map with the central inn-hub.
3. Set up spawns all over the place to spawn imps (or whatever) on a semi-regular basis. Those imps must be made to target one existing player at random immediately so they can move out of the way for the next spawn. A_CheckSight should be plenty enough to make sure they never simply pop into view (and proper testing and design should prevent the players from finding the spawns, setting up guards at each one and having the last player finish all the tasks).
4. The exit, which should be obvious to all players from the very beginning (there are a couple vanilla D2 maps that are set up like this), should be behind an RYB-locked door. Each task would give you one of the keys. The tasks should be randomized and timed/placed so that you can't just learn them all and race against the spawns, unless that were actually the desired gameplay (similar to D2Map30).
5. The innkeeper could also be a shopkeeper. To make this cross-mod-compatible, the best thing to do would be that purchases should spawn vanilla weapons rather than give them to the players directly so that DECORATE replacements work properly.

Now actually developing all the resources to replicate Vermintide would be much, much bigger fuckton of work, but doing a mod-compatible Doom map should be fine...


EDIT: We might want to add another layer to make things more KF-esque:
a. The first couple tasks could be done with no or only a very few scattered monsters. The purpose is to simply make sure the players are running around on the map and able to get a feel for the layout - they might even spawn outside of the hub and the task is to gather at the inn.
b. Once that task is complete, the spawns start in earnest. The actual tasks themselves might not manifest until after X number of monsters have been killed.
defndrs
Posts: 6
Joined: Fri Jan 15, 2016 3:38 pm

Re: ZDoom project ideas you have

Post by defndrs »

That sounds quite awesome actually :D It would indeed be a good idea to get the thing working with standard assets at first. The real deal in terms of more custom medieval graphics, weapons etc. could be "modded" in later.

You recommend to do this in Doom, not Hexen? I mean Hexen already has classes and medieval weaponry.
User avatar
kodi
 
 
Posts: 1361
Joined: Mon May 06, 2013 8:02 am

Re: ZDoom project ideas you have

Post by kodi »

Here's a rat dude sprite sheet I found. Gonna need a few filters and adjustment layers to remove the cheap cgi look though.
http://spritedatabase.net/files/pc/2229 ... anForm.png
defndrs
Posts: 6
Joined: Fri Jan 15, 2016 3:38 pm

Re: ZDoom project ideas you have

Post by defndrs »

Alright, I did some resizing, filtering and adjustsments with colour reduction. I guess this will work better for someone with more experience in getting the dreadful "render graphics" from the 90s into pixel art.

http://postimg.org/image/cqhcvgjtt/full/

Image

What I am worried about even more is the kind of medieval houses we'd need in the maps. Neither Hexen nor Heretic, nor any wad I found up until now has done a nice medieval house in pseudo 3D. Let alone the kind of houses we would need - like those:

Image
User avatar
TheBadHustlex
Posts: 1914
Joined: Thu Oct 03, 2013 12:50 am
Location: 'stria

Re: ZDoom project ideas you have

Post by TheBadHustlex »

A lack of mediaval house-textures like this is probably gonna be one reason. Everything else could be tricked together with 3d-floors.
However, making an entire town out of them, without just ctrl+c and ctrl+v, is gonna be a hellish amount of work.
Post Reply

Return to “General”