ZDoom project ideas you have
Re: ZDoom project ideas you have
Transmogrified!
Any two weapons can be dual wielded at once, either both of the same gun (but you do have to pick up a second one), or any combination of other guns. The real hook of the wad is, you can merge two weapons into a single, more powerful one. You'll lose both of the original weapons but the new one will combine functions from both "parent" weapons. The resulting weapon will have a decreased max ammo capacity, so merging weapons is always a tradeoff.
Chainsaw + Pistol = Eviscerator Pistol
Features a slightly increased fire rate over the original, and a high-speed chainsaw bayonet attachment. An added perk of the Eviscerator: While under the influence of the Berserk Pack, attacking an enemy of approximately your height (zombies, imps, a few enemies from the bestiary) with the bayonet will be an instant kill.
Pistol + Shotgun = Magnum Triple Six
A chromed-out, Trigun-esque monstrosity of a weapon, the Triple Six fires .666 caliber bullets fused from three pistol rounds. While its power is unparalleled in the realm of small arms, power comes at a price; it has a high recoil, and it takes pistol rounds in 9-round clips, meaning it must be reloaded every three shots.
Shotgun/Super Shotgun + Chaingun = Chainshot
This belt-fed, six barreled chaingun fires shotgun shells. The Chainshot takes shotgun shells in belts of 12, and the max ammo capacity of the weapon is reduced to 48. Primary Fire fires one barrel for each tap of the button, at a slightly increased rate than the standard Shotgun. Secondary Fire revs the barrels up to full speed, and then discharges the full bell of ammo in just under three seconds. Secondary Fire has its drawbacks however; reloading takes far longer, as the barrels must cool first. The Chainshot also has two Fire Modes that can be switched between for Primary Fire; Normal Spread and Low Spread. Normal Spread mimics the spread of pellets achieved from the normal Shotgun. The use of Low Spread results in a much tighter spread of pellets, making it better for use at longer ranges. Secondary Fire can only use Normal Spread.
Chaingun + Rocket Launcher = Micromissile Launcher
Similar to the Mini-Missile Launcher from Strife, the Micromissile Launcher fires small, high-velocity missiles. Whiles these missiles individually do less damage & have a smaller splash range than the Rockets, they can be fired faster. Secondary Fire launches a salvo of six missiles that will independently track enemies.
Plasma Rifle + Pistol = Plasma Pistol
Fires bolts of searing plasma similar to it's big brother. Press & hold Secondary to begin charging a shot, then release to fire a blast with limited seeking abilities.
Plasma Rifle + Shotgun = Spread Gun
Fires a spread of five plasma bolts. Secondary Fire fires bolts that will bounce off walls.
Any two weapons can be dual wielded at once, either both of the same gun (but you do have to pick up a second one), or any combination of other guns. The real hook of the wad is, you can merge two weapons into a single, more powerful one. You'll lose both of the original weapons but the new one will combine functions from both "parent" weapons. The resulting weapon will have a decreased max ammo capacity, so merging weapons is always a tradeoff.
Chainsaw + Pistol = Eviscerator Pistol
Features a slightly increased fire rate over the original, and a high-speed chainsaw bayonet attachment. An added perk of the Eviscerator: While under the influence of the Berserk Pack, attacking an enemy of approximately your height (zombies, imps, a few enemies from the bestiary) with the bayonet will be an instant kill.
Pistol + Shotgun = Magnum Triple Six
A chromed-out, Trigun-esque monstrosity of a weapon, the Triple Six fires .666 caliber bullets fused from three pistol rounds. While its power is unparalleled in the realm of small arms, power comes at a price; it has a high recoil, and it takes pistol rounds in 9-round clips, meaning it must be reloaded every three shots.
Shotgun/Super Shotgun + Chaingun = Chainshot
This belt-fed, six barreled chaingun fires shotgun shells. The Chainshot takes shotgun shells in belts of 12, and the max ammo capacity of the weapon is reduced to 48. Primary Fire fires one barrel for each tap of the button, at a slightly increased rate than the standard Shotgun. Secondary Fire revs the barrels up to full speed, and then discharges the full bell of ammo in just under three seconds. Secondary Fire has its drawbacks however; reloading takes far longer, as the barrels must cool first. The Chainshot also has two Fire Modes that can be switched between for Primary Fire; Normal Spread and Low Spread. Normal Spread mimics the spread of pellets achieved from the normal Shotgun. The use of Low Spread results in a much tighter spread of pellets, making it better for use at longer ranges. Secondary Fire can only use Normal Spread.
Chaingun + Rocket Launcher = Micromissile Launcher
Similar to the Mini-Missile Launcher from Strife, the Micromissile Launcher fires small, high-velocity missiles. Whiles these missiles individually do less damage & have a smaller splash range than the Rockets, they can be fired faster. Secondary Fire launches a salvo of six missiles that will independently track enemies.
Plasma Rifle + Pistol = Plasma Pistol
Fires bolts of searing plasma similar to it's big brother. Press & hold Secondary to begin charging a shot, then release to fire a blast with limited seeking abilities.
Plasma Rifle + Shotgun = Spread Gun
Fires a spread of five plasma bolts. Secondary Fire fires bolts that will bounce off walls.
Re: ZDoom project ideas you have
I had an idea, why not do a cyberdemon gameplay in third person?
i have the sprites here
but i am needing to fix a problem: how can i change the weapon state when the player gets hurt and for death?
i have the sprites here
but i am needing to fix a problem: how can i change the weapon state when the player gets hurt and for death?
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Re: ZDoom project ideas you have
Are you displaying the player as a weapon hud sprite? A modified cuctom chasecam might be more what you are after.
Re: ZDoom project ideas you have
by chasecam, the sprite penetrate walls
edit:
modify the chasecam? is this possible?
edit:
modify the chasecam? is this possible?
Re: ZDoom project ideas you have
I Wanna Be The Doomguy!
IWBTG + Doom Mixed together
It would be funny to see doomguy die with the IWBTG death
IWBTG + Doom Mixed together
It would be funny to see doomguy die with the IWBTG death

- TheDoomGuy
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Re: ZDoom project ideas you have
As I'm sure some of you guys are aware, beforeRise of the Traid was released as we know it today, it was meant as a sequel to Wolfenstein 3-D.
(In case you aren't familiar with it, read about it HERE.)
The idea is that the Nazis were backed by three huge corporations, known collectively as "Triad". The connection between Wolf3D and RoTT is apparent when one takes notice the similarities between the Nazi garb and the clothes the guards wear in RoTT.
Believe it or not, I have gotten a hold of entire sprite sets of several of the characters shown in that 3DRealms design document. This being the Enforcer, three of the Guards, the turret bot, even the robot boss (known as "NME" in RoTT).

(Not pictured: Skeleton monk, basic guard, NME & other for now undetermined enemies. Bosses used in Rise of the Triad will not be featured.)
I for one, would like this concept explored. To my knowledge, no one has ever done this. My intention is to bring the feel that id was possibly going for, along with some modernization--a streamlined HUD, HQ effects and music, touched-up sprites, advanced architecture and of course taking advantage of the current GZDoom graphical features.
I intend to bring this project to fruition, if there's enough interest. If anyone is interested in helping out with coding, mapping, ACS, perhaps graphics (textures, primarily, maybe enemies as well), sounds, music, even just brainstorming
(In case you aren't familiar with it, read about it HERE.)
The idea is that the Nazis were backed by three huge corporations, known collectively as "Triad". The connection between Wolf3D and RoTT is apparent when one takes notice the similarities between the Nazi garb and the clothes the guards wear in RoTT.
Believe it or not, I have gotten a hold of entire sprite sets of several of the characters shown in that 3DRealms design document. This being the Enforcer, three of the Guards, the turret bot, even the robot boss (known as "NME" in RoTT).

(Not pictured: Skeleton monk, basic guard, NME & other for now undetermined enemies. Bosses used in Rise of the Triad will not be featured.)
I for one, would like this concept explored. To my knowledge, no one has ever done this. My intention is to bring the feel that id was possibly going for, along with some modernization--a streamlined HUD, HQ effects and music, touched-up sprites, advanced architecture and of course taking advantage of the current GZDoom graphical features.
I intend to bring this project to fruition, if there's enough interest. If anyone is interested in helping out with coding, mapping, ACS, perhaps graphics (textures, primarily, maybe enemies as well), sounds, music, even just brainstorming
- chronoteeth
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Re: ZDoom project ideas you have
Its not really an idea, but i'm curious. Has anyone ever made a doom mod thats based off the inferno? With so many references to it in doom, it'd seem like with a lot of good work it'd make a great wad.
Re: ZDoom project ideas you have
Another idea:
A sci-fi/magic-themed wad with weapons that draw energy from the sun or the moon. The wad takes place on a planet that orbits very close to its sun, which makes for shorter days & nights, and more powerful sunlight.
Designed for two-player co-op, the wad gives one player solar weapons, the other lunar ones, and the two must cooperate to complete levels. For example, the lunar player takes damage in direct sunlight, and must "hop" between areas of shadow while fighting during the daytime. The solar player loses weapon energy under direct moonlight. The two characters can transfer weapon energy between as they see fit, but this is less efficient then charging the weapons under sun- or moonlight, and some energy will be lost in the transferrance.
A sci-fi/magic-themed wad with weapons that draw energy from the sun or the moon. The wad takes place on a planet that orbits very close to its sun, which makes for shorter days & nights, and more powerful sunlight.
Designed for two-player co-op, the wad gives one player solar weapons, the other lunar ones, and the two must cooperate to complete levels. For example, the lunar player takes damage in direct sunlight, and must "hop" between areas of shadow while fighting during the daytime. The solar player loses weapon energy under direct moonlight. The two characters can transfer weapon energy between as they see fit, but this is less efficient then charging the weapons under sun- or moonlight, and some energy will be lost in the transferrance.
- NeuralStunner
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Re: ZDoom project ideas you have
Wow. That's very creative! 

Re: ZDoom project ideas you have
Thanks!NeuralStunner wrote:Wow. That's very creative!
Has anyone done a wad with a day/night system?
What I mean is, over the course of the level, the ambient light level changes as the sun crosses the sky, eventually plunging the level into darkness. I suppose it'd need to be done in GZDoom to make use of skyboxes, but is it even doable in G/ZDoom? It would work best if you could do that; I think just having one level set at night, the next one day would get old.
I suppose it couldn't be a mod either; you'd need levels with a good balance of interior and exterior environments. Also shadows on the outside of buildings (so that Lunar Player doesn't die during the day, and Solar Player doesn't lose all his energy at night) and skylights on the inside (so that both players can recharge)
During the day, you see heat waves rippling off the planet's surface (The visual effect would be diminished around your center of vision, so you can see better), and at night, ice crystals form in the air & ground, hindering your traction. Would be cool if the crystals could melt when they reach your helmet (if I'm not mistaken, this would be a lenticular effect?)
- Caligari87
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Re: ZDoom project ideas you have
It's definitely possible. Everything you mentioned could theoretically be done with plenty of scripting and careful level design. The only issue would be the shadows, which are more or less impossible unless you do some clever scripting with dynamic lights or TONS of sector shadows and tags. Probably more work than it's worth for those. Heck, I'll throw together a demo for funamv2k9 wrote:Has anyone done a wad with a day/night system?
What I mean is, over the course of the level, the ambient light level changes as the sun crosses the sky, eventually plunging the level into darkness. I suppose it'd need to be done in GZDoom to make use of skyboxes, but is it even doable in G/ZDoom? It would work best if you could do that; I think just having one level set at night, the next one day would get old.
I suppose it couldn't be a mod either; you'd need levels with a good balance of interior and exterior environments. Also shadows on the outside of buildings (so that Lunar Player doesn't die during the day, and Solar Player doesn't lose all his energy at night) and skylights on the inside (so that both players can recharge)
During the day, you see heat waves rippling off the planet's surface (The visual effect would be diminished around your center of vision, so you can see better), and at night, ice crystals form in the air & ground, hindering your traction. Would be cool if the crystals could melt when they reach your helmet (if I'm not mistaken, this would be a lenticular effect?)

But what do you mean by "lenticular effect"?


Re: ZDoom project ideas you have
Wow, wasn't expecting that!Caligari_87 wrote:It's definitely possible. Everything you mentioned could theoretically be done with plenty of scripting and careful level design.
Yeah, kinda figured that would be the case for the shadows.Caligari_87 wrote:The only issue would be the shadows, which are more or less impossible unless you do some clever scripting with dynamic lights or TONS of sector shadows and tags. Probably more work than it's worth for those.

Aw, you don't have to go to all that trouble, unless you want to of course. I admit it'd be really cool to see. I appreciate your willingness to help out for just an idea I had!Caligari_87 wrote:Heck, I'll throw together a demo for fun
Eh, I might have gotten the term wrong, and google is getting mostly references for lenticular printing. What I meant was, a visual effect where a portion of the screen is distorted the way a lens distorts things; that fish-eye effect. Usually done with water droplets; you can see it in action in Metroid Prime.Caligari_87 wrote:But what do you mean by "lenticular effect"?
- Caligari87
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Re: ZDoom project ideas you have
Yeah, that's not possible AFAIK. You could fake some kind of similar effect with HudMessage graphics and ACS, but there wouldn't be any distortion of the viewfield. As for the demo, it's no big deal. I'll throw something together with a couple buildings and such, just for shits and giggles.


Re: ZDoom project ideas you have
chronoteeth wrote:Its not really an idea, but i'm curious. Has anyone ever made a doom mod thats based off the inferno? With so many references to it in doom, it'd seem like with a lot of good work it'd make a great wad.
I've seriously thought about doing this.
(You mean Dante's Divine Comedy, right? The 9 levels of hell and all?)
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Re: ZDoom project ideas you have
I've heard some good things about its pacing but the final monster at the end wasn't so hot.chronoteeth wrote:Its not really an idea, but i'm curious. Has anyone ever made a doom mod thats based off the inferno? With so many references to it in doom, it'd seem like with a lot of good work it'd make a great wad.