ZDoom project ideas you have

Discuss anything ZDoom-related that doesn't fall into one of the other categories.
User avatar
amv2k9
Posts: 2178
Joined: Sun Jan 10, 2010 4:05 pm
Location: Southern California

Re: ZDoom project ideas you have

Post by amv2k9 »

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.
User avatar
mathey bu
Posts: 120
Joined: Mon Apr 12, 2010 9:39 am

Re: ZDoom project ideas you have

Post by mathey bu »

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?
CaptainToenail
Posts: 3975
Joined: Fri Jul 06, 2007 9:16 am

Re: ZDoom project ideas you have

Post by CaptainToenail »

Are you displaying the player as a weapon hud sprite? A modified cuctom chasecam might be more what you are after.
User avatar
mathey bu
Posts: 120
Joined: Mon Apr 12, 2010 9:39 am

Re: ZDoom project ideas you have

Post by mathey bu »

by chasecam, the sprite penetrate walls

edit:

modify the chasecam? is this possible?
User avatar
Fawful
Posts: 43
Joined: Fri Dec 11, 2009 4:02 pm
Location: Cacklettas Lair
Contact:

Re: ZDoom project ideas you have

Post by Fawful »

I Wanna Be The Doomguy!

IWBTG + Doom Mixed together


It would be funny to see doomguy die with the IWBTG death :lol:
User avatar
TheDoomGuy
Posts: 260
Joined: Thu Dec 14, 2006 4:08 am

Re: ZDoom project ideas you have

Post by TheDoomGuy »

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).

Image
(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
User avatar
chronoteeth
Posts: 2664
Joined: Wed Sep 08, 2004 1:29 pm
Preferred Pronouns: It/Its

Re: ZDoom project ideas you have

Post by chronoteeth »

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.
User avatar
amv2k9
Posts: 2178
Joined: Sun Jan 10, 2010 4:05 pm
Location: Southern California

Re: ZDoom project ideas you have

Post by amv2k9 »

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.
User avatar
NeuralStunner
 
 
Posts: 12328
Joined: Tue Jul 21, 2009 12:04 pm
Preferred Pronouns: No Preference
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia with Vulkan support
Location: capital N, capital S, no space
Contact:

Re: ZDoom project ideas you have

Post by NeuralStunner »

Wow. That's very creative! :yup:
User avatar
amv2k9
Posts: 2178
Joined: Sun Jan 10, 2010 4:05 pm
Location: Southern California

Re: ZDoom project ideas you have

Post by amv2k9 »

NeuralStunner wrote:Wow. That's very creative! :yup:
Thanks!
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?)
User avatar
Caligari87
Admin
Posts: 6236
Joined: Thu Feb 26, 2004 3:02 pm
Preferred Pronouns: He/Him
Contact:

Re: ZDoom project ideas you have

Post by Caligari87 »

amv2k9 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?)
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 fun :D

But what do you mean by "lenticular effect"? :?

8-)
User avatar
amv2k9
Posts: 2178
Joined: Sun Jan 10, 2010 4:05 pm
Location: Southern California

Re: ZDoom project ideas you have

Post by amv2k9 »

Caligari_87 wrote:It's definitely possible. Everything you mentioned could theoretically be done with plenty of scripting and careful level design.
Wow, wasn't expecting that!
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.
Yeah, kinda figured that would be the case for the shadows. :D
Caligari_87 wrote:Heck, I'll throw together a demo for fun :D
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:But what do you mean by "lenticular effect"? :?
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.
User avatar
Caligari87
Admin
Posts: 6236
Joined: Thu Feb 26, 2004 3:02 pm
Preferred Pronouns: He/Him
Contact:

Re: ZDoom project ideas you have

Post by Caligari87 »

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.

8-)
User avatar
Sonnyboy
Posts: 1156
Joined: Sun May 03, 2009 5:40 pm
Location: A pinch here, a dab there
Contact:

Re: ZDoom project ideas you have

Post by Sonnyboy »

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?)
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 »

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 heard some good things about its pacing but the final monster at the end wasn't so hot.
Post Reply

Return to “General”