[WIP] 20 Years of Doom

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wildweasel
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Re: [WIP] 20 Years of Doom

Post by wildweasel »

Personally, the only argument I'd have in support of "no new weapons" is to support external mods that replace the weapons.
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TorrentialFire
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Re: [WIP] 20 Years of Doom

Post by TorrentialFire »

I could agree with 'no new weapons' for the simple reason that the Doom 2 arsenal is so easy to balance on a level by level basis. I don't get bored of blasting enemies with the super-shotgun, or cutting em' up with the chainsaw, or blowing them to oblivion with the BFG. However, new weapons do introduce new strategies into the gameplay, which is something the Doom community has been doing for years. Outside of the Vanilla levels, I can't any other reason than the one wildweasel stated above.

Also, I can see it being difficult to anticipate what a weapon replacement mod would do to the balance of a WAD. :? I haven't really used any, but I'm sure some are better than others.
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scalliano
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Re: [WIP] 20 Years of Doom

Post by scalliano »

While I'm by no means against the idea of excluding custom monsters et al from this project, what I would state is that certain custom enemies we all know, such as the Rocket Zombie and numerous Afrit incarnations, have been around since the early days of DEHackED, so it is by no means a ZDoom-only concept. However I agree that if the "no-custom" rule were to be rescinded, there would still need to be a level of restraint involved. No Duke/Blood/Heretic/Hexen/ROTT/RR/SW/etc. for a kick-off.
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TorrentialFire
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Re: [WIP] 20 Years of Doom

Post by TorrentialFire »

scalliano wrote:...such as the Rocket Zombie and numerous Afrit incarnations, have been around since the early days of DEHackED...
-Thinks of the Double Chainsaw- :wink:

Of course the line would have to be drawn where thing begin to move outside the realm of 'Doom.' There are a lot of Heretic, Hexen type monsters and resources out there that get mingled in with Doom and obviously would not fit within the scope of a 20th anniversary WAD. I think any new features should be accepted by the group as meeting a certain Doom-ish quality.

Perhaps those in charge of the project could come up with a beastiary that features the original Doom 2 monsters and some new monsters chosen various sources in the community to bring the monster count higher. Then, determine at what point in the WAD to phase in the new monsters. ???

Thoughts?
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Bio Hazard
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Re: [WIP] 20 Years of Doom

Post by Bio Hazard »

It would be cool to define duplicate actors for the monsters, weapons, decorations and whatever else so as you progress through the game, items gradually get dynamic lights, things get brightmaps, your weapons get alt-fire/smooth animation/more graphical effects/reloading (probably not a good idea to make the weapon less effective though), monsters start using new attacks and etc about where they would on the project's timeline.

About jumping, I think you can define jumping and crouching ability per-map in MAPINFO. Imagine: You're at about the 1999 point in the timeline, and there's a small crate obstructing you from exiting the map's starting hallway. Approaching the crate triggers an epic slow-mo cutscene of doomguy leaping over the crate accompanied by great fanfare, and now you have jumping. :)
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Enjay
 
 
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Re: [WIP] 20 Years of Doom

Post by Enjay »

Bio Hazard wrote:It would be cool to define duplicate actors for the monsters, weapons, decorations and whatever else so as you progress through the game, items gradually get dynamic lights, things get brightmaps, your weapons get alt-fire/smooth animation/more graphical effects/reloading (probably not a good idea to make the weapon less effective though), monsters start using new attacks and etc about where they would on the project's timeline.

About jumping, I think you can define jumping and crouching ability per-map in MAPINFO. Imagine: You're at about the 1999 point in the timeline, and there's a small crate obstructing you from exiting the map's starting hallway. Approaching the crate triggers an epic slow-mo cutscene of doomguy leaping over the crate accompanied by great fanfare, and now you have jumping. :)
Heh, all excellent ideas. :yup:
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TorrentialFire
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Re: [WIP] 20 Years of Doom

Post by TorrentialFire »

Enjay wrote:
Bio Hazard wrote:[amazing stuff]
Heh, all excellent ideas. :yup:
Yes. :wub:

EDIT: A Map "Selection" Screen (i.e. Hub) in between each level could fix the camera on a Hi-Res timeline graphic (with awesome textures and screenshots) that shows what years each group of levels falls in. And the player could highlight (with arrowkeys or mouse) a screenshot of a level and it would give them a description, and then the player could choose whether or not to play it. The player would have to complete each level in a section before progressing to the next 'era' of Doom (i.e. Vanilla Years, Limit Removing, Rise of the Source Port [ZDoom], The New Edge of Doom [GZDoom]).
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doony
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Re: [WIP] 20 Years of Doom

Post by doony »

uhu i loved the project
5 stars nice screens : D
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Mr.Rocket
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Re: [WIP] 20 Years of Doom

Post by Mr.Rocket »

We are planning to resurrect this project soon! I hope!
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Tormentor667
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Re: [WIP] 20 Years of Doom

Post by Tormentor667 »

Brilliant screenshots... I'd really consider joining this, I am just not sure if I have enough time for that... but it's tempting :)
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Re: [WIP] 20 Years of Doom

Post by Gez »

TorrentialFire wrote:The player would have to complete each level in a section before progressing to the next 'era' of Doom (i.e. Vanilla Years, Limit Removing, Rise of the Source Port [ZDoom], The New Edge of Doom [GZDoom]).
There's a source port named EDGE (stands for "Enhanced Doom Game Engine" IIRC), so it's not a good idea to call GZDoom the new edge of Doom. :wink:
doomUACS
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Re: [WIP] 20 Years of Doom

Post by doomUACS »

WOW this looks GREAT! i love the textures.
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leileilol
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Re: [WIP] 20 Years of Doom

Post by leileilol »

You need a flare-filled dark vanilla level to represent jDoom
Steve1664
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Re: [WIP] 20 Years of Doom

Post by Steve1664 »

TorrentialFire wrote:
Enjay wrote:
Bio Hazard wrote:[amazing stuff]
Heh, all excellent ideas. :yup:
Yes. :wub:

EDIT: A Map "Selection" Screen (i.e. Hub) in between each level could fix the camera on a Hi-Res timeline graphic (with awesome textures and screenshots) that shows what years each group of levels falls in. And the player could highlight (with arrowkeys or mouse) a screenshot of a level and it would give them a description, and then the player could choose whether or not to play it. The player would have to complete each level in a section before progressing to the next 'era' of Doom (i.e. Vanilla Years, Limit Removing, Rise of the Source Port [ZDoom], The New Edge of Doom [GZDoom]).
Soo. . . "Doom Generations"? Kinda like Sonic Generations, with a lot more shooting and less going fast? Will we get a level that's nothing but pitch black as a representative of Doom 3, or one that's covered in colored lighting and spooky music for Doom 64?

More importantly. . . do we get a tiny Doomguy as a second playable character?
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Matt
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Re: [WIP] 20 Years of Doom

Post by Matt »

a wad commemorating 20 years of the Doom tradition
less going fast
what

And Bio Hazard just redeemed the entire concept of the cutscene.
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