ZDoom project ideas you have

Discuss anything ZDoom-related that doesn't fall into one of the other categories.
Echelon5
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Re: ZDoom project ideas you have

Post by Echelon5 »

I had this really elaborate megawad planned but since I can't map it'd end up being a weapon/aesthetics mod if I ever learn DECORATE. Le sigh.

So it'd be in the spirit of Diaz or Ballistics where you're a completely different character. However instead of the futuristic thing those mods go with, it'd be the exact opposite.

The player character is a skilled witch slash demon hunter from the 1800's or early 1900's. All the weapons, items, powerups, and enemies would be changed to reflect this and it'd probably need to be played in non techbase wads or it'd be really weird. So anyway.

Weapons:

Scythe of the Magi - Replaces the fist and chainsaw. Could do combo attacks with right and left mouse/primary and secondary attack buttons. Could behead enemies if they get stunned from another attack. When the berserk powerup is acquired, it shoots out bolts of energy when swung, Master Sword style.

Witch's Curse - Replaces the pistol. Thick revolver, probably based on the Webley. Slower rate of fire but higher damage and has a chance of setting weaker enemies aflame from its hexed bullets.

Sawed Off Shotgun - Needs no explanation. Maybe it can be loaded with different types of shells through an inventory function, like phosphorous and holy rounds.

Petrol Bomb - Fancy pants name for a molotov cocktail I suppose.

Holy Water - Thrown like grenades. Maybe they can create puddles on the ground that enemies take damage from if they cross over.

There's probably plenty of room for more standard weapons, but the real meat and potatoes comes from...

Spells: These use mana, which could either replace a common powerup or have enemies drop varying amounts.

Ectoplasm - Continously unleash weak but fast bolts of ethereal energy. Does little damage but it can push foes back a bit, giving the player breathing room. Can take out weaker enemies (former human mostly) fairly easily.

Haste - Speeds up player movement for a bit!

Sloth - Slows enemy movement, or even makes them and their attacks move in slow motion. Actually, this and haste could be combined into some sort of slow motion power.

Pentacost - Chain together lightning attacks!

Invoke - Raise downed foes from the dead and they fight along side you.

Blight - Curses foes and turns them into a time bomb, essentially. After a randomized amount of time (let's say between 5 and 10 seconds?) they explode, damaging things and enemies around them. Good way to set off barrels perhaps.

Leech - Suck the life force from enemies and give to the player. Would have to balance this with some kind of penalty. Either the player can damage themselves if their health is too high or the leeched enemy won't drop any mana.

Skull Storm - Summons two or three Lost Souls. Only these guys fly towards the nearest enemy and explode on contact.

Powerups: mostly changed to work more like upgrades and inventory items.

Witch's Skull - Enchanted skull of an ancient witch. Replaces Soul Sphere. Would permanently increase health by 5 points.

Cloak of Shadows - Replaces Invisibility. Same thing, only it can be carried and used when needed.

Map of the Marauder - Replaces Computer Area Map. Same thing, only it shows enemy movement (this can be done, right?)

Scrying Scroll - Replaces Light Amp Goggles. Lights up the area only a little, since it's meant to instead make enemies stand out (perhaps you can see them through walls?)

Mana Well - Replaces backpack. Permanently increases mana pool by, say, 10 points.

Judgement - Some kind of powerup. Replaces Megasphere. Would essentially do the same thing the BFG does, only it has to be used like an inventory item.

Then of course I'd have replacements for common items. Armor Bonus would be little Protective Charms, Health Bonus could be a small potion (which it is already, sort of), and the two major health pickups could be something like pouches of medicine or healing powder.

Thoughts? Ideas for more spells and weapons? I figure if I devote some time to seriously learning Decorate now I can have a basic version of this by the end of the year or so. The whole thing's inspired by games like Undying, Realms of the Haunting, and there's probably a little Bioshock in there too.
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ETTiNGRiNDER
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Re: ZDoom project ideas you have

Post by ETTiNGRiNDER »

Echelon5 wrote:The player character is a skilled witch slash demon hunter from the 1800's or early 1900's. All the weapons, items, powerups, and enemies would be changed to reflect this and it'd probably need to be played in non techbase wads or it'd be really weird. So anyway.

Thoughts? Ideas for more spells and weapons? I figure if I devote some time to seriously learning Decorate now I can have a basic version of this by the end of the year or so. The whole thing's inspired by games like Undying, Realms of the Haunting, and there's probably a little Bioshock in there too.
I had a similar idea but never pursued it that much since doing the resources (weapons in particular) is kind of a bitch and I couldn't quite hit on a fun arsenal. I did make a gothic SSG sprite once though. My idea for a BFG equivalent was to have an exorcism power that disintegrates demonic enemies in your field of view (if you've seen the visual effect of the God hand in Rise of the Triad, you get the idea.) I also wanted to use Neoworm's Witchaven flail edit as the melee weapon, as a nod to Castlevania.
Echelon5
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Re: ZDoom project ideas you have

Post by Echelon5 »

ETTiNGRiNDER wrote: I had a similar idea but never pursued it that much since doing the resources (weapons in particular) is kind of a bitch and I couldn't quite hit on a fun arsenal. I did make a gothic SSG sprite once though. My idea for a BFG equivalent was to have an exorcism power that disintegrates demonic enemies in your field of view (if you've seen the visual effect of the God hand in Rise of the Triad, you get the idea.) I also wanted to use Neoworm's Witchaven flail edit as the melee weapon, as a nod to Castlevania.
That sounds pretty cool. What does your gothic shotgun look like? I was rejiggering my idea and I think it might make more sense to just keep the player as the Doomguy and sort of retrofit the weapons instead, that way you could play the wad in any mappack and it'd feel "right." Still dunno what the chaingun replacement would be. Maybe an automatic crossbow. Also, the spells could be selectable like in Psychic. That would make the most sense.
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ETTiNGRiNDER
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Re: ZDoom project ideas you have

Post by ETTiNGRiNDER »

Echelon5 wrote:What does your gothic shotgun look like?
The original post is here: http://forum.zdoom.org/viewtopic.php?f= ... 70#p508907
Could probably use a bit more polish for serious use, but I'm not that great at making weapon graphics thus far.
Echelon5
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Re: ZDoom project ideas you have

Post by Echelon5 »

ETTiNGRiNDER wrote:
Echelon5 wrote:What does your gothic shotgun look like?
The original post is here: http://forum.zdoom.org/viewtopic.php?f= ... 70#p508907
Could probably use a bit more polish for serious use, but I'm not that great at making weapon graphics thus far.
Mind if I use it? Gonna try and do a really basic version of the whole occult weaponry thing.
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ETTiNGRiNDER
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Re: ZDoom project ideas you have

Post by ETTiNGRiNDER »

Feel free. Here are the relevant credits for the sprite:

Coachgun: Midway (Doom64), KDiZD, Captain Toenail
Gothic Edit: Raven Software (Hexen), id software (Doom II), ETTiNGRiNDER

If you want a different hand on it, I can tweak it for you.
Echelon5
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Re: ZDoom project ideas you have

Post by Echelon5 »

Sweet, thanks. Got any gloveless hands you could throw on there?
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ETTiNGRiNDER
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Re: ZDoom project ideas you have

Post by ETTiNGRiNDER »

Echelon5 wrote:Sweet, thanks. Got any gloveless hands you could throw on there?
gothic-ssg_caleb.png
gothic-ssg_caleb.png (58.18 KiB) Viewed 762 times
Coachgun: Midway (Doom64), KDiZD, Captain Toenail
Gothic Edit: Raven Software (Hexen), Monolith Productions (Blood), id software (Doom II), ETTiNGRiNDER

Didn't test this version in-game yet but it should be okay.
Echelon5
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Re: ZDoom project ideas you have

Post by Echelon5 »

Faaaantastic. Gonna mess around with it and see what I can do. Thanks again.
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maxashbb34
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Re: ZDoom project ideas you have

Post by maxashbb34 »

:chainsaw2: i need fawkin skill to make mods add me program to made mods for beginners
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wildweasel
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Re: ZDoom project ideas you have

Post by wildweasel »

maxashbb34 wrote::chainsaw2: i need fawkin skill to make mods add me program to made mods for beginners
Wow, that's a great project idea! =P
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amv2k9
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Re: ZDoom project ideas you have

Post by amv2k9 »

wildweasel wrote:
maxashbb34 wrote::chainsaw2: i need fawkin skill to make mods add me program to made mods for beginners
Wow, that's a great project idea! =P
Spoiler:
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MidnightTH
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Re: ZDoom project ideas you have

Post by MidnightTH »

Doomguys epic adventure

A jokemod that im going to make.

E1: Before the shitstorm

E2: Almighty Tormentor667 storm

E3: Edward carswells relam of Stuff

E4: For the lulz

--
REPLACEMENTS:
Zombieman: Justin beiber
Shotgunguy: Zero ( MMX )
Imp: An imp with a hat
Demon: Cutmanmike
Spectre: Invisi-Cutmanmike
Baron: A fancy baron with a Mustachio a tophat and a Monocle
Cacodemon: Propellor core
Lost soul: A lost soul in a disguise of a Potted plant.
Cyberdemon: Tormentor667
Spider mastermind: Edward carswell
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wildweasel
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Re: ZDoom project ideas you have

Post by wildweasel »

Wow, sounds like you're only making that because you have a chip on your shoulder about everybody. Seriously, why all the Cutmanmike and Tormentor enemies? And who the hell's Edward Carswell?
Blue Shadow
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Re: ZDoom project ideas you have

Post by Blue Shadow »

@MidnightTH: Why would you want to make such a thing?
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