ZDoom project ideas you have

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

Post by QuickShotGunman »

d0omhude wrote:I want like a mod [a very simple mod] that simply lets you chose your game starting gun
like a chainsaw to a pump-shotgun and thats all i want
What,like Real Guns Advanced?
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Matt
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Re: ZDoom project ideas you have

Post by Matt »

What part of "very simple" was difficult to understand there? D:

I think I'll actually make that mod...

EDIT: Done!
Attachments
chooseyourowngun.pk3
When you spawn, hit a number to get that weapon. You'll get a pistol in any event.

NB: SSG is slot EIGHT(8)!
(930 Bytes) Downloaded 52 times
Zombieguy
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Re: ZDoom project ideas you have

Post by Zombieguy »

I'd like to see some sort of awesome action adventure hack and slash game with a really nice Adventure Time vibe to it. Goblins, wizards and other random crap. :D
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BigProjectAlone
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Re: ZDoom project ideas you have

Post by BigProjectAlone »

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chronoteeth
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Re: ZDoom project ideas you have

Post by chronoteeth »

Theres speedmapping, but what about speed modding? Like say, a day or a week to make a quality weapon mod, stuff like that
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DoomRater
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Re: ZDoom project ideas you have

Post by DoomRater »

What are they gonna make the weapons out of, MSPaint? Screen rips from LegoCAD?
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XutaWoo
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Re: ZDoom project ideas you have

Post by XutaWoo »

Presumably, it'd either be a mutator or, y'know, just let you use public resources. :P
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jpalomo
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Re: ZDoom project ideas you have

Post by jpalomo »

Someone should bring this back (don't go bumping that thread).
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Matt
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Re: ZDoom project ideas you have

Post by Matt »

As it happens I do in fact have a "mutator" mod I am going to post sometime in the coming week or so (which also incorporates one idea I posted in this thread)...

That said, who says you need weapon sprites at all? :V
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DoomRater
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Re: ZDoom project ideas you have

Post by DoomRater »

I can think of two situations off hand where you wouldn't need them- spells (which hand sprites are more than enough to account) and mechs/machines where the weapons wouldn't be able to be seen from that point of view anyway.
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Crudux Cruo
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Re: ZDoom project ideas you have

Post by Crudux Cruo »

I had this idea from the brutal hexen thread; so we've emulated motal combat and made a resident evil type mod... why not a remake of moonstone on the doom engine? wouldn't that be so awesome? below is a link of moonstone: a hard days knight gameplay

https://www.youtube.com/watch?v=mP0vmLm4nGI
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Matt
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Re: ZDoom project ideas you have

Post by Matt »

DoomRater wrote:I can think of two situations off hand where you wouldn't need them- spells (which hand sprites are more than enough to account) and mechs/machines where the weapons wouldn't be able to be seen from that point of view anyway.
I was thinking more like just don't bother at all. :P

(clip of the original Ghost Recon)
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insightguy
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Re: ZDoom project ideas you have

Post by insightguy »

anyone got any suggestions for a cold war era weapon set?
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Re: ZDoom project ideas you have

Post by DoomRater »

But but Doom Mutator contests are like the next Iron Chef Gunsmith!
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SFJake
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Re: ZDoom project ideas you have

Post by SFJake »

I've been running around with an idea of mine that I just can't find it in myself to do. Everytime I start working on the mapping, I find the results very unsatisfactory and uninspired, and the more I try to make anything the less inspiration I have.

Still, I thought I'd share. I doubt I'll ever get around to do even 5% of what I wish to do, so it'll most likely remain nothing but an idea.


The current name for the project is Descent, which would be themed after Doom 64 (using the same sprites and textures, at least as a base). There are waaay too few Doom 64 inspired works. Almost everything out there ignores it.

The story follows Doom 64's story (not that there was much of it). As you remain in Hell to hold the demons off forever, you find hints that a dark and sinister threat exists beneath Hell itself. You start your descent...


The entire world is divided into 2 major sections (hubs) and 2 small sections (beginning and the end).

Level List (with really vague descriptions):
Spoiler:
Other intended Features:
-The Blue, Red and Yellow Keys are individual to each levels. You find them and use them only in the specific levels. (scripts takes care of remembering that)
-Additional, differently colored keys are persistent and are used between levels.
-Silver Keys are persistent, but using one wastes one.

-The player can find/learn various permanent items/abilities...
-Jump Boots (normal jumps, otherwise starts with no jumping whatsoever)
-Grappling Hook (that only works on specific surfaces)
-Dash (quick, rechargeable forward dash to jump great horizontal distances or pass certain obstacles)
-Rebreather (can breathe underwater forever)
-Shield (rechargable, creates an impenetrable shield in front of you)
-Repulsion (rechargeable, same as that repulsion disc in Hexen)

-Upgrades (statistical, ammo, damage, upgrades for weapons that gives new firing modes and such, health increase, etc...)

In addition, weapons can be required to break certain obstacles or even beat certain foes, both of which would be needed to advance (rockets can blow holes in certain places, plasma can melt things, etc).

Add to that some new weapons to add to the DoomGuy's arsenal, return of enemies not present in Doom 64, as well as new bread of monsters, and bosses.

Using the PSX Doom music for ambience, the goal of the mod would obviously be to keep the creepy-side of Doom 64 through the whole thing. You can see the obvious Metroid inspirations as well.

I wish I had the mapping skills for this. Alas, I don't. I REALLY don't. A Metroid inspired Doom 64 mod is the bulk of the idea. Atmosphere, some non linearity, learning new abilities and finding plenty of secrets. What I wouldn't give for more of that.

Of course even if I DID have the skills, god knows how long this would take. But I wouldn't care to think small.
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