ZDoom project ideas you have

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

Post by Yholl »

Nems wrote:A playable monster resource WAD that sticks to a Doom/Hell/id tech 1 aesthetic.

I've been kind of throwing this around in my head for a while but I think it would be nice if there was some kind of ultimate monster compilation/resource WAD for Doom that takes advantage of randomizers and includes custom monsters from other mods like STRAIN, Cheogsh, etc. I know there's already randomizer WADs out there that kind of pull that off (667 Shuffle, ScoreDoom monster pack, DoomRL Arsenal Monsters, etc.) but either also include weapons or monsters/sprites that look completely out of place in the id tech 1 engine. Sometimes I like to play with a different set of weapons not provided by said randomizers (i.e. recently gone back through The Lost Episodes of Doom with the latest versions of Weapons of Saturn and Colorful Hell mods and I could see monsters from other mentioned randomizers fitting in well, maybe even giving them the Colorful Hell treatment [if only because I'm a masochist who would actually try to face a Black/White tiered version of a Spider Overmind, Thamuz, Inferno Demon, and/or Dark Inquisitor]).

Granted, this is an idea whose audience would be limited to just me, but it's an idea that I'd like to try and tackle one day, heh. :v
Just a headsup; The DRLA Monsterpack should work on it's own, the only issue I can think of being that zombies will not drop weapons or ammo.
Also, the next release will have even further compatibility with DRPG, so stuff like a shadow aura Spider Overmind? It will actually function and attack differently than one without auras. You want to fight a murderous ender of players, you'll be able to meet them there.
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DoomKrakken
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Re: ZDoom project ideas you have

Post by DoomKrakken »

It would be cool if we could split up many of the things that make Brutal Doom so great into many separate universal mods.

For example, it would be cool if the smart marines were a separate, universal mod, that replaces all marines with those marines. They don't need to do fatalities, though. Why shouldn't the marines be able to follow you and fight as hard as you?

Then, there are the advanced monster attacks and behaviors. Those were awesome. I mean, why shouldn't Imps be able to have a leap attack? Why shouldn't the Mancubus be able to have fire lingering from its shots? Why shouldn't the Arachnotron fire the same plasma balls as you do? Why shouldn't the Cyberdemon be able to stomp you into Yuri's Borscht, since it's so big? And the Zombiemen have freakin' rifles! Why shouldn't they be able to fire faster, or the Shotgun Guys fire as many pellets as you do?

Brutal Doom added a bunch of things that just made a whole lot of sense. It would be cool if we didn't need Brutal Doom in order to have those other things.

A lot of people can't see beyond the gore and the cursing... sure, the cursing is excessive, and the gore level equals that of Mortal Kombat, but there are a bunch of things that Brutal Doom did that really did enhance gameplay. A bunch of things that could make for great mods all on their own.
Last edited by DoomKrakken on Sun Mar 08, 2015 3:20 am, edited 1 time in total.
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scalliano
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Re: ZDoom project ideas you have

Post by scalliano »

Nems wrote:A playable monster resource WAD that sticks to a Doom/Hell/id tech 1 aesthetic.

I've been kind of throwing this around in my head for a while but I think it would be nice if there was some kind of ultimate monster compilation/resource WAD for Doom that takes advantage of randomizers and includes custom monsters from other mods like STRAIN, Cheogsh, etc. I know there's already randomizer WADs out there that kind of pull that off (667 Shuffle, ScoreDoom monster pack, DoomRL Arsenal Monsters, etc.) but either also include weapons or monsters/sprites that look completely out of place in the id tech 1 engine. Sometimes I like to play with a different set of weapons not provided by said randomizers (i.e. recently gone back through The Lost Episodes of Doom with the latest versions of Weapons of Saturn and Colorful Hell mods and I could see monsters from other mentioned randomizers fitting in well, maybe even giving them the Colorful Hell treatment [if only because I'm a masochist who would actually try to face a Black/White tiered version of a Spider Overmind, Thamuz, Inferno Demon, and/or Dark Inquisitor]).

Granted, this is an idea whose audience would be limited to just me, but it's an idea that I'd like to try and tackle one day, heh. :v
All of the monsters of non-Doom origin featured in Shuffle only qualify for inclusion by having previously appeared in a Doom-themed mod (Source Guardian, ChoGath, Netherworld Queen/Drone, etc). I am currently in the process of restructuring the mod entirely, with the intention that one option will be to play the mod as monsters-only. Don't expect it anytime soon, though - I have several other projects in the works and it's a hell of a lot of work in itself.
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Peter Bark
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Re: ZDoom project ideas you have

Post by Peter Bark »

Paris Catacombs, a huge underground maze that is dark, no map and many many many different corridors you can choose to go down all lead to different places so it is always different each time you play, the goal is for the explorer to read the middle where is Gold and thousands of bones, and then get back out. You can find weapons and other items dropped by people as you progress, including a shovel which can be used as a weapon. occasionally there will be a ghost that will pop out to scare you or a creepy monster that you can either attack or run from deep into the catacombs.
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catoidi
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Re: ZDoom project ideas you have

Post by catoidi »

A Binding of Isaac mod for doom including: killing enemies with tears, having zelda classic style health, chance of consumable item drops from enemies, randomized items to replace things like weapons, soulspheres, armor, etc, and a lot more random.
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DoomKrakken
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Re: ZDoom project ideas you have

Post by DoomKrakken »

The "Binding of Isaac" game is grotesque, the concept is hideous, and the items are plain disgusting. It's a hyper-twisted interpretation of the true story of Isaac.

I do not believe it has any place in Doom. I mean, seriously? Blood? Excrement? Cat heads? A hangar through the head? No thanks...
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phantombeta
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Re: ZDoom project ideas you have

Post by phantombeta »

>Blood?
The thing that Doom already has a fuckton of?
A TBoI mod would be pretty fun... Would be nice if it had randomized levels, but that's probably a pain in the ass to do in this engine without modifying it...
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DoomKrakken
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Re: ZDoom project ideas you have

Post by DoomKrakken »

phantombeta wrote:>Blood?
The thing that Doom already has a f___ton of?
LOL. Touché.

Forget about the blood part. But everything else... screw it.
sozax2333
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Re: ZDoom project ideas you have

Post by sozax2333 »

Soo i have an idea of creating an wad called Earth Covered in this wad you are a marine in earth after the demons invaded earth and in this wad i was thinking in do a hardcore gameplay with hard to find ammo,big maps,bosses,and new weapons but i dont know how to create new textures and sprites so i need some help.

I have map creation knowledge so i need major help in textures and sprites.
Last edited by sozax2333 on Tue Mar 17, 2015 11:36 am, edited 1 time in total.
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Ninja Senshi
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Re: ZDoom project ideas you have

Post by Ninja Senshi »

Learning graphic design. One of the things I am learning is something called C4D. I want to use some of the effects, art, etc. & apply it to a machinima series as practice for storytelling and game design. Only problem is there is no no weapons mod for Doom. (Including remving the fists.) If anybody knows of anything plz let me know. Even if someone just makes a invisible fists option that would be great. Have a good one.
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Devianteist
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Re: ZDoom project ideas you have

Post by Devianteist »

Ninja Senshi wrote:Learning graphic design. One of the things I am learning is something called C4D. I want to use some of the effects, art, etc. & apply it to a machinima series as practice for storytelling and game design. Only problem is there is no no weapons mod for Doom. (Including remving the fists.) If anybody knows of anything plz let me know. Even if someone just makes a invisible fists option that would be great. Have a good one.
If you use the "Take weapons" console command it will remove any and all weapons from your inventory, including the fists. I only know this because I was screwing around with the commands and found myself hopelessly defenseless at the barrel of a Cyberdemon.
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raymoohawk
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Re: ZDoom project ideas you have

Post by raymoohawk »

DoomKrakken wrote:The "Binding of Isaac" game is grotesque, the concept is hideous, and the items are plain disgusting. It's a hyper-twisted interpretation of the true story of Isaac.

I do not believe it has any place in Doom. I mean, seriously? Blood? Excrement? Cat heads? A hangar through the head? No thanks...
good thing we dont care what you believe
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MetroidJunkie
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Re: ZDoom project ideas you have

Post by MetroidJunkie »

Devianteist wrote:
If you use the "Take weapons" console command it will remove any and all weapons from your inventory, including the fists. I only know this because I was screwing around with the commands and found myself hopelessly defenseless at the barrel of a Cyberdemon.

I should also mention that the ACS command, "ClearInventory();", will clear out the player's items, weapons included.
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Carbine Dioxide
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Re: ZDoom project ideas you have

Post by Carbine Dioxide »

DoomKrakken wrote:Cat heads?
That's the Doomiest thing ever. :twisted:

Just kidding, but there are bunny heads in Doom, so I would think cat heads would be no different.
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DoomKrakken
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Re: ZDoom project ideas you have

Post by DoomKrakken »

Daisy's head was put on display, when the monsters came, ripped, and tore their way through Earth's defenses.

The Binding Of Isaac videogame takes place within his mother's body. I need not mention or imply why cat heads happen to be there, right?
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