ZDoom project ideas you have

Discuss anything ZDoom-related that doesn't fall into one of the other categories.
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revo794
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Re: ZDoom project ideas you have

Post by revo794 »

Alright, I've been carrying this idea in my mind for a time long enough to think over things in a more or less thorough manner.
Since Doom has a shortage of WW1 themed mods, which happens to be one of my favourite settings, I thought of a WW1 multiplayer mod concept, spotlighting:
  • "Dark and gritty" overall style. I know I'm not hitting the peak of originality here, but as there are few WW1 games in general, even fewer had presented this war in other way than glorious, imperialistic, just old-timey warfare when artillery was dangerous. The concept in my mind has more emphasis on combat, how a well-coordinated team behaves in it, the ways a scenery can play out depending on players' actions and everything else you'd expect from a team multiplayer game.
  • Gorgeous and responsive environments. Yes, that includes both trench and urban warfare. I imagine the visual style being photorealistic, by which I mean far away enough from drawn. The maps would offer players a lot of different approaches to victory, making them either try a lucky charge towards enemy trenches, exhaust them with suppressive and sniper fire or go aggressive-defensive on them and employ a minefield in the no man's land while pushing the enemy out with mortar fire.
  • Properly modeled period weaponry, with a well-written behaviour. I think of trying the same thing for sprites I did in Doomfield (I need to abandon that some day). All pleasant gimmicks like jamming and overheating included.
  • Highly immersive sound. I realize I've made sound my favourite pet by now, but cleverly used, sound usually has an amazing effect on how a game plays and feels. For instance, artillery is sure to appear more intimidating if it's heard in every corner of a map. And since players would spend a third of their time blind in trenches, sound may actually become an important gameplay mechanic, giving players information they need.
  • Slow-to-moderate paced gameplay. Yeah, I'm not exactly going all CoD on that. Think of players having special wounded, incapacitated or shell-shocked states, highly dangerous armament, spacious maps, different classes, team-dependant spawn mechanic, and you'll think right.
All that said, I'm willing to put on with major work as long as I'm at least not working alone, and somebody is intrigued by the idea. How big this might be depends on what team I could manage to put together.
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Slax
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Re: ZDoom project ideas you have

Post by Slax »

CrimsonDoom? Doomland?
Spoiler:
Basically Reelism but with more boom zap POW KERBLAMMY-WOOSH-BZAO!
No hitscan, one weapon limit, infinite ammo with reloading, all of the powerups, all of the perks. Oh, and 140,000 monsters.
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Rexen
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Re: ZDoom project ideas you have

Post by Rexen »

I was thinking of a mod were gibs act like the silly gibs from tf2.
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Beed28
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Re: ZDoom project ideas you have

Post by Beed28 »

That reminds me; I'm surprised nobody's tried to remake Devil Daggers in ZDoom/GZDoom yet.
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Sgt. Shivers
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Re: ZDoom project ideas you have

Post by Sgt. Shivers »

Beed28 wrote:That reminds me; I'm surprised nobody's tried to remake Devil Daggers in ZDoom/GZDoom yet.
I recreated the basic weapon a while back, but never did anything more. Definitely seems do-able.
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DoomKrakken
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Re: ZDoom project ideas you have

Post by DoomKrakken »

Obviously, you guys haven't played enough Guncaster... (lol jk)
Spoiler: Lemme 'splain...
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Bargomorphic
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Re: ZDoom project ideas you have

Post by Bargomorphic »

I love playing DooM, and I also love playing some Super Smash Bros. while on my off-time. But what if we could mix these two together? What if instead of killing others will weapons until they die to get points, we use melee weapons to deal damage, and launch players off the stage to collect points? Just think about it! Having the DooM Marine punch the Quake Dude, and watch him sail across the sky, and off the stage into an explosion? That'd be awesome!

But alas, I don't know anything about coding, scripting, or even making my own map for DooM. So I'm going to try my best to try and learn how to script & hopefully get this giant boulder of a project going! :D
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hideousdestructor
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Re: ZDoom project ideas you have

Post by hideousdestructor »

launch players off the stage to collect points
Push?
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YukiHerz
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Re: ZDoom project ideas you have

Post by YukiHerz »

More like multiplayer ideas, but may be adapted into sp in some way:
-Hunger Mode: All health items are removed from the map, players are constantly loosing hp, the only way to restore it is by cannibalizing the remains of other players (by specially marked "flesh" items) after killing them.
-InvasionTV: Two teams in separate, non-connected areas of the map, each team gets assaulted by demons with the standard invasion rules, but killing them gives the team points, using these points teams can cause negative effects to the other team, such as unlocking more demon spawns, locking doors and spawning more powerful monsters.
ImpieTwo
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Re: ZDoom project ideas you have

Post by ImpieTwo »

I always wanted to do a hub-based one of Ghoul School (NES), with original art and a setting true to the creator's original vision. I went as far as drawing character sketches at one point.
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Re: ZDoom project ideas you have

Post by shotfan »

It was already kind of mentioned here, but not quite: Adeptus Astartes (you know, a Space Marine from Warhammer 40000) for Doom.

I mostly thought about replacing Doomguy with a Space Marine, considering how strikingly similar they are (super badass interstellar soldiers that battle heretics xenos mutants daemons demons). He should have 500 HP, double the sprint speed of Doomguy, and jump up to 10 meters (because that is what they do - breaking maps :D ).
It would feature replacements for player sprites, arsenal conversion (from Power Fist to Plasma Cannon replacing BFG), item conversion (Iron Halo instead of Invulnerability or Jump Pack for Environmental Suit, for instance), and of course Power Armours (Aquila instead of Security Armour, Artificer instead of CA, and Terminator spawning on the Megaspheres' spot).
In addition, the Space Marine should have his unique abilities replicated: acid spit, natural nightvision, hazardous floor immunity, or regenerating health (because nothing screams "OVERPOWERED!!!" as having injuries disappear on their own in a matter of seconds, right?). The armours should also have their ancilla present, like stim injectors that futher enhance regeneration, auspex providing proximity radar and autoaim, teleport function or magnesium flare to stun enemies with.
To make matters simple, I would resort to the "default" Chapter everybody knows, the Ultramarines, mostly because they have no special traits to worry about. But it would be fun to have separate playerclasses representing other Chapters. So, Blood Angel could have Red Thirst and Black Rage (albeit making the latter curse convincingly would be rather hard, as an affected BA would be tormented with psychic visions of you-know-what, and driving him insane beyond recovery); Imperial Fist would ignore any pain (so no grunting or bloodflashes); White Scar would be faster than others; and a Grey Knight for those who want an absolute EZ Mode and an actual Space Marine on the same mission as the Doomguy - killing demons.
And maybe a Dreadnought? :roll: :twisted:

ETA: when M42 comes. Come on, this an IDEA thread, not WIP one! :mrgreen: Still, I wanted to raise this idea because Doomguy is so similar in performance to Astartes it would be a honour to him if his game would get a conversion mod like that.
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Deviluke Roy
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Re: ZDoom project ideas you have

Post by Deviluke Roy »

Can a level idea be a project idea? Eh, I think so.

So you go into this level, and you meet this guy standing beside a blue door. You talk to him, and he says that he'll give you a red key for a blue key, but the blue key is in a dangerous area. So you go through this area, and you go through it, until you get the red key, and then you give it to the guy, who opens the door, and you have to fight Nazi's until you meet a guy who says that the teleporter is downstairs, but you need a yellow key, and you get it from Sargent McLee Fire. You go to Fire, and say the right stuff to get a yellow key, or you have to fight him and other Nazis, and from there you go kill more demons.
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Gamer With Dignity
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Re: ZDoom project ideas you have

Post by Gamer With Dignity »

An unmaker (original, I know) where the ammo is repleted a tiny bit with every kill (instead of shoehorning obnoxious pickups into every enemy). The kind of projectiles it fires is based on the last enemy that you killed (for example killing an archvile would cause it to fire a trail of flames, a pain elemental would make it summon allied lost souls). The current projectile type would be displayed to the player by the color of the ammo counter, and maybe even a tetris-style "next" display to show you the shot you have next.
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MooNLighT
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First Doom project, need your opinion.

Post by MooNLighT »

Hello Everybody!
First I'm a newbie and this is my first Doom project.
I'm moding Wolfenstein 3D too, but now I want to do something special = Moding Doom. :)
My ideas is:
- Episode 4 easier
- Intermission screens for Episode 4 and 5
- New soundtracks
- New weapons, monsters
- New Episode
I'm interested what do you think and what's your opinion about this project. :wink:
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Hellser
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Re: First Doom project, need your opinion.

Post by Hellser »

MooNLighT wrote:Hello Everybody!
First I'm a newbie and this is my first Doom project.
I'm moding Wolfenstein 3D too, but now I want to do something special = Moding Doom. :)
My ideas is:
- Episode 4 easier
- Intermission screens for Episode 4 and 5
- New soundtracks
- New weapons, monsters
- New Episode
I'm interested what do you think and what's your opinion about this project. :wink:
Welcome to the forums. According to our Project Posting Guide, we only accept projects that have some work done on it and a couple of screenshots to go with it. I've moved your post to here. Have fun. :)
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