ZDoom project ideas you have

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

Post by RastaManGames »

I wish that there can be a "Horde" mode for GZDoom, like one that Odamex has right now.
Something with custom things for level editor that can spawn just Doom bestiary with waves and bosses (buffed up Doom enemies).
And there is also gonna be much more fun if it can be compatible with weapon/monster packs & (of course) ol'good "Corruption Cards".
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Re: ZDoom project ideas you have

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openroadracer
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"Hearts of Demons: IMP" Proposal + Ideas

Post by openroadracer »

So, down in the thread for Hearts of Demons: ARACHNOTRON, I came up with an idea for a Hearts of Demons: IMP that would be all about mastering various elemental magics, and combining them with each other, and imbuing them into your guns, and etc. etc. I figured I'd best keep HoD: IMP ideas out of that thread, so I'm bringing them here instead.

As I already stated, HoD: IMP would focus on elemental magic and the ability to combine elements to get unique effects. The elements I suggest would be Fire, Ice, Lightning, Wind, Rock and Poison. Some of the combination ideas I've got are as follows:
  • Ice + Fire = Boiler. Unusual idea, I know, and this may end up significantly overlapping with Wind, because it would focus on knockback effects. However, the steam-based attacks of the Boiler spells would have very powerful knockback up close with sharp dropoff at range. They'd also deal heavy damage through scalding heat.
  • Lightning + Ice = Hailstorm. Blast high-velocity balls of ice into your enemies' faces while shocking them into paralysis. However, it also sends torrents of liquid water that create dangerously electrified puddles.
  • Lightning + Wind = Tornado. Whip up truly destructive wind storms that are heavily electrified to fry your enemies and then throw them about. Violent and unpredictable at the best of times, so mind your positioning.
  • Wind + Ice = Blizzard. Spread wind and snow far and wide to freeze enemies in place with a chill that cuts to the bone. Leaves mounds of snow that can temporarily hinder movement.
  • Wind + Rock = Sandstorm. Peel the flesh from the enemies' bones while blinding their eyes. Reduces the accuracy of all monsters that were under its effects and leaves mounds of sand that can hinder movement.
  • Rock + Fire = Magma. Create heavy balls of molten rock that create wide splashes of burning lava wherever they land. Great for creating blocks against enemy movement, while dealing higher damage and knockback than regular Fire attacks.
  • Fire + Poison = Napalm. Cast streams of burning liquid from your hands that create lingering pools of flames. In addition to the lingering pools of fire, the burning napalm creates towers of thick black smoke, choking flying enemies as they pass above the flames.
I'd certainly like to see what others think of this handful of ideas, and I'd be even happier if people suggested their own.
peanuts
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Re: ZDoom project ideas you have

Post by peanuts »

Archery mode for QuestZDoom.

I have been play doom for almost 30 years. And the Quest 2 port from Dr Beef renewed my excitement with the game.
I am also enjoying a lot In death: unchained. This one seems to be the perfect archery game.

Playing In death always get me thinking that a simple mod using a bow+arrow on doom would be a blast.
Archery in VR is a fine experience, way more satisfying that gun shooting. Combining that with doom levels/monsters and you have the best VR experience ever made.
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Re: ZDoom project ideas you have

Post by openroadracer »

I have to ask how people would feel about converting the weapons of Frontlines: Fuel of War into a DooM mod.

I figure the way to set what weapons are on what slots would be as follows:
  • Pistols would obviously replace the Pistol. Standard stuff.
  • The Pump Shotgun would be replaced by each faction's Sub-Machine Gun. They're short-ish ranged, as SMGs typically are, but longer reaching than the actual Shotguns.
  • The Shotguns would replace the Super Shotgun, to represent how they're the strongest close-range weapons in the game.
  • Assault Rifles would replace the Chaingun, with Bullet pickups having either SMG Ammo or AR Ammo, and sometimes Rocket pickups would have Grenade Launcher Rounds. Chaingunners would drop ARs, and you'd get both AR bullets and Grenade Launcher Rounds from picking them up.
  • The lore describes the Fuel of War sniper rifles as being .50 caliber anti-materiel rifles(specifically, the Western Coalition "M1000" is 12.7X99, a.k.a. .50 Browning Machine Gun; and the Red Star Alliance "KVK" is 12.7X108, the same shell as used in the DSHK heavy machine gun), so they'd replace the Rocket Launcher, and Rocket pickups might spawn Anti-Materiel Shells.
  • Light Machine Guns would replace the Plasma Gun.
  • Rocket Launchers would replace the BFG; however, ammo for them would spawn on Rocket Ammo instead of Plasma.
  • Powerups like the Light Amplification Visor, Berserk and the Blur Sphere can be replaced by various Drones and other similar gadget items that were usable in Fuel of War. I'd rather not replace things like the Invulnerability Sphere, though.
You'd have the option to use exclusively Western Coalition gear, exclusively Red Star Alliance gear, have enemies drop weapons from one faction while placed items spawn the other faction's, or just jumble them all together and use them all at once.

Notably, Frontlines: Fuel of War had a single-player campaign where you could make use of whatever gear was placed in the maps; so it wouldn't be out of character for a player character based on FoW to be running around with a mix of WC and RSA gear. All of the missions were on the Coalition side fighting against the Reds; but as you captured their encampments, you'd collect more and more RSA gear to use against them. In fact, the campaign's respawn system even allowed you to keep said gear if you died and respawned; though you'd lose it all halfway through the mission when the game switched maps.

I don't know, I just have fond memories of this old shooter. Released in 2007, but I still find it fun.
TaporGaming
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Re: ZDoom project ideas you have

Post by TaporGaming »

An RPG-Esque gameplay mod with a progression system up to 7 tiers of variations in each with some experience (ex. Tier 5 Imperial Variation). Horde events after ascending a tier and special Boss event would happen in after reaching 10 levels in each.

An shopping system that can be useful for buying some item goodies. Like including the Captain's seal for Challenging a special boss variations, it can be brought on 7000 credits.

Three classes in each two females and one male, with different sets of weapons. Weapon variations can be also picked up but only for one weapon in the same slot can be picked up (ex. Picking up a Super Shotgun variant for better replacing a normal Super Shotgun slot) it also has abilities and equipment attacks.
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Re: ZDoom project ideas you have

Post by Panzermann11 »

Since MetaDoom added in stuff for map-makers, I wanted a map pack reimagining the Doom story with elements from every Doom game for MetaDoom following MetaDoom's mapmaking guidelines provided in the mod's files.

Bonus points if variations of console-exclusive levels ranging from PlayStation (Mansion and Club Doom) and Xbox (Sewers and Betray) versions are included aswell. I'd call this map pack "Evil Resurrected", its name a portmanteau of 2 titles, "Evil Unleashed", the name for pre-release versions of Doom and "Resurrection of Evil", the expansion pack for Doom 3.

For custom music, I'd suggest using a mixture of Mick Gordon's music, Aubrey Hodges' ambient music and decent remixes of classic Doom music such as OverCharged Remix's The Dark Side of Phobos and Delta-Q-Delta.
Last edited by Panzermann11 on Thu Dec 29, 2022 11:05 pm, edited 2 times in total.
Keldian
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Re: ZDoom project ideas you have

Post by Keldian »

A mod that allows you to combine weapon modes on the same principle as in Magicka a spell is assembled from individual elements. If that's even possible.
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m8f
 
 
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Re: ZDoom project ideas you have

Post by m8f »

Random ideas. Disclaimer: not sure if doable, not sure if worth the time.

Shooting Range
Gameplay mod. Replaces all monster with shooting targets 🞋. All weapons are replaced with a single hitscan weapon with conical spread. The accuracy statistics is calculated by the amount of shots fired, the amount of hits and distance.

Hide and Seek
Multiplayer gameplay mod. Players divide in two teams: hiders and seekers. Stage 1: hiders hide: in a limited time, they run around a map, select a prop to pretend to be (can be a pickup, a decoration, etc) and a place where they will stand. Seekers cannot see this. Stage 2: seekers seek hiding players. Limited time, limited tries to reveal hiding players. Singleplayer: "bots" hide, the player seeks. Requires a map with a lot of props/items in irregular positions. Minigames while waiting? Zandronum compatibility?

Siberian Night
Graphical/audio patch. Makes animated floor textures not animated, gives them a blue tint. Adds random decals to walls: icicles, snow? Ambient sounds of cold wind. Sky replacements: starry night, cloudy night. Animated floors are slippery. Puffs of vapor from the player and enemies. Light blue/gray tint to screen? Snow falling.

Fair Doom
Gameplay mod.
- resurrected enemies have half of max health.
- enemies have limited amount of missiles. Implementation: missile is destroyed on launch if conditions are met.
- Icon of Sin spawn cubes disabled or limited, not telefragging.
- lost souls disappear when pain elemental that spawned them is killed.

Nemesis
Gameplay mod. You kill a monster, it displays teleporting animation instead of dying, reappears on the next map with the resistance to what killed it last time. Some messages on dying/reappearing. Only a few (one?) enemies on the level are recurring. Cross-WAD. Recurring enemies have names.

Nightmares
Gameplay mod. Killing enemies raises Terror level. High Terror level drains health and gives visual distortions. And faster movement?

When Terror rises, shadowy monsters start to appear. When terror is too high, they take physical form and attack you, like in Don't Starve. Ways to reduce Terror:
- meditation: 10 seconds while you are vulnerable and can do nothing;
- Health potions.

Visuals: on high terror level, terror UI bar/frame has animated eyes.

Consolidated Enemies
Gameplay mod. When monsters happen to stand close to each other, they merge into a single one that has their health summed up. Maybe name tag is updated as well, like, "7x Imp".

Swap Monsters
Gameplay mod, mild randomizer. Swaps enemy positions on the level. Only if they have the same size and flying ability. Exclude the Icon of Sin, Keen, exclude bosses. Or replace with stronger/weaker variants.

360
Gameplay mod for sick shots. If the player turns 360 degrees with a mouse (detect mouse, not turn with commands!), multiply damage. If it's a projectile, multiply its damage.

Level Lives
Gameplay mod. The level itself is a living creature. Count damage received by walls (floors, ceilings?). If the level accumulates certain amount of damage:
- player is hurt by staying close to a wall (detect non-wall obstacles and doors/lifts)
- floors become damaging for a short amount of time.

Probably indicator that shows how much level is damaged. How to make a level feel like a living creature? Breathing floors. Eyes and wounds in walls. Blobs of flesh on floors and ceilings.

To please/heal the level:
- feed mouths in walls.
- altars at random places where you can sacrifice items.
- Give pickups to the level instead of picking it up?

Rotating map
Map idea. Depending on the player angle and how many turns the player has made while standing on one place, the map changes: the lines change textures, sectors rise or lower, monster appear or disappear.
Casualfan
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Re: ZDoom project ideas you have

Post by Casualfan »

Hexen Objective List:
I've avoided hexen because of how mind-bogglingly confusing it is to find all those switches, but I want to try it at some point.
The idea behind this mod is that after a switch is hit, a notification in a toggleable objective menu tells you at all times where the rest of the switches are and what the switches have done. A map would show where the other switches are as well as give an indicator as to what they've activated. This is all to cut down on the frustration factor of entering aimlessly wondering where to go next.
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acidlemon
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Re: ZDoom project ideas you have

Post by acidlemon »

ideas of putting ryu ga gotoku styled combat into DOOM
i consider myself a fan of Ryu ga gotoku so i think it would be great to put the combat into doom
it is great to make different characters into it by giving each of them a class or something
killing monsters can gain EXPs for upgrading the skills or unlocking new battle styles(feels like we can use Ukyou tatsuya in kurohoyo series
the since he has over 15 battle styles)
main experience is like normal ryu ga gotoku series
if it is possible i think we can make the heat move into the mod it can deal a lot of damage to the monster,maybe like the glory kill
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Re: ZDoom project ideas you have

Post by NikotheSavier »

I have an idea for a tiny mod that adds the option to turn off horizontal shotgun spread as well as the default vertical spread. Every pellet should land in the direct center of the screen(when not using auto aim). If there is already a mod that does this (AND ONLY THIS) link it below please I made this account just to post this because I couldn't find one for this.
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Re: ZDoom project ideas you have

Post by Shatter-Thought[V-4] »

This mod idea is about bringing in a trap-based character, not too unlike the "Trapt" ps2 game, but it wouldn't have the complex camera work (That would be much too aggravating to implement.)

Players would place down traps while considerably slowed enemies would move towards them, still firing off but a little slower then normal, and the player can trigger traps as they see fit to launch, damage and push enemies around, or even teleport them possibly.
Craneo
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Re: ZDoom project ideas you have

Post by Craneo »

A sort of universal invasion mod that is smart around the level design and has some degree of eyecandy:
- normal monsters don't spawn in the level at all
- instead there are a few GoreNests that spawn monsters every waves
- should work with most vanilla-like levels
- a set ammount of waves are needed for the player to exit
- last wave has a fight against a boss (Cyberdemon, Mastermind, 2 Barons, you name it), could be switched off maybe...
- all doors are locked by default and you must fight a wave right next to them for them to open, once opened, they stay like that.
- monster spawn reacts to room size so the player isn't overwhelmed
- big powerups spawn only after a set ammount of waves, same with strong weapons and strong ammo
- since all doors are opened by clearing a wave near them, key spawns are replaced with big powerup/big weapon spawns
- optional allied zdoommarine spawner, instead of being represented by a GoreNest it is represented by a UAC teleporter
- ammo, health and armor respawn like in multiplayer, big powerups can respawn with a sort of "per round" penalty so they can skip a wave (could be too OP otherwise)
- a scoreboard, has no real significance other than feeling cooler
- support for some mods like Brutal Doom Platinum
- options to enable-disable specific stuff
- some iwad support too maybe?
sorry, I kinda miss playing Skulltag's Invasion gamemode :oops:
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Re: ZDoom project ideas you have

Post by Kane lynch »

A wad i had on my mind a long time ago was a complete overhaul of the first DOOM so it has the gameplay and aesthetic of DOOM 3,with a more slow-paced gameplay,instead of the doom guy,just an unexperienced marine,a more oppressive atmosphere and more focus on the distant horror themes of the original DOOM,because i love DOOM 3,its gameplay,atmosphere and use of darkness made it my favorite game of the saga and so i wanted to recreate all of the same feelings the third game gives (except for the excessive use of jumpscares as its only horror element) in the first game,with creepier and stronger monsters,guns that pack a stronger punch but with only so much ammo (because monsters wont drop any munitions),a more atmospheric soundtrack (just like the PSX port of DOOM) and expanded lore.

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