It sounds already pretty neat! Although i would stick to each character should have its own episode storyline of maps via Doom1 style until the final stroke they would work together (Thats for singleplay) While in multiplayer coop it shouldn't be a problem if one fails, the other one can continue it. Man you can just only imagine but it'll take ages to take action :/UnTrustable wrote:I share the same idea.MysticaL-AceR wrote:my own idea of something DC Comics related that i had was about Teen Titans...//.... But i had this stuck into my head for quite sometimes.
Although i can't promise you any DC related mod, but with what i have in mind is certainly super-hero related.
I am still thinking of what it should look like....
A co-op mod, where players can select 1 character and completing a map together.
If one fails to cooperate, then the entire mission COULD fail.... so i need some thinking to prevent such things, and yet, the idea is that you all have to work together, cause a fire flying type character cannot pass a pool of water.... or something like that.
I could also make it single play compatible so you can SWITCH between all available characters.
But at the time i start making it... it will probably already passed a few years.
ZDoom project ideas you have
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Re: ZDoom project ideas you have
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Re: ZDoom project ideas you have
Senpai da Shitty: The part where gamester wins, a doom mod.
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Re: ZDoom project ideas you have
A cute TC for Doom similar to SplatterHouse: Wanpaku Graffiti.
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Re: ZDoom project ideas you have
Instead of the same old HD mod, how about a low-res mod?
Shrink as much as possible while maintaining some sense of clarity - that sort of thing...
Shrink as much as possible while maintaining some sense of clarity - that sort of thing...
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Re: ZDoom project ideas you have
OW THE 3DGE
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Re: ZDoom project ideas you have
Like this?cambertian wrote:Instead of the same old HD mod, how about a low-res mod?
Shrink as much as possible while maintaining some sense of clarity - that sort of thing...
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Re: ZDoom project ideas you have
Exactly like that!Carbine Dioxide wrote:Like this?cambertian wrote:Instead of the same old HD mod, how about a low-res mod?
Shrink as much as possible while maintaining some sense of clarity - that sort of thing...
Though now I'm getting the feeling that we'd have to do Wolfenstein 3D first out of principle... Maybe make the dreaded original draft with EGA graphics
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Re: ZDoom project ideas you have
Teleglitch: DooM More Edition.Carbine Dioxide wrote:Like this?cambertian wrote:Instead of the same old HD mod, how about a low-res mod?
Shrink as much as possible while maintaining some sense of clarity - that sort of thing...
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Re: ZDoom project ideas you have
Lol.Big C wrote:Teleglitch: DooM More Edition.Carbine Dioxide wrote:Like this?cambertian wrote:Instead of the same old HD mod, how about a low-res mod?
Shrink as much as possible while maintaining some sense of clarity - that sort of thing...
How about a silly map with graphics from megaman mixed with some random vanilla and realm667 textures about it. IDK how to make retextured enemies, but maybe there can be both 8 bit and 16 bit enemies.
Unless, of course, it's yet another map for fucking DUMP.
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Re: ZDoom project ideas you have
Here's two quick ones:
- A statusbar mod that displays a jovial Doomguy when around/above ~150 health.
- A mod where Doomguy is a chef and has to kill certain enemies in a certain order to please his customers.
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Re: ZDoom project ideas you have
So, uh... How well would Alien Isolation translate into (G)ZDoom?
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Re: ZDoom project ideas you have
I bet there have been lots of ideas about porting DOOM over to the old Doom Engine... but wouldn't it be nice if there were some ideas for more accurately recreating gameplay even further? I mean, sure... D4D and ZION have done phenomenal jobs bringing newschool DOOM into oldschool Doom... but I feel more steps can be taken.
I do have some coding ideas for accessing menus from Field Drones, as D4D showed me it's possible to access and interact with a custom in-game menu...
As for the Rune Trials, all maps involved could actually use the hub structure.
With a smorgasbord of Damage/Death Types, the possibility of creating Weapon Mastery Challenges isn't too far-fetched.
And finally... a menu that can incorporate menus for equipping runes, purchasing passive abilities for the Praetor Suit, and obtaining upgrades for your weapon mods/improvements... it's most definitely possible.
I have ideas on how to do all of this...
I do have some coding ideas for accessing menus from Field Drones, as D4D showed me it's possible to access and interact with a custom in-game menu...
As for the Rune Trials, all maps involved could actually use the hub structure.
With a smorgasbord of Damage/Death Types, the possibility of creating Weapon Mastery Challenges isn't too far-fetched.
And finally... a menu that can incorporate menus for equipping runes, purchasing passive abilities for the Praetor Suit, and obtaining upgrades for your weapon mods/improvements... it's most definitely possible.
I have ideas on how to do all of this...
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Re: ZDoom project ideas you have
An SSG mod that replicates the feeling of this.
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Re: ZDoom project ideas you have
I'd really like to make a Rainbow Six weapons mod based on RS3 : Raven Shield. I have all the weapons' stats and have already made a handful of guns, but I would need assets - sounds and graphics - to really flesh it out. I have a list of about 53 weapons I would happily implement/animate in DECORATE. Ideally, I'd replace monsters with terrorists, powerups with hostages and bombs - not exactly Terrorists! type stuff, think a lot less like Die Hard and lot more like Tom Clancy.
I could even add my Sneaky Doom AI to the terrorists and have suppressed weapon loadouts. Smoke grenades, flashbangs, and frag grenades would also be a must. Ooh, what if I figured out some way to make an optional AI squad that followed the player? Allow the player to give them simple movement commands by aiming and pressing a key.
I could even add my Sneaky Doom AI to the terrorists and have suppressed weapon loadouts. Smoke grenades, flashbangs, and frag grenades would also be a must. Ooh, what if I figured out some way to make an optional AI squad that followed the player? Allow the player to give them simple movement commands by aiming and pressing a key.
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Re: ZDoom project ideas you have
DUDE, THAT WAS BEAUTIFUL.Vaecrius wrote:An SSG mod that replicates the feeling of this.
I COULD CRY.
But for the sake of Doom... what would really be the point?