[Contest] Doom Mutator Contest 2!

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Dancso
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Location: at home.. Status: lazy like hell

Re: [Contest] Doom Mutator Contest 2!

Post by Dancso »

Ethril wrote:And then I realized it's impossible to beat maps such as Doom 2's MAP07. This fixes that.
elementary.wad
Lovin' it :lol:

------------------

Also, hold onto yer butts guys, the laziest man on earth has been busy... :P
Yep, I have something nearly done.
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DavidPH
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Re: [Contest] Doom Mutator Contest 2!

Post by DavidPH »

New version of Respawne that works with the new API for A_Saw. (Including re-randomizing its damage, and making gauntlets flash the light. (Not that you notice it much since it's so fast.)) Also fixed a typo wherein I replaced Rocket instead of RocketAmmo. Also made Serpent Staff deal PoisonDamage instead of regular damage. Damage is additive, so if you focus on one enemy, the damage can really stack up. Also also, Spawners that spawn monsters are marked with +ISMONSTER.

Download: http://files.drdteam.org/index.php/file ... ne-r36.pk3

Planned additions: Phoenix Rod alt-fire working like original powered mode. D'Sparil using A_Teleport for a more dynamic teleporting annoyance experience. Going to remember to add the Maulotaur hopefully. (Wanted to get the new version out right away, since all the old versions are broken by the change to A_Saw.)
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Zippy
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Re: [Contest] Doom Mutator Contest 2!

Post by Zippy »

Briefly came up on IRC so I put it together since it had a fast turn around time:
Spoiler: Rocket Doom
Replaces all projectiles with rockets. Replaces puffs (bullet puffs and BFG spray) with rocket explosions. Revenants will also fire homing rockets whose puff trail is also rocket explosions. And the BFG ball is just a large rocket that launches the BFGSpray (of explosive BFG fog puffs).
TheMisterCat
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Re: [Contest] Doom Mutator Contest 2!

Post by TheMisterCat »

Presenting: Acid Doom

EPILEPSY WARNING: If you are epileptic this game might kill you.

This mod works with zdoom/gzdoom and skulltag, but has the best results with gzdoom/skulltag.

It basically rotates/scales the floors/ceilings, sets random light sequences/values, color/fog, and randomly changes textures.

Download Link
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Ethril
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Re: [Contest] Doom Mutator Contest 2!

Post by Ethril »

Zippy wrote:Replaces all projectiles with rockets. Replaces puffs (bullet puffs and BFG spray) with rocket explosions. Revenants will also fire homing rockets whose puff trail is also rocket explosions. And the BFG ball is just a large rocket that launches the BFGSpray (of explosive BFG fog puffs).
Needs more OMG Stick.
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amv2k9
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Re: [Contest] Doom Mutator Contest 2!

Post by amv2k9 »

Zippy wrote:Replaces all projectiles with rockets. Replaces puffs (bullet puffs and BFG spray) with rocket explosions. Revenants will also fire homing rockets whose puff trail is also rocket explosions. And the BFG ball is just a large rocket that launches the BFGSpray (of explosive BFG fog puffs).
Uh, this has been done.
BoomDoom & Revenge of BoomDoom, IIRC.
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DoomRater
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Re: [Contest] Doom Mutator Contest 2!

Post by DoomRater »

The rules state no DeHackEd though.
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Xaser
 
 
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Re: [Contest] Doom Mutator Contest 2!

Post by Xaser »

amv2k9 wrote:Uh, this has been done.
And?
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Nash
 
 
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Re: [Contest] Doom Mutator Contest 2!

Post by Nash »

holy cxrap acid doom is making me puke
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Demolisher
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Graphics Processor: nVidia with Vulkan support
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Re: [Contest] Doom Mutator Contest 2!

Post by Demolisher »

Nash wrote:holy cxrap acid doom is making me puke
It makes me wanna try acid, myself.
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Davidos
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Re: [Contest] Doom Mutator Contest 2!

Post by Davidos »

Demolisher wrote:
Nash wrote:holy cxrap acid doom is making me puke
It makes me wanna try acid, myself.

It makes me wonder what'd happen if we 'd combine acid dooms.

I remember there's this one drugged doom mod where the collours change and the room grows bigger n smaller n zooms in and out...
... I wanted to combine the two but I can't find it....
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Dancso
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Re: [Contest] Doom Mutator Contest 2!

Post by Dancso »

http://skulltag.net/forum/viewtopic.php ... ug#p169810
This might have been it.
Note that it won't work with (G)Zdoom properly because of the lack of the consolecommand acs function, which I believe controlled the zooming in and out.

The wad wasn't complete when it got released, it's rather bad for your eyes so handle with care!
TheMisterCat
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Re: [Contest] Doom Mutator Contest 2!

Post by TheMisterCat »

funnily enough I actually added this functionality to it after submitting it, it wavers between 90 and 120 FOV, not enough to be blinding but just enough to make it really difficult to move
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Cutmanmike
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Re: [Contest] Doom Mutator Contest 2!

Post by Cutmanmike »

After juggling a few ideas, I've decided to settle with this one. Here's my entry, Barrel Wizard

Image
Image

Description:

The idea of this mod is to play on the idea of summoning barrels all over the place to cause a chain reaction. Come on, you've all done it. This turns it into an actual game though. You float around unnoticed from the monsters. No items, weapons etc. Just you and the monsters. You can exit the level at any time, but the main goal of this game is to destroy every single monster using only summoned barrels, that can be detonated when you're finished laying them.

How to play:

When you start the level a single barrel is spawned at your feet. This barrel is the only barrel that you can detonate at will, so the others must be planted around so that the chain reaction hits every monster in the level. All the monsters will die from being anywhere near a barrel. To make things possible you also have a few different types of barrel to use, which are bound to your weapon slots.

Normal Barrel - A normal barrel that expldoes when another is blown up near it. Altfire removes barrels near you.
Delay Barrel - Delays a few seconds before explodes. Used for teleports, dropping off ledges or simply delaying the chain reaction so you can activate lifts etc. Altfire removes barrels near you.
Rocket Barrel - When exploded, this barrel flies up into the air exploding constantly. Used for hitting barrels/enemies on higher ledges. Altfire removes barrels near you.
Teleporter - Used for teleporting around. Fire teleports in front of you, Altfire returns you to the start barrel.
Detonator - When used, it saves the game before detonation. Altfire confirms and destroys the starting barrel, starting the chain reaction!
Time Freezer - Only received after detonation. It's used to stop time so you can make your way to other areas of the map to either watch the fireworks or help the chain out by dropping lifts etc.

When all the monsters are killed, you get a message with how many tics it took to kill all the monsters and what skill level you're on. Just in case you want to brag about it to your friends ;) If the chain reaction doesn't kill everything, you have to load the game.

http://www.sendspace.com/file/i1h9lh
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lukas
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Re: [Contest] Doom Mutator Contest 2!

Post by lukas »

After juggling a few ideas, I've decided to settle with this one. Here's my entry, Barrel Wizard

Image
Image

Description:

The idea of this mod is to play on the idea of summoning barrels all over the place to cause a chain reaction. Come on, you've all done it. This turns it into an actual game though. You float around unnoticed from the monsters. No items, weapons etc. Just you and the monsters. You can exit the level at any time, but the main goal of this game is to destroy every single monster using only summoned barrels, that can be detonated when you're finished laying them.

How to play:

When you start the level a single barrel is spawned at your feet. This barrel is the only barrel that you can detonate at will, so the others must be planted around so that the chain reaction hits every monster in the level. All the monsters will die from being anywhere near a barrel. To make things possible you also have a few different types of barrel to use, which are bound to your weapon slots.

Normal Barrel - A normal barrel that expldoes when another is blown up near it. Altfire removes barrels near you.
Delay Barrel - Delays a few seconds before explodes. Used for teleports, dropping off ledges or simply delaying the chain reaction so you can activate lifts etc. Altfire removes barrels near you.
Rocket Barrel - When exploded, this barrel flies up into the air exploding constantly. Used for hitting barrels/enemies on higher ledges. Altfire removes barrels near you.
Teleporter - Used for teleporting around. Fire teleports in front of you, Altfire returns you to the start barrel.
Detonator - When used, it saves the game before detonation. Altfire confirms and destroys the starting barrel, starting the chain reaction!
Time Freezer - Only received after detonation. It's used to stop time so you can make your way to other areas of the map to either watch the fireworks or help the chain out by dropping lifts etc.

When all the monsters are killed, you get a message with how many tics it took to kill all the monsters and what skill level you're on. Just in case you want to brag about it to your friends ;) If the chain reaction doesn't kill everything, you have to load the game.

http://www.sendspace.com/file/i1h9lh
That's one of the craziest ideas I've ever seen. :D
And it gives me another reason to play through the original Doom (or Doom 2) again.

Also btw when is the deadline for the contest? If there's enough time I might make something...

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