[Contest] Doom Mutator Contest 2!

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DoomRater
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Re: [Contest] Doom Mutator Contest 2!

Post by DoomRater »

I lol'd so hard at the concept "Let's turn Doom into a PUZZLE GAME!" but I simply must try this.
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Phobus
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Re: [Contest] Doom Mutator Contest 2!

Post by Phobus »

@Cutty: Now that was a great idea. Gave it a go through on MAP01 just to get a feel of it, and I was very amused.

I'd consider submitting the one mutator I've made, but its such a basic idea that I see no point - all it does is replace NIGHTMARE! with a UV Pistol Run difficulty mode afterall. (I also have a wad for giving the player a load of kit at startup, which can be handy for co-op when there's not enough ammo or whatever)
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Jimmy
 
 
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Re: [Contest] Doom Mutator Contest 2!

Post by Jimmy »

I love it, Cutman. xD Awesome idea.

I know I sound like an impatient ass, but... are there now enough entries for voting to take place? :P
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Cutmanmike
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Re: [Contest] Doom Mutator Contest 2!

Post by Cutmanmike »

I think people seem to want to enter still so we'll give it a few more weeks or so
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lukas
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Re: [Contest] Doom Mutator Contest 2!

Post by lukas »

Okay I started working on something and here's a small preview.
Image
Spoiler:
A mod where you play as a vampire. I haven't done much so far - just 1 new enemy and 1 new weapon, both visible in the above screenshot.
Aside from various cool vampiric powers you will also have a arsenal of completely new guns and will have to fight all new baddies.
Your powers are fueled by your blood, but blood is more than a replacement for classic mana. You will lose blood over time, and as you lose it you will grow weak and die - so you will constantly need to search for more enemies (which are your main blood source).

More info tomorrow when I get more stuff done. Any thoughts, opinions, comments, suggestions, criticism, whatever...?
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Jimmy
 
 
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Re: [Contest] Doom Mutator Contest 2!

Post by Jimmy »

Does Blood operate separately from Health or are the two the same thing?
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Dancso
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Re: [Contest] Doom Mutator Contest 2!

Post by Dancso »

I figure I should better post a preview myself before you'd think I gave upon my entry :P
Didn't progress much in the last several days, I was rather distracted by multiple things. (Damn you, Diablo!)
I only need to balance it out now, but it might prove to take a lot longer than I originally expected.
I'll go the copycat way and wrap up a logo to show.. think I should better put the link to my entry here later.

Image

The screenies are really only showing off the HUD/statusbar.. which is still 100% stock graphics.
Spoiler: Screenshots
If the images are cut off by the spoiler, here are the links:
http://img16.imageshack.us/img16/5619/s ... 008100.png
http://img829.imageshack.us/img829/5619 ... 008100.png
http://img96.imageshack.us/img96/5619/s ... 008100.png

Description:

This mod aims to make doom even more fast paced, more tactical, with possibly less frustration as it utilizes a more forgiving system, while still being challenging.
Doomguy has been equipped with a powerful suit, which has a regenerating power cache.
The suit can be adjusted to enter different modes of operation, namely:
  • Armor - obvious.
  • Night vision - obvious.
  • Cloak - partial invisibility for a very short period.
  • Anti-hazard protection - pretty much a radsuit.
  • Physical enhancement - superhuman strength, increased health regeneration to make up for the loss of armor protection.
Each mode has its use, and while some may seem less useful than others, it all adds up to simplicity. Powerups haven't been removed, instead, on pickup they add up "power charges", which can be used on the suit, should it need some quick recharging. Health items are also made portable, unless it is obvious that the player wants to use it straight away.

It is designed to be more challenging than the original game, yet more forgiving. The player can absorb 300 points of damage before dying, while in the original he could take 400 with the use of boosts. Without bonus health items, the player has to rely on luck to survive a shot from a cyberdemon, while in the original gameplay he could surely absorb one full rocket when at 200/200 health and armor.
In this mutator, your health and suit power regenerates, making the gameplay more forgiving. Did those chaingunners make you use up your last medikit? No worries, just hide somewhere and you'll be back at full health and armor soon enough! You won't regenerate anything in armor mode when recently hit by something, to keep the original challenge.

The physical enhancement mode (or strength mode) will enhance your fists' damage, encouraging melee play. Either if you're out of ammo, or wish to try that kind of gameplay, you're free to use it. I tried playing like that and it felt more satisfying than before.

Some things are still subject to change due to balance changes or redundancy.
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.+:icytux:+.
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Re: [Contest] Doom Mutator Contest 2!

Post by .+:icytux:+. »

Crysis!
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lukas
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Re: [Contest] Doom Mutator Contest 2!

Post by lukas »

That Maximum Doom looks cool :)
Does Blood operate separately from Health or are the two the same thing?
Blood will be separate and will be used to fuel powers. If you're out of blood you can use your health for powers.
Every 5 seconds you will lose a blood point. Once blood drops below 50 you start losing health slowly and screen flashes red. Once it drops below 25 you start moving slowly and you lose health more quickly. Once it is 0, you enter a frenzy. Moving and attacking at double speed, but losing health 15 point per second.

Also I would like to create effect where everything is black & white except red, so is a modification of Doom palette allowed or will I have to use TEXTURES?
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Jimmy
 
 
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Re: [Contest] Doom Mutator Contest 2!

Post by Jimmy »

Heh. Looks like Omega has some competiti- *is shot by Xaser and Wildweasel at the same time*

I believe palette modifications are allowed. It's not listed in the first post, so I would guess it comes under "anything else is allowed".
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Cutmanmike
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Re: [Contest] Doom Mutator Contest 2!

Post by Cutmanmike »

Since you can do translations I don't see why editing the entire palette would hurt.
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lukas
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Re: [Contest] Doom Mutator Contest 2!

Post by lukas »

Ok thanks :)
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Cutmanmike
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Re: [Contest] Doom Mutator Contest 2!

Post by Cutmanmike »

Btw here's an idea for a mutator I had if anyone wants to take a shot at it, I wanted to do the barrel thing more though. Using ReplaceTextures, take all the similar Doom2 textures and swap them with other similar textures in an OPEN script. So every Doom 2 map would look different, if not a bit weird ;)
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FuzzballFox
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Re: [Contest] Doom Mutator Contest 2!

Post by FuzzballFox »

Cutmanmike wrote:Btw here's an idea for a mutator I had if anyone wants to take a shot at it, I wanted to do the barrel thing more though. Using ReplaceTextures, take all the similar Doom2 textures and swap them with other similar textures in an OPEN script. So every Doom 2 map would look different, if not a bit weird ;)
...and make it random each time so they never look the same? ;3
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Cutmanmike
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Re: [Contest] Doom Mutator Contest 2!

Post by Cutmanmike »

Indeed

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