[Contest] Doom Mutator Contest 2!

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TheMisterCat
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Re: [Contest] Doom Mutator Contest 2!

Post by TheMisterCat »

sounds like my aciddoom mutator except without the constant randomness
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lukas
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Re: [Contest] Doom Mutator Contest 2!

Post by lukas »

Forget about my entry :(
I'm very busy these days and I doubt I could finish it soon.
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FDARI
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Re: [Contest] Doom Mutator Contest 2!

Post by FDARI »

I didn't originally make this for the contest -I just wondered if I couldn't add some spice to my Doom experience. Fully Doom & Doom II-compatible.

I called in "Unpredictor" because one thing that gets to me in every game is how every like-looking enemy is like-performing. This modification is done in DECORATE (with thing special code pointers, but no ACS) for Zdoom 2.5.

All the standard monsters are still there, but all Doom monsters might be replaced (RandomSpawner). Many replacements are visually distinct from the original, but several have some sort of quirk that you may not be alerted to before it happens. It should take a while for the changes to get really old, because most actors will not be replaced. (Probability veers towards original monsters.)

The quirks that require extra-special consideration or action on your part (such as temporary invulnerabilities), should usually give you at least a subtle hint that you're currently doing something wrong, and probably wasting ammo.

Some monsters will display a slight touch of personality (cowardice, aggression, stupidity).
Some monsters will be hard to kill, and easier to avoid (which might not be your agenda).

There are textfiles in the pk3 that you can read for further detail if you want to, but I think I phrased much of it at least as well here.

EDIT: Uploaded UnpredictorBundle.zip
It contains Unpredictor.pk3 (origial submission) and unpredictor2.pk3
Unpredictor2.pk3 can only run if Unpredictor.pk3 is already loaded, so I could not call it an independent submission, but, there you go.
Unpredictor2.pk3 contains Doom II changes. If I have more ideas, I make more variations. (I haven't done much, but I thought you might like to look at what I have so far).

Which will be the contest submission?
Either unpredictor.pk3 alone, or the pair as one Doom II modification, if that is acceptable.
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Last edited by FDARI on Sat Sep 04, 2010 7:02 am, edited 3 times in total.
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Ethril
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Re: [Contest] Doom Mutator Contest 2!

Post by Ethril »

FDARI wrote:Unpredictor
Awesome. I'm going to try this right now.
Edit: Hmm. Not as awesome as I thought. Still pretty neat though, despite the fact that only like 5 monster types are randomized. I was hoping to see what diabolical things you came up with for the Archvile, but there weren't any. :(
Last edited by Ethril on Wed Sep 01, 2010 10:18 am, edited 1 time in total.
froggy

Re: [Contest] Doom Mutator Contest 2!

Post by froggy »

Here's my submission, a tension gauge based on God Hand. Not entirely satisfied with how you gain tension(you get it when things bleed), and also had to remove the music, but it's kind of fun. Remember to bind a key to "Unleash God Hand".
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FDARI
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Re: [Contest] Doom Mutator Contest 2!

Post by FDARI »

Archvile is Doom II only, and I made this to reexperience original Doom. It is compatible with Doom II, but nothing more. Also, I am uncertain what I'd do with the archvile. There are replacements for 8 monsters, but some have very little to them, and some have more. Actually, it is designed not to be overly diabolical.

I imagine the worst things (most troublesome, difficult to the player, or annoying) I did would be one of the imps (a temporary invulnerability that is workable, but might not add anything good to the mod) and some of the lost souls (mostly... harmless). Oh, and have you run into any Cacodemon-shades?

Regardless of this contest, I'm contemplating more decorate. New tricks, different takes on the same tricks; I think I'll take the whose Doom II pallette next time. I am unlikely to touch spider mastermind and cyberdemon. In original Doom they were unique and didn't require much in terms of unprediction.

But what I'm really posting is a link to a slightly modified version (not more interesting, no new features, just some altered numbers on the BaronOfHellWithMinions, and a possible cry in the Night): http://files.drdteam.org/index.php/file ... dictor.pk3

EDIT: I updated my original post. The original work is resubmitted (almost) without changes, and an additional file with some Doom II specific work is bundled. Unzip and run with both files in [-file] parameter to see the Doom II-stuff. (-file unpredictor.pk3 unpredictor2.pk3)
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FDARI
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Re: [Contest] Doom Mutator Contest 2!

Post by FDARI »

Pardon the double post; I feared none should notice the update otherwise.
You see, I elected to do something with the archvile.

To use Doom II features you need Unpredictor.pk3 and Unpredictor2.pk3.
UnpredictorBundle.zip in the original post currently contains the most recent versions of these.

You can also find them at
Unpredictor.pk3: http://files.drdteam.org/index.php/file ... dictor.pk3
Unpredictor2.pk3: http://files.drdteam.org/index.php/file ... ictor2.pk3

To use for DOOM: -file Unpredictor.pk3
To use for DOOM II: -file Unpredictor.pk3 Unpredictor2.pk3

I discovered what I though a fun "game" during testing:
Spoiler:
I have also edited my local copy of "ArchvileUnpredictor" (RandomSpawner), which would probably be part of any future version.
Spoiler:
The exact distributions and probabilities I feel are very much up to you. I usually try to consider "how annoying would two/twice be" when I adjust this.
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phi108
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Re: [Contest] Doom Mutator Contest 2!

Post by phi108 »

WIP Title: Shooting Monsters With Special Lumps


Download:
EDIT: New DL from below post: SMWIwadF.pk3:
EDIT2: Newer download: SMWIwadH.pk3: http://files.drdteam.org/index.php/file ... wiwadh.pk3

This is an in-progress weapon mod using the Mutator Mod rules, I made some progress since I posted in the "what are you working on" thread, so I'll post it here, even though it doesn't mutate it much yet...
I used some weapon balance and features of SMWGuns, and I'm now glad to be seeing and hearing the original guns more. I have a feeling I went crazy and made this code more messy and hacky than any I've written yet...
I want to change the Plasma rifle more, and figure out what to do about the BFG, fist, and chainsaw. And figure out other ways to change it.
I guess I'll put in a readme later too.


Thanks:
Randy and Graf for all the special lumps and ZDoom.
ID software for the great sprites and sounds
Xaser, Doomrater, Wildweasel, and all those modders who wrote great example code for me to learn from


Features
-Burst fire pistol: bullets climb if you use a 4 round burst. Tap the trigger for sniping. You can use this pistol in the left hand while shotgunning (soon with the SSG as well).
-Accurate pump shotgun: You can use this shotgun in the left hand while pistoling or chaingunning. In the shotguns, pellets take a fraction of a second to exit the barrel, so you can swing the muzzle across a couple zombies while firing. When using it one-handed, you can cancel the pump (to switch quickly) by pulling the trigger of the other-hand gun right after firing.
-Two-trigger super shotgun: Fire 1 shell and reload, or fire two shells in rapid succession. Or after firing 1 shell and it kicks back, center it and fire the second shell before opening it to reload (time your trigger-pulls).
-Rapid chaingun: You can use it with your right hand and hold it to the side while shotgunning.
-Rapid rocket launcher: Aim it well, and rockets turn once toward the target, then stop homing in and fly slightly erraticly.
-Plasma Rifle: Less rapid, with stronger plasma bolts.

The monsters aren't modified much yet. The revenant fires 2 smaller rockets, and the chaingun zombie fires ~8 bullets in a row. I might add a hurt monster dynamic when each monster is at low health.
Last edited by phi108 on Mon Sep 13, 2010 10:01 pm, edited 3 times in total.
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Davidos
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Re: [Contest] Doom Mutator Contest 2!

Post by Davidos »

phi108 wrote:WIP Title: Shooting Monsters With Special Lumps
Seeing I love your mods, I tested this one out, seeing nobody commented.


If you draw the shotgun when wielding a pistol (Alt-fire that is), the top half of the pistol goes missing for some reason.
I don't get this in reverse though.


I bet you could make this even more awesome adding reload functions and such (alla goldeneye so you don't need new sprites and/or sounds)
Freakin' love the double barrel shotgun idea, now I have a great idea how to replace a function in the thing I'm screwing around with =.=
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phi108
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Re: [Contest] Doom Mutator Contest 2!

Post by phi108 »

EDIT2: Another update below:

EDIT: Update See below post:
Davidos wrote:If you draw the shotgun when wielding a pistol (Alt-fire that is), the top half of the pistol goes missing for some reason.
I don't get this in reverse though.
I bet you could make this even more awesome adding reload functions and such (alla goldeneye so you don't need new sprites and/or sounds)
Freakin' love the double barrel shotgun idea, now I have a great idea how to replace a function in the thing I'm screwing around with =.=
I guess that's one of the GZDoom problems with complex TEXTURES lumps (The right hand pistol is cut and pasted together from the left hand pistol). I'll experiment and see If I can get it to work in GZDoom.

And I probably won't do reloading since It would add another layer of complexity and the extra work involved (and Parkour has it covered).

Anyway, here is a new version, with some little changes and more useable dual-wielded pistol/shotgun (or shotgun/pistol). I also put in my fullscreen vanilla-ish HUD I made a while ago (though the sbarinfo flags for the HUD stretch the normal status bar a bit). I still need to work on the Chaingun and SSG more and do everything else.

OLD see below: Download: SMWIwadF.pk3: ---- below

EDIT: Here are screenshots:
Spoiler:
EDIT: here is an update:
-Particle effects for bullet tracers in the chaingun/shotguns and bulletpuff sparks
-Chaingun is a bit more powerful
-Better Chaingun+Shotgun usage
-Animation changes, little fixes, other tweaks
OLD DOWNLOAD: SMWIwadH.pk3: http://files.drdteam.org/index.php/file ... wiwadh.pk3




EDIT 2nd Update:
I've made a bit of progress on SMW/Special Lumps:

-SSG akimbo with pistol or SG if available (below screen)
-An injured imp throws 2 small fast fireballs, and lost souls are weaker and may become lost shadows(small and weak) on death, shadows may replace souls. I'll figure out more hurt monster attacks.
-The SG and SSG auto-reload when in the off hand while wielded together. Maybe I should do this for the rest of the offhand SGs.

NEW DOWNLOAD: SMWIwadI.pk3: http://files.drdteam.org/index.php/file ... wiwadi.pk3

I need to smooth out the animations for the shotguns, and work on the other weapons.
Spoiler:
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DoomRater
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Re: [Contest] Doom Mutator Contest 2!

Post by DoomRater »

How is this mod progressing?! I can't get enough of that shotty + super shotty combo! It really does feel like warhammer in that aspect!
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phi108
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Re: [Contest] Doom Mutator Contest 2!

Post by phi108 »

Glad you like it! I haven't done much more yet. I need to get the shoulder cannons built, and I guess a tertiary fire button could draw one cannon while using other guns (or I could finally try inventory items for choosing sidearms).
I hope to get a 1-2-3 punch working, and maybe a sawblade-knife/sword.
I'm doing some more monster behavior changes, to make this more of a mutator, like a barrage of missles for a hurt revenant. I'm trying to get barons to draw and arc of slime in the air and launch it at the player, an I hope to get a caco-lazer working (That's no tomato... it's a space demon tomato).
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JustinC
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Re: [Contest] Doom Mutator Contest 2!

Post by JustinC »

I think I have something to enter. Just a fun little decorate thingy I was doing to get out of my mod for a bit. I think it will be called "Plasmatics". lol.
Everything uses a form of Plasma.
Plasma Shells, Plasma bullets, etc....
All the monsters are strange.
The BFGBALL is sentient.
http://files.drdteam.org/index.php/file ... matics.zip
(I just did this for fun, so don't expect anything crazy- or slick HUDs and "floating" numbers, this is str8 up "dehacked looking" garbage....Thank you. Read the text file I guess....)
Edit: I don't believe I will update/fix/or tighten up anything here as I did it for fun. Really, this was just an "I'm bored" kinda thing.
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kevansevans
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Re: [Contest] Doom Mutator Contest 2!

Post by kevansevans »

let me join, my WoTD is an excellent mutator, just give me some time to organise and upload the necesarry files.

What do we get if we win? :?:
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lukas
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Re: [Contest] Doom Mutator Contest 2!

Post by lukas »

What do we get if we win? :?:
1,000,000$ in cash. No, really.

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