[6.3a] Corruption Cards - 200+ cards! New Collector mode!

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krashregister
Posts: 5
Joined: Fri Jan 17, 2025 5:41 pm

Re: [6.3a] Corruption Cards - 200+ cards! New Collector mode!

Post by krashregister »

AliciaPendragon wrote:
> [quote=krashregister post_id=1257830 time=1737497153 user_id=40524]
> Sorry if this is dumb, but how do you get wild cards to appear?
> [/quote]
>
> You can find them via if there's a wall texture that's misaligned. If you
> have the setting in your map screen enabled that allows you to see doors or
> switches you can more easily find them. Go over to them and press and then
> the texture will scroll before the card appears. Press interact again and
> you get a wild card



Im trying everything like finding all the secrets but i cant find anything, are wild cards supposed to be rare?
(also oops, the formatting is fricked)
Lifeform84
Posts: 1
Joined: Thu Apr 14, 2022 6:18 am

Re: [6.3a] Corruption Cards - 200+ cards! New Collector mode!

Post by Lifeform84 »

A couple of Ideas/suggestions came to my head today for new card designs:

1) Tresure Goblin Card - (Inspired From Diablo games) There is a chance a loot goblin will appear in the level, Killing him possibly grants you some cool items. Be warned tho, this fast little fella has a nasty habit of running deep into enemy lines alerting everyone of your presence, thus its a double edge sword !

2) Keyboard Curse - This curse scrambles your keyboard buttons (Up = Down, Left = Right, Fire = Open Key, ect...)

3) No Fighting - Turns Off Monster Infighting for the level.

4) Pick a card - Allows once the player to bypass the rng system and pick one of the cards he unlocked of his choice (This allows the player to choose a card of their choice and not 100% rely on RNG) For example: if someone has a card they like and they wish to experience it like "Monsters Throw Grenades" They player can pick that. (Cards like this should be Rare)

(Its possible some of these are already implemented and im not aware of it, i dont remember every single card in this mod)

Thoughts ?
Last edited by Lifeform84 on Sun Jan 26, 2025 10:41 am, edited 1 time in total.
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RubyEyeShabranigdu
Posts: 96
Joined: Thu Feb 03, 2022 9:03 am
Graphics Processor: Intel (Modern GZDoom)
Location: Brazil

Re: [6.3a] Corruption Cards - 200+ cards! New Collector mode!

Post by RubyEyeShabranigdu »

Hi! This error happens when I use "show current card effect" on a DOOM CE HUB World (without any cards):
Image
Thanks in advance for any help!
User avatar
Valherran
Posts: 1412
Joined: Tue Oct 27, 2009 12:58 pm

Re: [6.3a] Corruption Cards - 200+ cards! New Collector mode!

Post by Valherran »

For Brutal Doom, can there be an option added to disable super bosses from spawning from anything? The newer version of BD has them, and when they die they end the level because of that script command so it kinda borks the level progression. Not to mention it is awkward as hell when they spawn in places they do not fit in.
Solaela
Posts: 75
Joined: Sat Jan 10, 2015 3:17 am
Preferred Pronouns: No Preference
Graphics Processor: nVidia (Modern GZDoom)

Re: [6.3a] Corruption Cards - 200+ cards! New Collector mode!

Post by Solaela »

Lifeform84 wrote: Sun Jan 26, 2025 7:00 am A couple of Ideas/suggestions came to my head today for new card designs:

1) Tresure Goblin Card - (Inspired From Diablo games) There is a chance a loot goblin will appear in the level, Killing him possibly grants you some cool items. Be warned tho, this fast little fella has a nasty habit of running deep into enemy lines alerting everyone of your presence, thus its a double edge sword !

2) Keyboard Curse - This curse scrambles your keyboard buttons (Up = Down, Left = Right, Fire = Open Key, ect...)

3) No Fighting - Turns Off Monster Infighting for the level.

4) Pick a card - Allows once the player to bypass the rng system and pick one of the cards he unlocked of his choice (This allows the player to choose a card of their choice and not 100% rely on RNG) For example: if someone has a card they like and they wish to experience it like "Monsters Throw Grenades" They player can pick that. (Cards like this should be Rare)

(Its possible some of these are already implemented and im not aware of it, i dont remember every single card in this mod)

Thoughts ?
Pretty sure number 3 is one already and dunno if number 2 would be doable. but number 1 could be interesting.
Lord_Greyscale
Posts: 10
Joined: Sun Oct 23, 2016 4:42 pm

Re: [6.3a] Corruption Cards - 200+ cards! New Collector mode!

Post by Lord_Greyscale »

krashregister wrote: Wed Jan 22, 2025 1:55 pm Im trying everything like finding all the secrets but i cant find anything, are wild cards supposed to be rare?
(also oops, the formatting is fricked)
First, yes, they are supposed to be rare. In a 32 map megawad, I found my first one on map 29. At the very end of that map.
While it was great finding it, there wasn't a whole lot of gameplay left at that point.

(in a dozen others since, I've found 2 wild-cards, and then updated to a newer version of both corruption cards and gzdoom, so lost all progress)

Second, in addition to the wall texture being misaligned (it was distinctly not so for mine), it may also be extremely dark (mine was)
Cheater87
Posts: 60
Joined: Tue Oct 31, 2017 7:57 pm

Re: [6.3a] Corruption Cards - 200+ cards! New Collector mode!

Post by Cheater87 »

How do I use a seed? I am trying to use seed 8875 but I am not getting the set I am using now to try not having barrels on every level increase lol.
yum13241
Posts: 854
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Operating System Version (Optional): EndeavorOS (basically Arch)
Graphics Processor: Intel with Vulkan/Metal Support

Re: [6.3a] Corruption Cards - 200+ cards! New Collector mode!

Post by yum13241 »

Seeds can and will change their behavior every version. If you upgraded, that's why.
Cheater87
Posts: 60
Joined: Tue Oct 31, 2017 7:57 pm

Re: [6.3a] Corruption Cards - 200+ cards! New Collector mode!

Post by Cheater87 »

yum13241 wrote: Sun Feb 09, 2025 2:32 am Seeds can and will change their behavior every version. If you upgraded, that's why.

Using the same version I just played UD and wanted to redo the seed, how do I get the seed to load? I typed it into the seed feature in the mod's options and it didn't work. :(
odysseyofnoises
Posts: 4
Joined: Sat Aug 10, 2013 10:21 pm

Re: [6.3a] Corruption Cards - 200+ cards! New Collector mode!

Post by odysseyofnoises »

Very cool! This is probably one of the best mods I've played recently. I just played this in multiplayer in GZDoom 4.14.0. Everything worked very well, but there's a glitch with the "Extra Slice" card. After you complete the challenge of exiting the map a second time, the countdown timer doesn't go away and stays stuck on screen for all subsequent maps.
Ginji23
Posts: 17
Joined: Wed Aug 12, 2020 7:50 pm

Re: [6.3a] Corruption Cards - 200+ cards! New Collector mode!

Post by Ginji23 »

New Hunting Grounds seems to be able to remove Romero's head, softlocking maps that require his death to end.

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