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

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JPC
Posts: 44
Joined: Wed Apr 30, 2025 8:54 pm

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

Post by JPC »

Is there a way to make this mod compatible with Doom RPG?
Mrspyspenser
Posts: 1
Joined: Thu Jul 13, 2023 2:12 pm

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

Post by Mrspyspenser »

I think the miniature monsters should have less health than their regular counterparts.
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UnknownMaster21
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Re: [6.3b] Corruption Cards - 200+ cards! New Collector mode!

Post by UnknownMaster21 »

Alright... time to play some with cards.

And according to post above, regardless of how much less health miniature mosnters have, it should be at least "noticeable". ( And vice versa to giant versions in case those appears. )
Neurus_Ex
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Joined: Sun Jul 28, 2019 4:29 pm

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

Post by Neurus_Ex »

Heya. I think this is a bug report, maybe? But I'm not really sure if this is this mod's fault:

I'm doing a run of Corruption Cards with a few more mods (Colorful hell to increase difficulty and Gun Bonsai to balance it out), using as base iwad a Wad Fusion (url=https://github.com/Owlet7/wadfusion, for some reason the URL tag is not working on me) build with all the official stuff, and the "keep playing after finishing the chapter" option enabled so everything gets really messy and chaotic, as it should be.

I've managed to get to the end of Thy Flesh Consumed, but Corruption Cards got me back again to E1M1. I tested completing Icon of Sin, and I was sent back again to Entryway, so I'm thinking that it's either Corruption Cards not "understanding" that there's another chapter after that or how Wad Fusion organizes the different games into "chapters."

Happy to provide some information if this can lead to some kind of answer (even if its ends up being at least a lead to open an issue on WadFusion's github).
Cheater87
Posts: 64
Joined: Tue Oct 31, 2017 7:57 pm

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

Post by Cheater87 »

Mrspyspenser wrote: Thu Jul 03, 2025 8:28 am I think the miniature monsters should have less health than their regular counterparts.
I agree with this statement.
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Spaceman333
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Re: [6.3b] Corruption Cards - 200+ cards! New Collector mode!

Post by Spaceman333 »

Would it be possible to make new card selection trigger after X amount of kills instead of per map change?

I'm playing this setup where I only have one map, but its an extremely big one with 1500+ enemies on it:

Image

Would be cool if say after every 100 kills, I'd have the card selection menu appear, requiring me to pick a new card to continue playing. That way this one giant level becomes harder and harder the further I progress through it.

Currently my only option is to do a custom game with 8 cards chosen at start and run with those from start to end.
Somerandomperson303
Posts: 2
Joined: Mon Sep 30, 2024 9:55 am

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

Post by Somerandomperson303 »

Will you ever add a way to build your own custom decks for the custom mode like the unlocked challenge decks?
Cheater87
Posts: 64
Joined: Tue Oct 31, 2017 7:57 pm

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

Post by Cheater87 »

Moving form GzDoom to UzDoom, how do I bring my progress with me? It has me start all over from UzDoom.
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BoneofMalkav
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Re: [6.3b] Corruption Cards - 200+ cards! New Collector mode!

Post by BoneofMalkav »

Cheater87 wrote: Sun Nov 30, 2025 10:28 am Moving form GzDoom to UzDoom, how do I bring my progress with me? It has me start all over from UzDoom.
Either you can rename your GZDoom ini file to UZDoom.ini and move that ini file to your UZdoom folder or you should be able to copy paste the corruption card's lines into UZDoom's ini file.
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worldendDominator
Posts: 292
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Re: [6.3b] Corruption Cards - 200+ cards! New Collector mode!

Post by worldendDominator »

Spaceman333 wrote: Thu Jul 31, 2025 5:40 pm Would it be possible to make new card selection trigger after X amount of kills instead of per map change?

I'm playing this setup where I only have one map, but its an extremely big one with 1500+ enemies on it:

Image

Would be cool if say after every 100 kills, I'd have the card selection menu appear, requiring me to pick a new card to continue playing. That way this one giant level becomes harder and harder the further I progress through it.

Currently my only option is to do a custom game with 8 cards chosen at start and run with those from start to end.
What wad is that from?
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Spaceman333
Posts: 662
Joined: Thu Oct 13, 2016 8:40 pm

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

Post by Spaceman333 »

worldendDominator wrote: Sun Nov 30, 2025 2:10 pm
Spaceman333 wrote: Thu Jul 31, 2025 5:40 pm Would it be possible to make new card selection trigger after X amount of kills instead of per map change?

I'm playing this setup where I only have one map, but its an extremely big one with 1500+ enemies on it:

Image

Would be cool if say after every 100 kills, I'd have the card selection menu appear, requiring me to pick a new card to continue playing. That way this one giant level becomes harder and harder the further I progress through it.

Currently my only option is to do a custom game with 8 cards chosen at start and run with those from start to end.
What wad is that from?
Its generated with Oblige 4.28, using the Extreme or Large setting iirc.

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