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

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Yebudoom
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Re: Corruption Cards - Vanilla Doom, but with twists you cho

Post by Yebudoom »

Cutmanmike wrote:1 and 3. Not unless someone makes a version of this in ZScript, as every monster/item/projectile needs to call a script to be included in the card system. AFAIK there's no viable way to do that without zscript (in Zandronum, which I wanted to focus on). Anyone is welcome to give it a go though!
2. 98 at the moment. There were a couple more but I had to disable them as Zandronum didn't play nice with them, or they weren't balanced.
All right, thank you kindly for the answers! Cheers!
Red Eagle
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Re: Corruption Cards - Vanilla Doom, but with twists you cho

Post by Red Eagle »

Give this mod compability and mroe features for such doom mods as WDI/ZH/AOW and it will turn multiplayer servers upside down! from dead to live i mean
Wil lbe here more funny features? Or we can give a suggestion of them?
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stainedofmind
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Re: Corruption Cards - Vanilla Doom, but with twists you cho

Post by stainedofmind »

So, I'm dumb and see that this is already GZDoom compatible, unlike what I said in my last post :P Anyway, that said, I've tried running it in LZDoom and it doesn't seem to want to work, as it stalls on the hand generating. After digging into the code, it appears that its treating the "tier" value as a string and pulling random values, so it fails to generate a hand, thinking all the cards are at too high of a tier for the level.

Edit: *Removes foot from mouth a second time* ... So I'm REAAAAAAALLY dumb. Actually works just fine, but need to be loaded first :P Great mod overall, really enjoying it!
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Cutmanmike
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Re: Corruption Cards - Vanilla Doom, but with twists you cho

Post by Cutmanmike »

Red Eagle wrote:Wil lbe here more funny features? Or we can give a suggestion of them?
I'll probably only add more once I'm finished on other projects, but suggestions are always welcome. I did eventually run out of card ideas!

Edit: As a side note, feel free to suggest some vanilla-ish mapsets to play this with, as I haven't played many and would like to try them out with this :)
quad01man
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Re: Corruption Cards - Vanilla Doom, but with twists you cho

Post by quad01man »

I would like an option to keep permanent cards when playing survival on zandro please! When you lose all of your lives it looks like permenant cards are no longer in place, nor progression towards the more difficult /hidden ones. *Unless im totally blind but it looks like everything resets
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dadhoc
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Re: Corruption Cards - Vanilla Doom, but with twists you cho

Post by dadhoc »

Can't wait to have a go at this when I have a chance, later. Been playing all sorts of roguelikes and roguelites lately, and I'm in love with the idea of bringing a bit of that flavour to classic Doom.

Asking for a friend who's not in these forums: any idea how well this would run with the Chex Quest WADs? I assume well since it's made to identify when you're playing without Doom II assets.
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Cutmanmike
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Re: Corruption Cards - Vanilla Doom, but with twists you cho

Post by Cutmanmike »

As long as it uses unmodified Doom/Doom2 monsters and items it should be fine. AFAIK Chex Quest is just a sound/sprite replacement?
quad01man wrote:I would like an option to keep permanent cards when playing survival on zandro please! When you lose all of your lives it looks like permenant cards are no longer in place, nor progression towards the more difficult /hidden ones. *Unless im totally blind but it looks like everything resets
Yeah everything resets once you hit the "Mission Failed!" screen. I can add that option though, but for now if you want to keep stuff you'll have to play regular Co-op. You could also use ccards_forcemaxtier 5 to ignore progression and always keep it at maximum (at the moment it bases the max tier on map victories).
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Captain J
 
 
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Re: Corruption Cards - Vanilla Doom, but with twists you cho

Post by Captain J »

Bravo!! This is like REELism but with permanent reel, player's freewill of choosing the reel and autosave feature. It makes the game cleverly challenging and moderately mild. Fabulously fab, cutmanmike!

And hope you don't mind, but may i 'release' some of my suggestion to make it a lot more better?

- Speaking of REELism(heh sorry for the shameless sponsoring), i would like to make the game itself choose my card, manually, randomly. Call me crazy, but having a freewill to decide the consequential things is quite less dramatic.

- Add Wild Card to the deck! Like that adds actual benefit for the player and penalty at the same time. Depends on the situation, both can be worst combination and all. Double Curse!

- Replacement Cards, maybe? That could replace one of the existing curse and stay there for a while until it's also replaced?

- Extra Space for one extra Card? To even the selecting fun.

- Can i display the current curses i have during the run?

And weirdly enough, my bullets and projectiles leave no decals now. Intentional?
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Cutmanmike
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Re: Corruption Cards - Vanilla Doom, but with twists you cho

Post by Cutmanmike »

Captain J wrote:i would like to make the game itself choose my card, manually, randomly. Call me crazy, but having a freewill to decide the consequential things is quite less dramatic.
Sounds like what you want is the ccards_noplayerchoice cvar, which is already in?
- Can i display the current curses i have during the run?
I should add that yeah. Though it is always fun to forget what you've picked and get a harsh reminder later :P (Card effects ARE logged to the console at the start of each map if you forget).
And weirdly enough, my bullets and projectiles leave no decals now. Intentional?
Ah, this is a side effect of all the projectiles being replaced. Fixable though.
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Captain J
 
 
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Re: Corruption Cards - Vanilla Doom, but with twists you cho

Post by Captain J »

Cutmanmike wrote:Sounds like what you want is the ccards_noplayerchoice cvar, which is already in?
Wait, it is? Because i don't see any option relate to this. If you're telling me to type the command you mentioned before in the console, that's quite non-specific.

And hey, thanks so much for replying!
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Cutmanmike
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Re: Corruption Cards - Vanilla Doom, but with twists you cho

Post by Cutmanmike »

Yeah I didn't play with MENUDEF so I just added basic console cvars. Check the first post for the list
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stainedofmind
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Re: Corruption Cards - Vanilla Doom, but with twists you cho

Post by stainedofmind »

Been doing a playthrough of Doom 2 with permacards on (found it more entertaining then only every 3rd card sticking), and I'm having a blast, though its some damned as work! if I may float a suggestion for the future, a nice touch might be somehow awarding the player points (somehow) for the chance to peek at mystery cards when you're stuck with a particularly nasty choice. Just a thought. Otherwise, SUPER FUN! Great job.
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SpaceyStrife
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Re: Corruption Cards - Vanilla Doom, but with twists you cho

Post by SpaceyStrife »

Adding on to what stainedofmind talked about, perhaps you could spend health or armor in order to reveal hidden cards, and/or spend even more in order to re-shuffle.

I'm not sure how feasible these are with your compatibility goals, but I thought of a few new card effects:

- Demons move twice as fast. (i.e. sets them to Nightmare speed)
- Pain Elementals split into twice as many Lost Souls on death.
- Cyberdemons spawn three Hell Knights on death.
- Spider Masterminds spawn three Arachnotrons on death.
- Mancubus release a projectile on death.
- Revenants release a projectile on death.
- All Stimpacks become health bonuses.
- All Medkits become Stimpacks.
- All Soulspheres become Medkits.
- All Megaspheres become Soulspheres.
(The above four would be executed in that order so that everything doesn't turn into health bonuses by proxy.)
- All blue armor becomes green armor.

In any case, this is a fun twist on the gameplay, good job!
slyrboi
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Re: Corruption Cards - Vanilla Doom, but with twists you cho

Post by slyrboi »

Literal game changing throughout the Vanilla gameplay
Can you make a monster addon type like this? So we can use some of weapon mods with twists from the monsters
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Cutmanmike
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Re: Corruption Cards - Vanilla Doom, but with twists you cho

Post by Cutmanmike »

SpacemanStrife wrote:- Demons move twice as fast. (i.e. sets them to Nightmare speed)!
I thought I added that one already?

I was thinking of adding a currency system of some kind to purchase re-rolls/card removals etc, maybe based on how many secrets you find in the maps, but for now I kept it simple.

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