[6.0c] Corruption Cards - 200+ Gameplay warping cards!

Projects that alter game functions but do not include new maps belong here.
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comet1337
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Re: Corruption Cards - Vanilla Doom, but with twists you cho

Post by comet1337 »

i unloaded my super shotgun on it like 6 times and all i got was bulletpuffs appearing midair where its hitbox would've been
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Cutmanmike
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Re: Corruption Cards - Vanilla Doom, but with twists you cho

Post by Cutmanmike »

Shooting them should work too but I'll have a go at improving them for next version anyway :)
Starman the Blaziken
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Re: Corruption Cards - Vanilla Doom, but with twists you cho

Post by Starman the Blaziken »

yay new version :D
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Cutmanmike
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Re: Corruption Cards - Vanilla Doom, but with twists you cho

Post by Cutmanmike »

New version is here: https://allfearthesentinel.net/zandronu ... rds-2a.pk3
  • Added new cards, bringing the total number of cards up to 123!
  • Added the ability to check what cards are in effect (type showdeck on the console)
  • Added the cvar "ccards_dontresettiers" for Survival mode. This will never reset the tiers when you lose in survival multiplayer.
  • Added the cvar "ccards_dontresetdeck" for Survival mode. This will never reset the chosen cards when you lose in survival multiplayer.
  • Improved detection for breaking maps with vanilla Doom's special activators (i.e Dead Simple).
  • GZDoom will only pester you about the console command function at the start of the run instead of every single map.
  • Removed "Archviles can resurrect all other monsters.", due to being hacky and causing issues, also limited uses on maps.
  • Removed "You cannot exceed 100 health", but kept the "You cannot exceed 75 health" card.
  • Removed Super Shotgun and Rocket attack types from weaker monsters.
  • Disguised monsters now consider their radius when trying to ambush the player.
  • Improved 16th spawn monster detection.
  • Improved (and nerfed!) the resurrection card method.
  • Adjusted many card tiers to improve balance.
  • Attempted to fix a bug where the card chooser was not being changed on multiplayer.
I'm also adding a recommended map pack section to the first post. Fee free to suggest some who have had a fun time with this mod!
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Cutmanmike
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Re: [v2!]Corruption Cards - Vanilla, but with twists you cho

Post by Cutmanmike »

Another version! This should be the last one for a while unless any bugs pop up as I'm completely dry on card ideas.

https://allfearthesentinel.net/zandronu ... rds-3a.pk3


  • Added new cards bringing the total to 140. Watch the skies!
  • Added a game type selector to make it easier to choose your preferred way to play.
  • Added ccards_customgame CVAR. If not enabled, the other CVARs will be ignored and the game type selector will be used instead.
  • Added individual highest streak scores for each game type.
  • Improved card selection code to be faster and smarter. As there are more monster specific cards, non-monster specific cards are now weighted to show up more frequently.
  • Certain cards are now stackable, and can be offered multiple times in a single run.
  • Removed even more Rocket monsters.
  • Rocket monsters gain splash damage immunity.
  • Spawned barrels when telefragged now remove nearby barrels and don't harm the player.
  • The "Monsters deal extra damage when wounded" effect now triggers as soon as the monster takes *any* damage.
  • The "God Monster" card will attempt to pick stronger monsters before resorting to weaker ones.
  • Reflective monsters now have a particle effect.
And finally here are images showing the game type selector:
Spoiler:
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Captain J
 
 
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Re: [v3!]Corruption Cards - Vanilla, but with twists you cho

Post by Captain J »

PINKIES WITH WINGS? The curses are getting a lot more drastically different than usual!
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Cutmanmike
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Re: [v3!]Corruption Cards - Vanilla, but with twists you cho

Post by Cutmanmike »

ULTRA BUMP

I've started learning zscript, and my first project is to update this mod. My plan is to make it as more mod friendly, so it can be ran with custom weapon/monster packs. But I'm going a step further to allow Corruption Cards to generate new cards based on new monsters it has no information on. For example, here is a screenshot of it generating cards for DRLA monsters with no additional patch wads to tell the mod they exist:




In addition I've made it so it's very easy to set up new cards with a little bit of zscript knowledge. More on that later. I'm still using ACS for the selector for now as I don't want to delve into UI related zscript craziness yet. Some other new features include adding the custom game mode into the game selector (values are changed in the options menu), and you can now specify a random seed for cards. This means as long as you're running the same wads, you can share the seed with a friend and they will get offered the same cards you do as you progress.



With zscript I can pretty much do anything now, so any suggestions are welcome :)
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Captain J
 
 
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Re: [v3!]Corruption Cards - Vanilla, but with twists you cho

Post by Captain J »

Mod-friendly, you say? Why yes, it's gonna be amazing especially if you're playing this addon with other content-heavy mods like aeons of death.
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Mr Masker
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Re: [v3!]Corruption Cards - Vanilla, but with twists you cho

Post by Mr Masker »

I'll say that this is a very fun mod and im very happy with how it plays. I'd say it could also work really well with some sort of permadeath thing like a sort of card picking doom rougelike or something idk
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MrRumbleRoses
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Re: [v3!]Corruption Cards - Vanilla, but with twists you cho

Post by MrRumbleRoses »

i've been playing this mod on my Twitch channel for some streams, and i gotta say it's been pretty cool to play this mod, even if it's vanilla for the time being. i do think it would be cool for the mod friendly version to have it work with Doom 64 Retribution. it would be cool to have some kinda way to combine this with Doom 64 in some fashion. i know of other mod ideas to, but i guess we'll have to wait & see if anything happens with this mod
Solaela
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Re: [v3!]Corruption Cards - Vanilla, but with twists you cho

Post by Solaela »

Cutmanmike wrote:ULTRA BUMP

I've started learning zscript, and my first project is to update this mod. My plan is to make it as more mod friendly, so it can be ran with custom weapon/monster packs. But I'm going a step further to allow Corruption Cards to generate new cards based on new monsters it has no information on. For example, here is a screenshot of it generating cards for DRLA monsters with no additional patch wads to tell the mod they exist:




In addition I've made it so it's very easy to set up new cards with a little bit of zscript knowledge. More on that later. I'm still using ACS for the selector for now as I don't want to delve into UI related zscript craziness yet. Some other new features include adding the custom game mode into the game selector (values are changed in the options menu), and you can now specify a random seed for cards. This means as long as you're running the same wads, you can share the seed with a friend and they will get offered the same cards you do as you progress.



With zscript I can pretty much do anything now, so any suggestions are welcome :)
Omg yes. :D I mean I tend to run embers of armagedon/trailblazer/quake champions doom edition and MAYBE final doomer? Oh and combined arms so being able to have these could be FUN to have just cause merry hell with a run. Especially with more balanced stuff like final doomer or if I run QCDE with more monster packs/DoomKraken's randomizer Oh man... THe GLORIOUS CHAOS! So hyped for when this works!

The one thing i'd reccomend for say... Ultimate doom? Have the 'enemies hide as items' only work for items on that episode if possible. During a trial run I had a zombieman hide as a Plasma pack in E1M2. Which I KNOW doesn't show in Episode 1 cause you don't get the plasma gun till episode 2
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Cutmanmike
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Re: [v3!]Corruption Cards - Vanilla, but with twists you cho

Post by Cutmanmike »

I would say that's just your knowledge of the Doom levels overcoming the difficulty of the card in play... buuuut now that card now looks for health, weapons and ammo in the current map and chooses one of them to hide as ;)

In other news, I now have a discord channel for this mod. https://discord.com/invite/Whts7Bj
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Captain J
 
 
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Re: [v3!]Corruption Cards - Vanilla, but with twists you cho

Post by Captain J »

A Discord channel dedicated to this mod, eh? Sounds good! I'm sure the community would help ya improving this mod.

And it's like off-topic, but do you happen to make another server dedicated to Mega Man 8-bit Deathmatch?
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Cutmanmike
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Re: [v3!]Corruption Cards - Vanilla, but with twists you cho

Post by Cutmanmike »

I don't have a (public) official one but there's plenty made by fans.
Solaela
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Re: [v3!]Corruption Cards - Vanilla, but with twists you cho

Post by Solaela »

Did a attempt with a video. :P



Sound is a bit loud I know. But yeah...

Though one question comes up. After the actual run I do a 'screw around cheat run' where one of the cards was the cyberdemon card but one failed to show up in e1m8. Any reason why?

Outside of that? Had a blast. Never thought a PINKY would be the most terrifying thing but there we were!

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