Helldivers in DOOM

Discuss anything ZDoom-related that doesn't fall into one of the other categories.
Post Reply
OverDriver05
Posts: 44
Joined: Wed Aug 26, 2020 2:35 am
Graphics Processor: nVidia (Modern GZDoom)
Contact:

Helldivers in DOOM

Post by OverDriver05 »

Hello, OverDriver05 here!

I'm kinda surprised that there hasn't any mods based of/inspired by the Helldivers series of videogames, especially Helldivers 2, which went on to become the best thing we gamers ever had in 2024.

In case anyone wants to try making a gameplay mod based on Helldivers, here's everything you need to make such an idea work:
  • Every weapon is magazine-based, meaning that you can't just reload all you want, as doing so also throws away any available ammo on that mag that you supposed to shoot at your enemies at. If possible, you can also the ability to unload any available ammo on your current mag and allocate them into a new fresh mag.
  • Every weapon MUST have ADS (Aim Down Sights), as enemies has specific weaknesses that you can exploit to deal with them much faster.
  • If you were to include as many weapons, include the ability to swap your equipped weapon with the one on the field.
  • There should be at least four different PlayerClass, each fitted to a particular role and is armed with only two weapons in a two-weapon limit, at least 5 grenades, a few stem shots for regaining full health, and a special rechargeable "strategem" beacon with a 50 second cooldown.
  • At least five different difficulties, all on Hard/Nightmare spawns with a RespawnLimit of 0 to 1 and a RespawnTime of at least 5 or 10. MonsterHealth, Aggressiveness and FastMonsters can be tweaked.
  • A "strategem" selection wheel that allows players to pick which strategem to use before throwing the strategem beacon. Only five strategems can be accessed per PlayerClass, one providing resupply on ammo/stems/grenades, another providing a random "Support Weapon" and the rest being auxiliary turrets/gadgets/mortars/obital bombardments. I know there's a way to incorporate the directional input combinations like in the games, but knowing that there's those who playing DOOM mods on their phones via Delta Touch, I highly doubtful of that...
  • A wide selection of enemies to hold your ground on, mostly of the insectoid/robotic variety.
  • Can be played with just about any maps/WAD/mod.
  • Playable on GZDoom/LZDoom/Zandrorum, the latter with the Survival/Invasion modifiers.
If you planning on doing one, feel free to use this as guide.
Thank you!
User avatar
ramon.dexter
Posts: 1536
Joined: Tue Oct 20, 2015 12:50 pm
Graphics Processor: nVidia with Vulkan support
Location: Kozolupy, Bohemia

Re: Helldivers in DOOM

Post by ramon.dexter »

OverDriver05 wrote: Mon Mar 18, 2024 7:29 am Hello, OverDriver05 here!

I'm kinda surprised that there hasn't any mods based of/inspired by the Helldivers series of videogames, especially Helldivers 2, which went on to become the best thing we gamers ever had in 2024.

In case anyone wants to try making a gameplay mod based on Helldivers, here's everything you need to make such an idea work:
  • Every weapon is magazine-based, meaning that you can't just reload all you want, as doing so also throws away any available ammo on that mag that you supposed to shoot at your enemies at. If possible, you can also the ability to unload any available ammo on your current mag and allocate them into a new fresh mag.
  • Every weapon MUST have ADS (Aim Down Sights), as enemies has specific weaknesses that you can exploit to deal with them much faster.
  • If you were to include as many weapons, include the ability to swap your equipped weapon with the one on the field.
  • There should be at least four different PlayerClass, each fitted to a particular role and is armed with only two weapons in a two-weapon limit, at least 5 grenades, a few stem shots for regaining full health, and a special rechargeable "strategem" beacon with a 50 second cooldown.
  • At least five different difficulties, all on Hard/Nightmare spawns with a RespawnLimit of 0 to 1 and a RespawnTime of at least 5 or 10. MonsterHealth, Aggressiveness and FastMonsters can be tweaked.
  • A "strategem" selection wheel that allows players to pick which strategem to use before throwing the strategem beacon. Only five strategems can be accessed per PlayerClass, one providing resupply on ammo/stems/grenades, another providing a random "Support Weapon" and the rest being auxiliary turrets/gadgets/mortars/obital bombardments. I know there's a way to incorporate the directional input combinations like in the games, but knowing that there's those who playing DOOM mods on their phones via Delta Touch, I highly doubtful of that...
  • A wide selection of enemies to hold your ground on, mostly of the insectoid/robotic variety.
  • Can be played with just about any maps/WAD/mod.
  • Playable on GZDoom/LZDoom/Zandrorum, the latter with the Survival/Invasion modifiers.
If you planning on doing one, feel free to use this as guide.
Thank you!

So, we have march 2024, that means third month. Helldivers 2 were released on 8th February, so, at least 39 days since release. Based on the pretty lengthy list of pretty advanced features, you'll have to be patient and wait at least a year or two, until mod like this happens. It would require customised player classes, heavily customised weapons and heavily customised custom enemies. Again, not an easy task. Also, I don't even mention some special maps fitting the helldivers aesthetic. So, again, nothing easily done.
Post Reply

Return to “General”