Project Ideas

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
User avatar
CloudFlash
Zandrone
Posts: 1074
Joined: Mon Jun 04, 2012 5:35 pm
Location: Wonderland (except not really)

Re: Project Ideas

#541

Post by CloudFlash » Wed May 04, 2016 9:37 am

This doesn't really look like it's chase cam. More like someone turned a character model into sprites, which then were used as weapon sprites for some awkward 'hey look my gun is me holding my gun!' kind of thing

User avatar
mattbratt11
Forum Regular
Posts: 112
Joined: Thu Sep 27, 2012 10:35 pm
Location: Legendary Macrocosm
Clan: Candid Yams
Clan Tag: MMCY

Re: Project Ideas

#542

Post by mattbratt11 » Wed May 11, 2016 4:00 am

Incoming Ideas:

1: I would like to see the Evolutionary Baron recolored into the Baron of Hell.
2: I would like to see the Afrit Noble recolored into the Baron of Hell.
3: I would like to see the Heresy Lord recolored into the Baron of Hell.
4: I would like to see Beyond Doom's Baron-like Nazi Replacement recolored into the Baron of Hell.
5: I would like to see the Cyber Baron edited to have Two Arm Cannons instead of one.
6: I would like to see the Cyberdemon's Baron-like Melee Attack.
7: I would like to see Realm667's Superdemon's Baron-like Melee Attack (Left, Right, and Both).
8: Same as Idea 5, but add Revenant-style Cannons to it.
9: I would like to see the Annihilator + Demolisher Hybrid.
10: I would like to see a Cyber Baron + Arachnobaron Hybrid.

Remember to post them as a full pk3 with sprites, sounds, and codes needed.
And also, post them on Best Ever File Host if you will. Thanks!

User avatar
CloudFlash
Zandrone
Posts: 1074
Joined: Mon Jun 04, 2012 5:35 pm
Location: Wonderland (except not really)

Re: Project Ideas

#543

Post by CloudFlash » Fri May 13, 2016 8:02 am

Woah, woah, woah, slow down here, buddy! This is PROJECT ideas, not MONSTERS ideas! Plus I don't know how others see this, but I find it kind of offensive that you're basically ordering a bundle of monsters as if this thread was McDonalds or something, sprite work takes a lot of time and skill to create :u

User avatar
mattbratt11
Forum Regular
Posts: 112
Joined: Thu Sep 27, 2012 10:35 pm
Location: Legendary Macrocosm
Clan: Candid Yams
Clan Tag: MMCY

Re: Project Ideas

#544

Post by mattbratt11 » Mon May 23, 2016 11:18 pm

Okay, how about this idea:

MIDI Renditions of Songs performed by Haunted Toilet from YouTube.

Is that a project?
I'm sure that fluffy could add the LegendaryIconOfSin Monster in the new Nexus Update any day...

User avatar
S_Andrew_S
 
Posts: 37
Joined: Fri May 29, 2015 11:21 pm
Location: San Nicholas Island
Contact:

Re: Project Ideas

#545

Post by S_Andrew_S » Tue May 24, 2016 5:57 pm

I have an idea! It's a multiplayer objective project called "Rise of the Triad: Domination". In this mod, there are three teams, the H.U.N.T., the Robots, and the Triad. This mod will be centered around the H.U.N.T. and the Triads competing for a certain objective. The Triad will be trying to accomplish one objective while the H.U.N.T. tries to accomplish their own. The robots, however, try to keep both teams from accomplishing their objectives, and if both the Triad and the H.U.N.T. fail, then the robots win. Because having one team have to stop two other teams from reaching their objectives is kind of unbalanced, the robots can only be harmed by explosives, and they are able to go underground and get to other areas of maps quicker. The overall story behind the mod is that each team is aiming for domination for their own reason.

As for the teams, they may have player customization (something that has never really been attempted on GZDoom or Zandronum but could be an interesting feature). The H.U.N.T. and Triad teams compose of 7 roles.

- Troop (Custom H.U.N.T. member, Low Guard default)
The troop is the most basic class. Troops carry small arms and are in charge of protecting more special classes.
- Covert (Thi Barett, Lightning Guard default)
Coverts are sneaky and of course are capable of doing many stealthy things.
- Speed Troop (Lorelli Ni, STRIKE Team default)
Speed troops are fast of course, and are able to use small to medium weapons, and dodge attacks.
- Weapons Specialist (Ian Paul Freeley, High Guard default)
The High Guard can carry medium weapons, and is also capable of destroying objectives.
- Commander (Taradino Cassett, Overpatrol default)
The commander can capture players, and can call Troops for help (AI troops)
- Heavy Weapons Specialist (Doug Wendt, Triad Enforcer default)
The Heavy Weapons is the best class for destroying objectives, and is capable of only using heavy weapons.
- Sorcerer (Custom H.U.N.T. sorcerer, monk default)
The sorcerers can only use magical weapons. They are also capable of becoming super-powered.

As for the robots, all robots are a normal patrol robot, but they can also be super powered?

Super powered is when the class becomes extremely powerful after accomplishing some task. The H.U.N.T. Sorcerer will go on God Mode, the Triad Sorcerer will turn into El Oscuro, and the robot will become NME. The duration or wether or not the player will become invincible is not determined yet.

User avatar
doomista
Forum Regular
Posts: 147
Joined: Sat Mar 07, 2015 6:58 pm
Location: I've been to hell. Twice

Re: Project Ideas

#546

Post by doomista » Tue May 24, 2016 11:50 pm

S_Andrew_S wrote:I have an idea! It's a multiplayer objective project called "Rise of the Triad: Domination". In this mod, there are three teams, the H.U.N.T., the Robots, and the Triad. This mod will be centered around the H.U.N.T. and the Triads competing for a certain objective. The Triad will be trying to accomplish one objective while the H.U.N.T. tries to accomplish their own. The robots, however, try to keep both teams from accomplishing their objectives, and if both the Triad and the H.U.N.T. fail, then the robots win. Because having one team have to stop two other teams from reaching their objectives is kind of unbalanced, the robots can only be harmed by explosives, and they are able to go underground and get to other areas of maps quicker. The overall story behind the mod is that each team is aiming for domination for their own reason.
I like the idea but I think that three teams are way too much for Zandro community because bots cannot do objectives. A more standard approach with one team having an objective and second team trying to prevent it from being completed is more manageable since your player base is 4 (2 vs 2) as opposed to 2 vs 2 vs 2 (at least). I dunno whether such mod exists for Doom, it definitely exist in other games like SW Battlefront (rebels are trying to get some package to the extraction point, Imperials are stopping them) and is quite popular (but only in case there are not much crappy players who are hording frags instead of completing objectives).
S_Andrew_S wrote: As for the teams, they may have player customization (something that has never really been attempted on GZDoom or Zandronum but could be an interesting feature).
I am not sure what do you mean. You mean some kind of customized loadout which can be changed on spawn? Such mod exist - Real Guns Hardcore, basically a CoD:MW. It has even a levelup systém for SP with some SP unique perks.

I am not familiar with the RotT so I cannot comment on the classes. I only played the shitty 2013 remake which honestly was so bad that one would rather commit suicide rather to play it, but I heard the original game was good.

User avatar
S_Andrew_S
 
Posts: 37
Joined: Fri May 29, 2015 11:21 pm
Location: San Nicholas Island
Contact:

Re: Project Ideas

#547

Post by S_Andrew_S » Wed May 25, 2016 2:20 am

doomista wrote:
S_Andrew_S wrote:I have an idea! It's a multiplayer objective project called "Rise of the Triad: Domination". In this mod, there are three teams, the H.U.N.T., the Robots, and the Triad. This mod will be centered around the H.U.N.T. and the Triads competing for a certain objective. The Triad will be trying to accomplish one objective while the H.U.N.T. tries to accomplish their own. The robots, however, try to keep both teams from accomplishing their objectives, and if both the Triad and the H.U.N.T. fail, then the robots win. Because having one team have to stop two other teams from reaching their objectives is kind of unbalanced, the robots can only be harmed by explosives, and they are able to go underground and get to other areas of maps quicker. The overall story behind the mod is that each team is aiming for domination for their own reason.
I like the idea but I think that three teams are way too much for Zandro community because bots cannot do objectives. A more standard approach with one team having an objective and second team trying to prevent it from being completed is more manageable since your player base is 4 (2 vs 2) as opposed to 2 vs 2 vs 2 (at least). I dunno whether such mod exists for Doom, it definitely exist in other games like SW Battlefront (rebels are trying to get some package to the extraction point, Imperials are stopping them) and is quite popular (but only in case there are not much crappy players who are hording frags instead of completing objectives).
S_Andrew_S wrote: As for the teams, they may have player customization (something that has never really been attempted on GZDoom or Zandronum but could be an interesting feature).
I am not sure what do you mean. You mean some kind of customized loadout which can be changed on spawn? Such mod exist - Real Guns Hardcore, basically a CoD:MW. It has even a levelup systém for SP with some SP unique perks.

I am not familiar with the RotT so I cannot comment on the classes. I only played the shitty 2013 remake which honestly was so bad that one would rather commit suicide rather to play it, but I heard the original game was good.
Well, the thing is that many games/mods are just two teams but having three would make it unique, although I agree it isn't very managable for Zandronum's community size.

As for player customization, I actually mean appearance. Sure it would probably require a bunch of decorate jumps but hell, I bet its possible if one sets their mind to it. Then again, it does seem pretty much impossible to do.

Yeah, the original is pretty good, but you could probably tell that I'm a big RoTT fan from looking at my avatar.

User avatar
doomista
Forum Regular
Posts: 147
Joined: Sat Mar 07, 2015 6:58 pm
Location: I've been to hell. Twice

Re: Project Ideas

#548

Post by doomista » Wed May 25, 2016 9:19 am

S_Andrew_S wrote: As for player customization, I actually mean appearance. Sure it would probably require a bunch of decorate jumps but hell, I bet its possible if one sets their mind to it. Then again, it does seem pretty much impossible to do.
Actually it's possible. Take a look at the Cata-Wepz mod by Catastrophe. You can tell what weapon player is wielding just by looking at his sprite, because there are numerous skins depending on the equipped weapon. Although it would require a lot of sprites, it's obviously possible to have player look different depending on for example his inventory items.

kodi
New User
Posts: 14
Joined: Wed Dec 30, 2015 2:57 pm

Re: Project Ideas

#549

Post by kodi » Sat May 28, 2016 12:35 pm

Posting in the ideas thread because that's about what this project is at the moment. I want to make a multiplayer TC based on Terra Nova: Strike Force Centauri. I've already got a whole bunch of code for mouse cursor interfaces, moving guns that fire through a free cursor and whatnot so some of the work is already done.

Gameplay wise you pilot your exosuit/mech while giving orders to AI teammates. The missions would work like in flight sim games where obectives are generated and the level is populated by use of scripting on startup.

If anyone is interested in working on this with me, send me a pm here or on the zdoom forums :cool:

Here's an early development screenshot with placeholder graphics:
Image

Shane
Forum Regular
Posts: 411
Joined: Mon Jun 25, 2012 8:37 pm
Location: Filthy Euro
Clan: Renegades
Clan Tag: [R]

Re: Project Ideas

#550

Post by Shane » Sat Jun 04, 2016 2:36 am

sombrero wrote:i got banned from grandvoid all out of war 2
I'd like this to be made a reality, a parody of all out war.

Soldiers run out of energy to fight so they instead plant bushes and flowers around their base, clean trash and repave their tarmac and cement. Raise their lot's value while building curb appeal to win their community garden's "best yard" tournament.

Thomas
 
Posts: 51
Joined: Fri Jun 22, 2012 9:41 am

Re: Project Ideas

#551

Post by Thomas » Tue Jun 14, 2016 11:02 am

I got the idea of making a classic Tomb Raider style mod. So I decided to make a small proof of concept map with some TR stuff in it including a lot of jumping and grabbing and platforming and TR inspired traps such as spikes and giant boulders that will crush you. Check out the video here: https://www.youtube.com/watch?v=OYzJJc408LE.

Lollipop
Zandrone
Posts: 1123
Joined: Tue Jul 24, 2012 10:34 am
Location: Denmark

Re: Project Ideas

#552

Post by Lollipop » Tue Jun 14, 2016 1:03 pm

I really like what I see in that proof of concept video Thomas, the gameplay look great and I think i recognize some of it from something else you made, such as the ladders.
If you decide to make a full project out of it yourself I will gladly provide some help where I can after the rest of my exams. :)

User avatar
Combinebobnt
Retired Staff / Community Team Member
Posts: 1893
Joined: Mon Jun 04, 2012 3:37 am
Location: Erth
Contact:

Re: Project Ideas

#553

Post by Combinebobnt » Tue Jun 14, 2016 2:46 pm

There is a doom raider wad, but it's older so it only has dehacked and no ledge grabbing (thus less platforming). The new weapons and monsters were good as the vanilla content gets boring in new drastic gameplay-altering wads.

User avatar
CloudFlash
Zandrone
Posts: 1074
Joined: Mon Jun 04, 2012 5:35 pm
Location: Wonderland (except not really)

Re: Project Ideas

#554

Post by CloudFlash » Tue Jun 14, 2016 4:21 pm

Shane wrote:
sombrero wrote:i got banned from grandvoid all out of war 2
I'd like this to be made a reality, a parody of all out war.

Soldiers run out of energy to fight so they instead plant bushes and flowers around their base, clean trash and repave their tarmac and cement. Raise their lot's value while building curb appeal to win their community garden's "best yard" tournament.

And then when the flowers bloom they can sell them and get money. Except they have to spend it on gardening tools and water to grow flowers, so it's not like they can just fill their base with crocuses and tulips, they also have to rationalise what little money they can afford to spend.
And they also can buy rabbits and have them as pets. Except rabbits eat flowers, so that means they earn less the more pets they have, but the pets are adorable. Oh, and maybe have something like 'the fluffiest bunny' competition every couple of minutes, and the winning pet's team gets 250$ as a reward? That would be neat, but a bit difficult to script. Unless the winner pet would be chosen randomly, but that would kill all the fun

Holy crap I'd freaking come back to Doom for that kind of mod

Edit: Players also should be able to throw bunny poop at their enemies' bunnies to make them uglier

Thomas
 
Posts: 51
Joined: Fri Jun 22, 2012 9:41 am

Re: Project Ideas

#555

Post by Thomas » Wed Jun 15, 2016 2:29 pm

Combinebobnt wrote:There is a doom raider wad, but it's older so it only has dehacked and no ledge grabbing (thus less platforming). The new weapons and monsters were good as the vanilla content gets boring in new drastic gameplay-altering wads.
I know. It's a fun map, but I wanted somethig more advanced.

User avatar
madcat
Forum Regular
Posts: 359
Joined: Mon Jul 08, 2013 7:16 pm
Location: Czech republic
Clan Tag: [Sun]

Re: Project Ideas

#556

Post by madcat » Sun Jun 19, 2016 8:26 am

I have an idea for a project I really would like to make but Im afraid I can't do it myself.
It would be an invasion project, where player classes would be warriors of various religions (Crusader, Arabian Swordsman, Shaolin Monk, etc.), each having
a special ability that would restore their health, with praying-like effect, and this ability would come with a long cooldown.
Maps would look as religious places (Church, Mosque, Pagoda, etc.), which the players would have to defend, while inside these buildings, there would be a core that must not be destroyed.
And finally, the attacking monsters would be some representatives of evil for these religions - demons for Christianity and Judaism, Efreets for Islam etc.

If I announced such a project, would anyone like to participate?

PS: This would-be-project is not inspired by my programming skills...but the current situation of the world where one religion does not trust another.

User avatar
Empyre
Zandrone
Posts: 1316
Joined: Sun Jul 08, 2012 6:41 am
Location: Garland, TX, USA

Re: Project Ideas

#557

Post by Empyre » Sun Jun 19, 2016 6:53 pm

You're courting controversy with that idea, to put it mildly.
"For the world is hollow, and I have touched the sky."

User avatar
Ænima
Addicted to Zandronum
Posts: 3523
Joined: Tue Jun 05, 2012 6:12 pm

Re: Project Ideas

#558

Post by Ænima » Sun Jun 19, 2016 9:50 pm

Empyre wrote:You're courting controversy with that idea, to put it mildly.
Who cares. Somebody was hosting a Columbine Massacre mod the other day and 2 people were playing it.

Then there's the masterpiece that is Moonman Doom. Can't forget Night of the Homeless, either.


Doom mods are obscure enough that even an intentionally-offensive mod won't get any media attention, so I think a crusader/holy war type thing wouldn't phase anybody.

Speaking of offensive, I thought about naming a map "The Adam Lanza Sandy Hook Extravaganza".
­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­
Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !


ZandroSkins
: a pack made by our community

Lollipop
Zandrone
Posts: 1123
Joined: Tue Jul 24, 2012 10:34 am
Location: Denmark

Re: Project Ideas

#559

Post by Lollipop » Mon Jun 20, 2016 2:42 pm

Actually, controversy would provide publicity, so whatever really. Besides, the mod is about representatives of the different religions working together rather than killing each other, so I'd say it would show off positive aspects rather than negative aspects. Not that the media would care, that is.
Roll with it if you want Madcat, just be ready for a possible shitstorm from somewhere random. ;)

User avatar
doomista
Forum Regular
Posts: 147
Joined: Sat Mar 07, 2015 6:58 pm
Location: I've been to hell. Twice

Re: Project Ideas

#560

Post by doomista » Thu Jun 23, 2016 5:15 am

This idea sounds like something I would play! Anyways...
Lollipop wrote:Actually, controversy would provide publicity, so whatever really. Besides, the mod is about representatives of the different religions working together rather than killing each other, so I'd say it would show off positive aspects rather than negative aspects. Not that the media would care, that is.
Roll with it if you want Madcat, just be ready for a possible shitstorm from somewhere random. ;)
I think western media would not care at all about this. Most probably the islamists would not be happy about letting jewish and cristians into a Mosque, but screw that. All they can do about it is to explode in the comments and that fortunately cost no one a life.

Post Reply