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RE: Project Ideas

Posted: Thu Jul 02, 2015 6:31 pm
by Ascertabus
Here's a couple of ideas: A deathmatch or single-player wad where the player(s) can fly infinitely, with maps based around that; or a monster/weapon replacement where you fight against Heaven and its angels with angelic weaponry.
Because Bayonetta.

RE: Project Ideas

Posted: Sun Aug 02, 2015 5:01 am
by Strych6
I was talking to Madcat about his side scroller mod today. & I really wish to see a geometry wars typed mod, where enemies are abundant but with low health. It seems like doom can embrace the whole mechanic rather easily, Hopefully in FPS style. I would map texture and make sound fx for this idea.

Geometry Wars

PM me if arcade style resonates with this

RE: Project Ideas

Posted: Sun Aug 30, 2015 5:22 pm
by Thomas
I want to make a mod in classic tomb raider style using this: http://zandronum.com/forum/showthread.php?tid=5839. But I will need help. Is anyone interested to help make such a mod?

Anyone who is interested can pm me. Including mappers, scripters, (texture) artists.

RE: Project Ideas

Posted: Thu Sep 17, 2015 6:46 pm
by theundeadsoldierx9
Im working on a quake 2 mod that adds monsters weapons and items I'm doing it with a friend so I do not know how long it will take to do this version at the moment the mod only going to work on zandronum 3.0 and gzdoom if we work a lot with the mod im going to upload a beta version :smile:

RE: Project Ideas

Posted: Tue Sep 22, 2015 1:19 am
by Untitled
Project Idea: A mod that has Borderlands 2 mechanics - as in basically Diablo mixed with FPS mixed with an absurd sense of over-the-top-ness with the weapons (and occasionally in narrative, but who cares about narrative in the Doom engine).

Then again I may be slightly biased because I like borderlands 2 :V

RE: Project Ideas

Posted: Wed Sep 23, 2015 5:13 pm
by CloudFlash
Seriously through, if you want to have Borderlands Doom, you first need to answer one simple question:
What REALLY defines Borderlands?
Is it the incredibly huge amount of guns?
Maybe it is all those 'guns explode when you reload' or 'guns fire faster the longer you hold the button' or 'guns have better accuracy the longer you fire' sorts of gimmicks?
Maybe it's just cellshading?
Dialogues? Not really seeing a way to replicate THAT in Doom, unless you want custom maps.
Badass enemies? Or at least, elemental enemies? Coooould be
Handsome Jack? We have Igor, yeah, but...
Loads of sidequests? Again, you'd need custom maps for that
Special abilities? (that would be it, imo, but it was already done so many times it's not even funny)
Tech trees? Same as above, it was done soooo many times

RE: Project Ideas

Posted: Wed Oct 07, 2015 5:39 pm
by VoidedBrain
I think the question you should be asking yourself is if you want to create another first person shooter mod or try something different and make the engine do what you want.

RE: Project Ideas

Posted: Thu Oct 08, 2015 2:55 pm
by Untitled
(Dammit I'm taking up the entire thread again) I don't think it's at all feasible (for reasons that pertain to the engine probably not being able to handle it at all), but I think an RTS (think Age of Empires or Starcraft) or anything that can get close to RTS would be really cool.

I don't think it's possible, but it would be cool.

RE: Project Ideas

Posted: Thu Oct 08, 2015 5:13 pm
by CloudFlash
Pff, too late, Untitled! Shotgun Frenzy already has something similar (except you don't exactly create units by clicking a building and selecting it, and instead you create buildings for other players to buy stuff at) (but yeah, Shotgun Frenzy's system can easily be modified to create units instead of raising floors, so yeah)

RE: Project Ideas

Posted: Thu Oct 08, 2015 6:21 pm
by VoidedBrain
I'd be more than happy to jump on board this one. An RTS game is in just about every game library regardless of weather or not you're good at it.

RE: Project Ideas

Posted: Mon Dec 21, 2015 1:17 am
by Untitled
Man, it's been like 4 months since this thread was last posted in, but man, now that I'm (slowly) dredging out SamsaraHold out of the ground for Christmas, I have to say, a Stronghold 'sequel' (even if the sequel is nothing but a bunch of new maps) would be really cool.

The only flaw SamsaraHold (aside from crashes and horribly inconsistent bugs, but those aren't design flaws) really still has is that for all of it's 39 maps, it only actually has 39 maps. There's nothing more. But yeah, a stronghold map pack would be cool.

The only two problems are that
A: I don't think Stronghold has that many fans, and
B: I'm not a good enough mapper to start it myself.

RE: Project Ideas

Posted: Wed Jan 20, 2016 7:47 am
by mattbratt11
How about a Monster Breeding Mod where you breed two different monsters to make a new one, or you can evolve them with Elemental Stones. Once bred or Evolved, you need to train the monster to add it to your roster. You can only have up to 9 monsters of the same, and 9 different variants. Once you have at least 3 Monsters in your team, take them in the Arena and battle against the opposing players' monsters. The winning player then gets EXP to unlock stronger monsters. You start with an Imp, and work your way towards the Big Bosses such as a Cyberdemon and a Spider Mastermind. You can get more monsters to your roster easier by killing all the Enemy Monsters in any Stock Map of your choice. The Monsters to be supported there are Stock Monsters from Doom Engine IWADs, and many Community Beastiaries for Mix-and-Match Fun when you're Knee-Deep in the Dead.

Hopefully this idea might be the best of them all.

RE: Project Ideas

Posted: Wed Jan 20, 2016 8:02 am
by Lollipop
It sounds like it could be fun, but then how exactly should this work? There has to be some way to save that progress, but also make sure the sytem isn't abusable.
One could use a database and the auth server to make sure people didn't cheat in any way. If stored to the ini file of the user they could just manipulate that.

It would be cool if that idea was developed a bit more, though I would appreciate it if it was less of a pokemon ripoff.
Doom is about demons and technology, right? Why not draw in something about that? One don't need to use elemental stones per se.

RE: Project Ideas

Posted: Wed Jan 20, 2016 1:18 pm
by madcat
"many Community Beastiaries"? Which ones do you mean?

RE: Project Ideas

Posted: Wed Jan 20, 2016 7:56 pm
by CaptainGreninja
TL:DR anything except for the latest page. So I'm not sure if someone has already suggested this, but I'm gonna go ahead.

It would be really cool if we had some sort of mod for Complex Doom that uses normal survival invasion maps, except there are 2 player-controlled factions: marines and demons. Every round, the marines would get better weapons and equipment, and demons would get better, well, demons to choose from. Like at the start the marines just get single shotguns, and the demons get to play as lesser former humans and imps, while later on the marines get MG's, rocket launchers and plasma weapons, and the demons get Cacos, Hell Nobles, and Arachnotrons. There would be an ammo system for both factions (to stop demons from spamming strong attacks), and demons would probably also get buffed projectile speeds to compensate for the inherently better movement speed of marines.

Rather than the monsters having a class system, they would have a spawn ticket system. Generally the better the monster, the more tickets it takes to spawn. The strongest monsters (Cybies and Masterminds) would take a certain amount of kills to spawn (like in MoP). The marines would most likely just have a lives system, unless multiple types of marines also became available.

And this mod would not be a clone of MoP either, considering that is survival co-op oriented, while this would be survival invasion. And frankly, this has the potential to be way more balanced.

Lemme know what you think.

RE: Project Ideas

Posted: Wed Jan 20, 2016 8:07 pm
by Galactus
CaptainGreninja wrote: TL:DR anything except for the latest page. So I'm not sure if someone has already suggested this, but I'm gonna go ahead.

It would be really cool if we had some sort of mod for Complex Doom that uses normal survival invasion maps, except there are 2 player-controlled factions: marines and demons. Every round, the marines would get better weapons and equipment, and demons would get better, well, demons to choose from. Like at the start the marines just get single shotguns, and the demons get to play as lesser former humans and imps, while later on the marines get MG's, rocket launchers and plasma weapons, and the demons get Cacos, Hell Nobles, and Arachnotrons. There would be an ammo system for both factions (to stop demons from spamming strong attacks), and demons would probably also get buffed projectile speeds to compensate for the inherently better movement speed of marines.

Rather than the monsters having a class system, they would have a spawn ticket system. Generally the better the monster, the more tickets it takes to spawn. The strongest monsters (Cybies and Masterminds) would take a certain amount of kills to spawn (like in MoP). The marines would most likely just have a lives system, unless multiple types of marines also became available.

And this mod would not be a clone of MoP either, considering that is survival co-op oriented, while this would be survival invasion. And frankly, this has the potential to be way more balanced.

Lemme know what you think.
So kinda like Tremulous?

RE: Project Ideas

Posted: Thu Jan 21, 2016 3:13 am
by mattbratt11
Here's a Terrywad-related Idea that shouldn't have to be:

Brutal Doom v20b Compatibility Patch for Doomguy's Warzone Gold Edition, Doom Perverse, and Doomguy's Pimp-ventures Saga

If that doesn't work, how about these serious ideas:

"Glaice's Maps of Chaos Community Expansion Pack: Beyond Overkill"
The goal is to use any stock map from various Doom-Engine IWADs such as Classic Doom (Ultimate Doom, Doom 2, Xbox Levels, Master Levels, No Rest for the Living, PSX Doom, Final Doom (TNT Evilution and Plutonia), Doom (2) RPG Mobile, GBA Doom, SNES Doom, Doom 64, etc.), Heretic, Hexen, Deathkings, Strife (Veteran Edition), Chex Quest 3, and Classic Wolfenstein (Original Missions, Nocturnal Missions, Spear of Destiny, Return to Danger, The Ultimate Challenge, Spear Resurrection, End of Destiny, and Macenstein's First, Second, and Third Encounters), and add new areas, more and tougher monsters (including Community-made Non-Joke, Non-Terrytrap or Non-NSFW Monsters), a lot more puzzles to progress through, and lots of Scripting and Conversations. Maps should be converted to UDMF before participating. At least 1 of each different Monster Variant should be placed for each and every map. There's no deadline, so feel free to contribute (if you have time to participate).

For those ideas, I am waiting for approval from modders before we start a thread about it.

RE: Project Ideas

Posted: Thu Jan 21, 2016 8:00 pm
by CaptainGreninja
Galactus wrote:
CaptainGreninja wrote: TL:DR anything except for the latest page. So I'm not sure if someone has already suggested this, but I'm gonna go ahead.

It would be really cool if we had some sort of mod for Complex Doom that uses normal survival invasion maps, except there are 2 player-controlled factions: marines and demons. Every round, the marines would get better weapons and equipment, and demons would get better, well, demons to choose from. Like at the start the marines just get single shotguns, and the demons get to play as lesser former humans and imps, while later on the marines get MG's, rocket launchers and plasma weapons, and the demons get Cacos, Hell Nobles, and Arachnotrons. There would be an ammo system for both factions (to stop demons from spamming strong attacks), and demons would probably also get buffed projectile speeds to compensate for the inherently better movement speed of marines.

Rather than the monsters having a class system, they would have a spawn ticket system. Generally the better the monster, the more tickets it takes to spawn. The strongest monsters (Cybies and Masterminds) would take a certain amount of kills to spawn (like in MoP). The marines would most likely just have a lives system, unless multiple types of marines also became available.

And this mod would not be a clone of MoP either, considering that is survival co-op oriented, while this would be survival invasion. And frankly, this has the potential to be way more balanced.

Lemme know what you think.
So kinda like Tremulous?
Yup.

RE: Project Ideas

Posted: Sun Feb 14, 2016 6:41 am
by Caligula Jones
I would love to play a mod or engine where the chasm cam is improved. so the crosshair is projected and the player model isn't blocking it.

Re: RE: Project Ideas

Posted: Sun May 01, 2016 7:06 pm
by doomista
Caligula Jones wrote:I would love to play a mod or engine where the chasm cam is improved. so the crosshair is projected and the player model isn't blocking it.
I think the Resident Evil Mercenaries is such mod.
[spoiler]
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[/spoiler]
It is possible to enable crosshair, it just not shown in the vid.

Btw I was thinking... since the Aliens TC is DEHACKED, Aliens Colonial Marines have lights not compatible with Zandro and Aliens of the Ultimate DOOM don't work with the actual zandro at all, it would be nice to make some Zanaliens :biggrin:
Since Aliens CM ripped textures and sprites out of Alien Trilogy / Alien TC and have pretty decent quality then they can be used for this purpose. What I am thinking is mainly a DM mod with pulse rifles, flamethrowers and rifle grenade launchers. This can be further improved either with Ultimate DOOM megawad focusing on story of the marine put into Wayne Corp testing chambers with Aliens, later escaping and fighting through the facility agains human soldiers and aliens alike and escaping the whole planet in the end and/or a LMS GvH ripoff (simple AvP LMS. Or maybe AvM, no predators included).
Also, I would dump the reloading system and thus making the mod more DOOM than Aliens. I am basically able to do all of this by myself (including some Aliens TC ideas like aliens dying with "acid blood" explosion), but I wonder wheter anybody likes the idea (or want's to do some mapping, but since I am currently finishing another LMS mod that would require mapping, I have this as a future idea).