Project Ideas

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
HexaDoken
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RE: Project Ideas

#141

Post by HexaDoken » Wed Jan 09, 2013 10:06 am

A mod that attempts to take some gameplay ideas from Crimsonland and Alien Shooter, and shove them into the FPS genre. The end product would be an experience similar to Invasion - except your goal is not to win(you can't anyway), but to score really really high. Including but not limited to large weapon arsenal, lots and lots of cannon fodder to wipe out, and, most importantly, multiplayer compatbility!

I am actually working on it, but what I currently have is very little, and the project is kinda on hold due to my extreme lazyness. I think that it could be revived if somebody shown interest to it. And actually helped with something. I do not need testers as of now because there is essentially nothing to test, but if you're a mapper(ESPECIALLY if you're a mapper), coder and/or spriter, and you're interested - get your ass here :O

You can try PMing me but a more sure way of contacting me would be the IRC. Luckily, it's hard to mistake me for something there.

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RE: Project Ideas

#142

Post by Ijon Tichy » Fri Jan 11, 2013 2:46 am

How about a Diablo-style inventory system?
Spoiler: But Ijon, you can totally do that I mean come the fuck on you made ACSTris (Open)
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RE: Project Ideas

#143

Post by Yellowtail » Fri Jan 11, 2013 2:55 am

Interesting how the armor takes up 4 squares even though it looks like it should only take up 1.

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RE: Project Ideas

#144

Post by HexaDoken » Fri Jan 11, 2013 9:48 am

The most funny thing is that if I get the meanings of numbers right, there are four armors in those four squares. And you can even fit a fifth one there.

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RE: Project Ideas

#145

Post by Strych6 » Mon Jan 14, 2013 12:45 am

I've been thinking about a simple ctf mod where there's infinite flags (they dont disappear when taken by enemy)

Imagining a priv maybe 5vs5/6vs6, and the flagscore limit would be, say 40/50 instead of 5. It's a subtle yet hopefully novel approach to the ctf scene. just a thought

edit:
I feel it'd be a more defense-based approach to traditional ctf
Last edited by Strych6 on Mon Jan 14, 2013 12:49 am, edited 1 time in total.
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RE: Project Ideas

#146

Post by Aqua Kitty » Mon Jan 14, 2013 9:03 am

ZDoom Wars CTF.
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RE: Project Ideas

#147

Post by CloudFlash » Tue Jan 15, 2013 8:30 am

jumpmaze with jumphelping weapons (like, weapons that spawn bridges, spring pads, no gravity zones and shit), ofc with harder maps and time limits
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RE: Project Ideas

#148

Post by Cruduxy » Tue Jan 15, 2013 2:41 pm

MrSetharoo wrote: I had an Idea where you could make a ninja mod with Shuriken (excuse me if i butcher this word) and kunais, but not like a reskin of normal weapons. with a mod then uses ninja weapons you could combine that with a version of Parkmore that has a wall climbing ability and then someone could make a DMmap pack based around the weapon and the movement mod and have a all out ninja battle. the BG music could be from Ninja Gaiden or Shinobi which they are 16 to 8 bit music so if you want to keep to midis they shouldn't be too hard to remake into midis or find midis of course 8-bit could pass as suitable replacment for the midi music in my opinion.
Someone should play shadow warrior.. although there is no Parkour in it :_
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RE: Project Ideas

#149

Post by CloudFlash » Mon Jan 21, 2013 3:48 pm

Just had an incredible idea which I plan to make: Invasion Masters. It will basically be a TeamLMS, with blue team trying to beat 6 waves of monsters spawned by a chosen player who join red team by the beginning of each wave. Each monster will cost certain amount of points, and red player can spawn them everywhere he frikkin wants, until he spends all points or runs out of time (2 minutes sound enough to prepare a cool wave with shitload of monsters.).Meanwhile blue team can prepare tactic, take a shit, eat sandwich or enjoy the view.
...gonna need a heavy help in ACSing cause I know nothing bout ACSing and some help in mapping cause I kinda fuck up everything I try to map ._.
Last edited by CloudFlash on Mon Jan 21, 2013 3:49 pm, edited 1 time in total.
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RE: Project Ideas

#150

Post by Zupoman » Mon Jan 21, 2013 4:27 pm

CloudFlash wrote: Just had an incredible idea which I plan to make: Invasion Masters. It will basically be a TeamLMS, with blue team trying to beat 6 waves of monsters spawned by a chosen player who join red team by the beginning of each wave.
Nah it should be survival coop. Poppa Zomba Horda style.
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RE: Project Ideas

#151

Post by SpaceMarine » Wed Jan 23, 2013 9:35 am

Here is an idea for my mod:
Real places for Earth and surviving teams fighting the demon invaders.
Spoiler: ibm5155 wrote (Open)
O NO, pony invasion at zombie horde forum D:
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RE: Project Ideas

#152

Post by CloudFlash » Wed Jan 23, 2013 2:17 pm

Zupoman wrote:
CloudFlash wrote: Just had an incredible idea which I plan to make: Invasion Masters. It will basically be a TeamLMS, with blue team trying to beat 6 waves of monsters spawned by a chosen player who join red team by the beginning of each wave.
Nah it should be survival coop. oppa Zomba Horda style.
...or this. Also, it's oppa, not poppa.
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RE: Project Ideas

#153

Post by bleson » Fri Jan 25, 2013 6:04 am

- Tag
Basically, a simple game of tag. One person is 'it', and must tag another person to pass on the 'it' role.
Movement would be entirely different. You can't hold down the keys - each press propels you one step forward. Tapping in rapid succession would simulate running. That way it's true to the real-life game because speed isn't constant; and the game eventually gets you exhausted.
Upon tagging someone, you're invulnerable for a few seconds giving you time to flee. The winner of the round is whoever has the lowest accumulated time as being 'it'.

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RE: Project Ideas

#154

Post by Tango » Fri Jan 25, 2013 6:06 am

MrSetharoo wrote: I had an Idea where you could make a ninja mod with Shuriken (excuse me if i butcher this word) and kunais, but not like a reskin of normal weapons. with a mod then uses ninja weapons you could combine that with a version of Parkmore that has a wall climbing ability and then someone could make a DMmap pack based around the weapon and the movement mod and have a all out ninja battle. the BG music could be from Ninja Gaiden or Shinobi which they are 16 to 8 bit music so if you want to keep to midis they shouldn't be too hard to remake into midis or find midis of course 8-bit could pass as suitable replacment for the midi music in my opinion.
i've really wanted to do a similar thing for a while but with single player too, or invasion. my non mapping skills are pretty shite though so i've never really done anything about it. er. i guess importing weapons is pretty easy eh

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RE: Project Ideas

#155

Post by bleson » Sat Feb 02, 2013 3:35 pm

Building blocks.
- 3D model cubes
- placed by player
- stackable
(build walls)

I know collisions regions are radial, but it'd be cool if a square one were possible.

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RE: Project Ideas

#156

Post by one_Two » Sat Feb 02, 2013 3:44 pm

bleson wrote: Building blocks.
- 3D model cubes
- placed by player
- stackable
(build walls)

I know collisions regions are radial, but it'd be cool if a square one were possible.
Yeah when you mentioned this I didn't really know what you meant. It's probably possible with 3d floors like move the floor up or ceiling down, if you sector up the whole map into squares.

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RE: Project Ideas

#157

Post by Ijon Tichy » Sat Feb 02, 2013 4:44 pm

bleson wrote: Building blocks.
- 3D model cubes
- placed by player
- stackable
(build walls)

I know collisions regions are radial, but it'd be cool if a square one were possible.
They aren't radial, they're rectangular prisms (which are square on the map). Do "am_cheat 3" and look at the map if you don't believe me.

Anyway, the basic idea was done by one DM map pack. It was one cube, filled with hundreds upon hundreds of cube actors which could be shot to remove them (some dropped items when they were destroyed). Lagged like a bitch, since the renderer randered them all, not knowing what was behind what.
Last edited by Ijon Tichy on Sat Feb 02, 2013 4:46 pm, edited 1 time in total.

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RE: Project Ideas

#158

Post by bleson » Sun Feb 03, 2013 12:08 am

Ijon Tichy wrote: Anyway, the basic idea was done by one DM map pack.
Do you remember what it was called?

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RE: Project Ideas

#159

Post by Ænima » Sun Feb 03, 2013 12:41 am

bleson wrote:
Ijon Tichy wrote: Anyway, the basic idea was done by one DM map pack.
Do you remember what it was called?
I don't remember the name, but I think Fletto made it.
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RE: Project Ideas

#160

Post by CloudFlash » Mon Feb 04, 2013 7:11 am

Aaaaaand, that idea was used to create Sectorcraft. Just without 3d floors.
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