Project Ideas

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

#401

Post by Cruduxy » Tue Jan 07, 2014 5:50 pm

wad where 2 teams have to race each other to deactivating a forcefield in the middle of the map, steal a valuable object in its center and then rush like crazy to their drop point to score, each drop point has 5 switches around it that when pressed will drop an object and lower the team score..
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adamclare87
 
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RE: Project Ideas

#402

Post by adamclare87 » Tue Jan 07, 2014 10:21 pm

Two ideas going at the moment, one in progress, one a concept;

1) DOOM:ONE, my mod in progress, each episode is one single level, (A la memorial.wad) With a few added extras (Mainly where I was learning map building, scripting etc) and then the new aim of the project to give a total overhaul of all the levels.

2) Samsara SP map, create a 7-8 level wad in the style of Hexen, (Central hub, levels with puzzles in leading a finale.)

With this I'm thinking along the lines of basing the hub using Seven Portals from Hexen, then having a themed/best of style level for each game represented in Samsara. For example the Doom level could contain the start room from Hangar, leading into, for example, the nuclear plant start room, then onto another well recognised area. Think along the lines of z1m10 of Knee Deep in Zdoom, but true to the original level style. Each of these will be more puzzle based though and open the next area on Seven Portals. The final "level" would be a boos level involving moving through the bosses of each game in a sequence, with their representative arenas.

Thats my thoughts anyways, not sure if something like that is in progress?

Untitled
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RE: Project Ideas

#403

Post by Untitled » Wed Jan 08, 2014 12:21 am

Heh, I love the idea of a samsara mapset, but as I've found, good luck getting resources from Marathon and Quake.
"I'm in despair! The fact someone would give me the title 'Forum Regular' has left me in despair!"
Spoiler: Me in a nutshell (Open)
<Untitled> this is a terrible idea
<Untitled> lets do it anyway

<Untitled> Depends
<Untitled> What kind of wad error is "Address not Mapped to Object (Signal 11)"?

<Untitled> So today I found out that stupidity is nested fractally
<Untitled> There is no lower bound
Projects:
SamsaraHold http://zandronum.com/forum/showthread.php?tid=3053

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Ænima
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RE: Project Ideas

#404

Post by Ænima » Wed Jan 08, 2014 12:42 am

Untitled wrote: Heh, I love the idea of a samsara mapset, but as I've found, good luck getting resources from Marathon and Quake.
Quake is easy, just open the .PAK with XWE.


Marathon ... errr ... not sure ...
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)
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Reaku
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RE: Project Ideas

#405

Post by Reaku » Wed Jan 08, 2014 12:43 am

Got an idea for ZDoom wars to make a set of map pieces that could be used to make your very own game boards, like individual squares with different environment parts, ranging from outdoor fields, forests, castles, mountains, caves, and towns, within reason, each square would have some way to get up on them, but some would be impassable due to it's structure and environment.
Sadly, I don't think it would get used at all, ZDoom wars is very big anymore.

:EDIT:
Forgot to put down, this idea came from me watching a Langrisser 1 play through recently.
Last edited by Reaku on Wed Jan 08, 2014 12:44 am, edited 1 time in total.
|Project releases|
http://zandronum.com/forum/showthread.php?tid=217 : Reckoning of Armageddon: Deathmatch map pack :

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adamclare87
 
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RE: Project Ideas

#406

Post by adamclare87 » Wed Jan 08, 2014 6:55 am

Ænima wrote:
Untitled wrote: Heh, I love the idea of a samsara mapset, but as I've found, good luck getting resources from Marathon and Quake.
Quake is easy, just open the .PAK with XWE.


Marathon ... errr ... not sure ...
Where there is a will... There is a way!!!

EDIT - good start... http://quadropolis.us/node/1991
Last edited by adamclare87 on Wed Jan 08, 2014 7:03 am, edited 1 time in total.

adamclare87
 
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RE: Project Ideas

#407

Post by adamclare87 » Wed Jan 08, 2014 8:42 pm

Sorry for the double post, however I've spent an hour tonight playing with the idea of Samsara SP mapset, heres what I've cobbled together quickly.

It's far from "clean" so ignore the HOM's etc haha!


(P.s. Still better than RootPain!)
Spoiler: Youtube Proof of Concept (Open)
Spoiler: First Enemies Ported to Doom 2 without conflict (Open)
Image
Spoiler: We have Strippers!!! (Open)
Image
Last edited by adamclare87 on Sun Jan 12, 2014 11:24 pm, edited 1 time in total.

Captain Kupo
 
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RE: Project Ideas

#408

Post by Captain Kupo » Wed Jan 15, 2014 5:44 pm

Your project looks incredibly promising, Adam.
How big do you plan on making it (how many levels in each game section, how big are the levels, etc)? Do you plan on making original levels or ones based on amalgamations of memorable areas from the different games?
Any plans on adding a part for Unreal for when 849 is added ? Are there even resources available for Unreal enemies/textures?
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cross over the bars, find a maze, make the maze from its path, eat the food, eat the path.

AkumaKing
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RE: Project Ideas

#409

Post by AkumaKing » Wed Jan 15, 2014 7:58 pm

SK8 wrote: I Need People to help me with a Project PM Me if u wanna help
Project type: Open world zombie survival Mod

Need: A Spriter ,coder ,tester and more
SK8, didn't you mention this idea to me via PM's? I already said I'd do the code for ya. Afterwards though, I'll move on to a project that I've been planning for a while now which will require lots of work, and I do mean lots.

Anyways, yeah, if he can't sprite it might be best for someone to join in. I can't sprite either and am only useful for making scripts. I suppose my best quality always has been learning languages and using them(may it be computer or human).
Projects: Unbound, Zelda DXA
Image

adamclare87
 
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RE: Project Ideas

#410

Post by adamclare87 » Wed Jan 15, 2014 8:26 pm

Captain Kupo wrote: Your project looks incredibly promising, Adam.
How big do you plan on making it (how many levels in each game section, how big are the levels, etc)? Do you plan on making original levels or ones based on amalgamations of memorable areas from the different games?
Any plans on adding a part for Unreal for when 849 is added ? Are there even resources available for Unreal enemies/textures?
At the moment, Im just working on the hub level, get my foot in the door and learning about using .pk3's (Want to use the models for quake / unreal enemies... keep it as true to form as possible. The Hub will be a memorable area from each game at the moment (Including Unreal!)

Speaking of Unreal, it shouldn't be *too* difficult to rip the textures from the game (Which I still have a copy of!!) Enemies on the other hand could be a problem... however If I can find a way to convert the models to.... quake style then I can always write some form of DECORATE to make them work... that's the hardest part!!!

The longer term plan is each indiviual level will be more an amalgamation of memorable bits... but different in there will be puzzles and stuff to solve to open each game. That's how I'm laying it out in my mind at the moment!

Ijon Tichy
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RE: Project Ideas

#411

Post by Ijon Tichy » Wed Jan 15, 2014 8:29 pm

adamclare87 wrote:
Spoiler: First Enemies Ported to Doom 2 without conflict (Open)
Image
https://dl.dropbox.com/u/12077541/Samsa ... v0.15a.pk3

might wanna ask shadowlink if it's cool to continue this, and if it is, there's half your work done

adamclare87
 
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RE: Project Ideas

#412

Post by adamclare87 » Wed Jan 15, 2014 8:57 pm

That looks like its going to be really useful for the Chex enemies! At the moment they only warp out so that will be VERY handy!! Only problem it looks like its missing a LOT of sprites for them, as well as the Duke, marathon and quake enemies!

Will get on and ask them if its OK to use some of this shortly, would help supplement my current Chex decorate! Thanks for the pointer Ijon!!

cool2000m
Registered just to make one post
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RE: Project Ideas

#413

Post by cool2000m » Thu Jan 16, 2014 2:38 am

I have a two-part project idea:

1. Brutal Scoredoom
I really loved scoredoom, and above all else it's ability to make the announcer react to single player campaigns and react to every monster killed, but it doesn't support modern mods, so it's rather pointless.

AND IF THAT'S NOT POSSIBLE:
2. Single-player announcer (like scoredoom)
I usually only play coop or single player, and this would work wonders for me. If I could just get that silly announcer to work in single player, or even the "multiplayer" console command in single player this would be very awesome for me.

Unholypimpin
 
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RE: Project Ideas

#414

Post by Unholypimpin » Sat Jan 18, 2014 9:12 am

I had an idea of a wad where you play as a small aerial fighter that must clear out a series of mining operations across the solar system. The mines themselves would be full of flying demons and each map you must destroy the core of each mine to ensure that the infestation doesn't spread to other mines.
The catch to destroying the core is like 40 seconds after its destroyed you must find the map exit or else you will die.

The maps would be more or less 3D to make full use of the fact that the player is flying.

I made a little test wad that features 3 weapons that you can switch between and use. The hud sprite changes to the weapon your using, although you never actually see the weapon other than it on a computer panel on your ship.

Here is a screenshot.
[spoiler]Image[/spoiler]

If anyone would like to test out the wad, then pm me.

This is mainly just a small test wad I made to see if some of the features could work out. I'm not sure as of yet if I will actually develop this any further.

adamclare87
 
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RE: Project Ideas

#415

Post by adamclare87 » Sat Jan 18, 2014 12:59 pm

All I can think of is descent... Which is an AWESOME idea! Would love to that developed!!

HexaDoken
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RE: Project Ideas

#416

Post by HexaDoken » Sat Jan 18, 2014 4:57 pm

Well it's not really surprising that you think of descent considering that the HUD from the screenshot is directly ripped from there.

adamclare87
 
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RE: Project Ideas

#417

Post by adamclare87 » Mon Jan 20, 2014 4:47 pm

Spoiler: progress on Samsara SP so far. (Open)
phpBB [video]
The [video] tag is deprecated, please use the [media] tag
Quick video of the progress on the Samsara themed SP map. 6 Opening areas done, (7 if you include the part finished 7 Portals.)

HexaDoken
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RE: Project Ideas

#418

Post by HexaDoken » Wed Jan 22, 2014 3:02 pm

I hope it won't be completely like this in the end, because as of right now, it's basically chunks of various levels directly ripped from the original game with minor edits here and there.

Wolfenstein part needs less ceiling height and less floor and ceiling textures.

Captain Kupo
 
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RE: Project Ideas

#419

Post by Captain Kupo » Wed Jan 22, 2014 5:06 pm

Hexa, i think the point of the hub teleporter areas are to just be rips of those areas.
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Cross over the cell bars, find a new maze, make the maze from it's path, find the cell bars,
cross over the bars, find a maze, make the maze from its path, eat the food, eat the path.

adamclare87
 
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RE: Project Ideas

#420

Post by adamclare87 » Wed Jan 22, 2014 6:41 pm

Captain Kupo wrote: Hexa, i think the point of the hub teleporter areas are to just be rips of those areas.
Exactly this at the moment, good opportunity to build the resources required and get the textures/ sprites ripped from the games where I legally can! (I.e. Shareware versions of games)


The levels themselves will be a mix of memorable areas and custom content. Still going to be a slow time project as I have a LOT on this year. Will open a thread when I have finished the Hub area more than likely.

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