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Post by Esco on Mar 26, 2002 10:59:29 GMT -5
Well... I've been wonderin, what kinda new things, monsters, features, etc would ya'll like to see in a doom mod. For me... it would have to be hi-res sprites, textures, flats, etc, or at least multi-palette support. I also wanted to see splashes for liquids (which have now been implemented, HELL'S YEAH! ) as well as the ability to put in new monsters and projectiles (doomscript should enable use to do dis, edge already does), and change music mid stage! Most of these features are so so far available in zdoom! Anyways... what kinda things would ya'll peeps like to see in doom? Post your opinions and ideas here!
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Post by Nopoet on Mar 26, 2002 14:19:14 GMT -5
Some of these things could be addressed in mods, the rest in custom-built megawads released to accompany the mods.
LOVE TO SEE:
1. "New" monsters that don't simply replace the graphics for existing ones. This is really boring (e.g. flying droids replacing Cacodemons, femme fatales firing rockets that chase you around replacing Revenants etc). New monsters, new capabilities!
2. Levels of really hellish design; underground labyrinths with red rock walls, lava and dead bodies by the score; fleshy walls; all that kind of weird shit. As the megawad progresses the levels get more and more hellish. Accompanied by music with chanting and demon-noises!!!
3. Levels set at night that are specifically designed to look good in Opengl - lots of lamps beneath a starlit sky (just stars, NO weird and distorted moons).
4. Playstation DOOM music. This has got to be the best computer game music I've ever heard apart from Thunderforce 3 for the Sega Mega Drive (Genesis).
5. Secondary fire modes for the weapons. E.g. shotgun firing blue shells which are basically solid slugs, chaingun having super-rapid-fire, rockets launched three at a time.
6. Super-powerful rockets that can frag a Knight in one hit. Much less rocket ammo scattered around. Cyberdemons will need some work if this change is implemented...
7. Increased power to the BFG, as there is hardly any point in using the vanilla BFG except on the ridiculous Hell Revealed 2.
8. Vastly increased power to the chainsaw.
HATE TO SEE:
1. Yet more Hexen monsters - a flying wizard is NOT as scary as a Cacodemon.
2. Crap new monsters, such as that horrible Borg-thing that is pixellated to hell and turns into a shotgunner whenever it fires!
3. Crap levels that an eight-year-old could have designed with ten thousand Revenants attacking all at once, a la Hell Revealed.
4. Levels with loads of highly unfair traps - such as teleporting into a room where you are surrounded by shotgunners or walking up staircases with Chaingunners hidden above and behind you.
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Post by submerge on Mar 29, 2002 9:16:22 GMT -5
Umm, yeah. what he said.
Nopoet, I'm going to make a MgeaWAD that goes by those things that you desire. hellish maps. From the Depths is mostly hellish maps. I have Map01 and 07 done, but that's it, so you will have to wait.
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Post by Lexus_alyus on Apr 2, 2002 10:50:03 GMT -5
I agree with crap maps and sprites :-). I hate them, they really put me off doom (not good) but when I play quality Zdoom levels with scripts, etc... that puts me back on :-).
I'd like to see a more arcade elment to the game, or at least, more strategy to get doom up to the high standards of more modern games.
Basically, the new monster thing with new attributes and caoabilities is cool. I'd like monsters that can fire differant weapons, maybe depending on their distance, strength, maybe even ammo (monsters with ammo could be differant, as they might want to take ammo).
Also, I'd love a command in a level that prevents you from saving. I've plkayed alot of playstation gmes and they stand apart from PC games because you need to find a save point to save. This feature is amaizing, and it creates more tension cus your not just wondering whats around the next corner, your fearing it because the last save point was miles back. So, maybe disabaling the save feature and getting a switch that opens the save menu.
A score table that adds up stats from preveouse levels to generate an high score (which you can write in when ytou die or complete the game) this can also create more of a challenge as you can be trying to beat your last overall high score (not just a leve high score, I'm talking about an whole game high score!).
Maybe something like aliens versus predtor where you can only save after you have completed a level.
Zdoom can do pritty much everything I'd want apart from: lava sounds as you walk (burn and graphix, it just has the sound when you step in), disabaling of saves and a save command (you could have this in a script, maybe ACS_desablesave and then a swith that is Call_savemenu which overides the disable save creating a save point. New monsters completely (so you don't have to replace any monsters). The ability to create new weapons (like edge). cacos bleed blue blood and barons bleeding green (this really bugs me!!). Maybe something where the barons fire balls poison you for a second ike the fletchits from hexen. A similar effect for the cacos fire balls, but they turn the screen blue instead of red (similar to the octobrains from duke3d). Urm... that's about it... I think, oh, and the high score :-).
Well, what a list :-). What's this doom script all about? Sounds interesting.
As for other things that can already be done with Zdoom, I'd like to see a wad that has skins for a female andcyber player and also sounds (just one skin for each class). Maybe a class system like hexen would be cool.
I think this is all possible and will make for a great experance if fully implemented in Zdoom :-)
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Post by Nopoet on Apr 2, 2002 11:52:55 GMT -5
Submerge, if you need a playtester, I can kick arse even with a pistol on UV. (Although I refuse to play Nightmare as it's a bit pointless and stupid. I hate people who look forward to finishing DOOM 2 on Nightmare! Are they FROM this planet or what?)
Giving monsters extra attacks is a brilliant idea. A Baron that not only walks forwards and flings fireballs, but can also occasionally summon some sort of green energy shield which halves the damage you do to it for several seconds. Or a spell which can heal between 75 and 150 of its missing HP. Also, increase the speed of Barons and Knights to make them scary! Just one or two extra points of speed will do; we don't want them flying around like Archviles.
Tougher pink demons, faster, less inclined to go into 'pain' mode. Less pink demons spoiling every level.
Weaker Lost Souls - so they can be killed in one shotgun blast, as on the Playstation DOOM. Less Lost Souls cluttering up every level and irritating people who try to use lifts/staircases.
Does anyone know how to program half-effective AI? Monsters which were fully capable of hunting you through the levels would be a good idea instead of trying to walk through brick walls. Monsters who can activate doors, use lifts, maybe even hit switches (the kind that activate doors and lifts - these switches could be 'flagged' differently so the demons know not to go hitting every switch they come across).
Or, a new type of demon which will come straight for you as soon as the level starts, no matter where the demon's starting point is. Placing them further into the level would mean they just take more time to get to you, adding to the suspense. These monsters would be completely silent except for possibly the occasional subtle scraping, hissing or clicking sound. Maybe they would be partially invisible.
The first time I ever played DOOM for the Playstation, I vividly remember standing outside the brick 'house' on the Underhalls level (with the key in the upstairs window) surrounded by a pile of dead zombies, imps and demons. I could hear the 'uuuuh' groaning of nearby zombies but because I was new to Doom, I had horrifying visions of monsters I thought were dead actually just being wounded, and they would rise up behind me when I walked by...(hint hint)
Random or semi-random monster placement would be superb. Especially on claustrophobic levels like Final Doom's 'Fistula' - I believe that's what they call the one which is based around a giant lift which takes you down into the haunted depths of the base - where you are walking through strobe-lit tunnels with monsters beaming in ALL AROUND you.
Coloured lighting. Please.
DOOM: Legacy compliant. I can't find a decent version of ZDoom or Boom (none of them work with XP).
OpenGL compliant. Thus, no see-through walls letting you see the inevitable horde of Revenants and Chaingunners hiding inside every room.
Ah yes, Windows XP compliant. I know this is a bit much to ask as Bill 'Bastard' Gates must have designed XP to be as awkward as possible. But you did ask what we wanted to see.
Non-reliance on the shotgun. I'm sick of it! Who ever heard of soldiers using shotguns? They have machine guns or, in Doom, plasma guns.
Potential replacement or at least downgrading of the chain gunner. I hate encountering 7 chaingunners at once when I've only got a shotgun and 100% health. Why do people do this? Do they enjoy getting shot to scrap or something?
Can someone make bullets and shotgun shells travel much more slowly and visibly like plasma rounds and missiles do? Because bullets and shotgun shells seem to travel at the speed of light anyone using these weapons has a massively unfair advantage. When my mate and I play DOOM: Legacy on co-op we are constantly faced with the unusual situation of having to kill the zombies BEFORE even bothering with all those Barons and Cyberdemons! How crap is that?
I'm exhausted now, so go forth and build us a Megawad deserving of the title.
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Post by Archvile46 on Apr 2, 2002 19:43:20 GMT -5
-- Realism (as in structures)
-- The ability to run on my current computer (a huge YEAH RIGHT)
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Post by gunrock on Apr 3, 2002 20:44:04 GMT -5
just edges 3dfloors will do it for me. every thing else is all good to me. nopoet post really put me back in the days. first time i got a psx i had street fighter alpha and doom! i played the hell out the doom! the music was really good. the hell gate level with the hall fire sky was cool!
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Post by Kaiser on Apr 3, 2002 23:40:24 GMT -5
what will make me one freakin happy camper is if they put all of Zdoom's features, (ACS scripts, hexen system, options etc.) into the Prboom port. And allow 32 bit textures and sprites.
bascially Zdoom's stuff into Prboom's engine, with hi res gfx.
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Post by Nopoet on Apr 4, 2002 3:31:52 GMT -5
My personal web space has got a DOOM section on it which I think you people might like...it's only very basic as yet and I'm still working on it, but if you want a look, it's at www.nopoet.pwp.blueyonder.co.uk/doom.htm. All the screenshots were taken by me. There's a rather cool screenie on my home page too... Esco, if you want to trade website links I will be honoured... ;D
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Post by submerge on Apr 4, 2002 20:31:40 GMT -5
NoPoet, you are welcome as a beta tester. I'll send you map01 and 07 if I can get your email addy, and what's your aim handle?
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Post by Nopoet on Apr 5, 2002 10:50:34 GMT -5
Hooray, I'm going to be a beta tester! ;D
nopoet@blueyonder.co.uk
I don't know what AIM is unfortunately!
Looking forward to receiving these levels... 8)
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Post by submerge on Apr 5, 2002 14:25:37 GMT -5
I hope it's all you've dreamed it to be. I don't pay money, btw. AIM is an acronym for AOL Instant Messenger. Go and download it. it's one of the GOOD things to come from america online. My handle is submerge527
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Post by Nopoet on Apr 5, 2002 16:09:01 GMT -5
No worries mate, I don't expect to be paid to help a fellow DOOMer! I've got the windows messenger thing, also called MSN messenger, but I can try to find AIM if it's necessary! If it helps with your level building, I tend to categorise the levels that I play: FURIOUS - Fairly short level which can be completed by running more or less straight for the exit; the level can be completed in less than five minutes. Example: Doom 2 'Hangar' ACTION - Of short to medium length with lots of enemies, lots of power-ups and a few simple puzzles; the sort of blastathon that takes up to maybe 10 minutes to complete and leaves you with 30% health! Examples: Doom 2 'Underhalls', 'Gantlet', 'Refuelling Base' ADVENTURE - Very large level with lots to see and do; these levels make excellent co-op games. Usually the emphasis is on fantastic scenery and memorable views, with lots of killing and hunting. Lasts longer than ten minutes. Examples - Doom 2 'Factory', PSX Doom 'The Mansion', Requiem 'Cursed Kingdom', Invasion 2 'City Hall', most 'Alien Vendetta' levels Also, something I've always wanted to see is a level where on co-operative mode the players DON'T start together; they start very far apart and have to work their way towards each other.
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Post by submerge on Apr 6, 2002 18:15:11 GMT -5
Yo, dude! get Memento mori! More often than not, the players start apart from each other.
In one map, it's different for each player, and they all meet halfway!
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Post by Nopoet on Apr 7, 2002 6:01:00 GMT -5
Thanks mate - I've already got MM but I haven't really played it yet. I have also got MM2, Hell Revealed 1 and 2, Requiem, Alien Vendetta and about 50 others. ;D
When are you sending me these levels then? Did you get my email?
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