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Doom Mod Ideas (Forums : Ideas & Concepts : Doom Mod Ideas) Locked
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May 4 2016 Anchor

Recently after work I had a couple of ideas hit me on the buss ride back home and I decided to write them up and also include some additional visual help that inspired said ideas. Right, on with the show. I would like to put a couple of these ideas out to pasture here in hopes some aspiring modder might decide to do them someday as I myself have nonexistent skill at modding anything, nevermind Doom, or to be more accurate, the classic Doom games.

Idea I, Part I:

Okay, what you're supposed to see above are three big images, two of which I had once drawn up for a forum-based roleplaying game I tried to run, but it didn't go too far and died due to my own procrastination, tiredness and the like. The third one is part of the fan art by an awesome person who participated in my game before it died. I would like this to be reused for a classic Doom mod, i.e a map or series of maps that look somewhat like what is in the above two pictures, preferably for the GZDoom sourceport. Not sure how to roughly describe the scale beyond taking a look at the Bridge section of the second image and the four seats there or the beds in the living quarters.

Enemy wise and such, I'd like for enemies from Doom and Doom II, but preferably without any of the archviles. Weapons remain mostly vanilla in appearance and such. Gameplay wise I'm thinking the game/map should start roughly near the back of the ship on the exterior, behind the shuttle bays above the main reactor, next to a shuttle that looks like it crashed into the hull. the player should start with no weapons at all, only his fists, 50% Health and 10% Armor. The skybox around the ship should look like space with Earth on one side and the moon on the other, the moon should look bigger, as if it is closer. The player can't walk off the edges, invisible walls, think of it like the player character not being suicidal enough to think jumping into space would be a good idea. :P

Moving on. Right on the start the player should be in view of a trio of pinky demons and has to kill them barehanded because the way beyond the shuttle bays is blocked by a red transparent energy wall. Once he does, a laugh should sound (use the skull kid's laugh from Legend Of Zelda: Majora's Mask, but modified to sound more deep and demonic), the screen should flash red and the wall disappears, allowing the player to move onward. If the player looks at one of the shuttle bays (the left one, also I'm using the third fan art image as a reference point), he should see that the blue energy shield that should be there isn't there. Inside the bay there isn't any shuttle, but there is the corpse of a marine laying next to the broken elevator door and the corpses of at least ten zombies and zombie sergeants and a couple of imps sprinkled around the room. Close to the corpse lies a medkit (+25% Health) and a pistol with enough ammo for roughly fifty shots. The energy shield of the other shuttle bay should be transparent and let the player see that there is an intact shuttle inside, but not allow the player inside and in-fact hurt at the rate of 5% Health a second if they stand right next to it.

Once the player moves beyond the 02 sign of the cargo bay on the hull (still using the fan art as a reference), the screen should flash red and red energy walls pop up in front of the turrets both in-front and behind the player. A few moments later a group of demons should teleport (three pinkies, four imps and a zombie. The zombie should instantly turn into gibs after teleporting in) into the center of the arena and the player should kill them before they can move on. But, while the player fights them , more zombies should steadily teleport in behind the energy wall leading further on until there is about fifteen pistol zombies waiting for the player. Once the arena fight ends, the screen flashes red and the walls disappear, they should trigger and start attacking the player.

Beyond them the dome should be transparent and allow them to see down into the hydroponics.

The way onward should be around the dome to the left, the right side is blocked off by sparking debris. From this point on there should be good amounts of zombies and zombie sergeants, as well as stimpacks (+10% Health) and armor bonuses (+1% Armor per bonus) randomly scattered around the place up until Laser Turrets Two & Three. But before that, when the player reaches the wide open area with the red and white dots right before the laser turrets, the way forward and back should once again be blocked off by red energy walls and demons and such should start teleporting in steadily, at first zombies and zombie sergeants, then imps and lost souls and then suddenly a hell knight. Once the hell knight is killed a laugh should sound and a small platform rises in the middle of the arena upon which a berseker pack is teleported in. A few moments later pinky demons should start teleporting in steadily at random locations at the edges of the arena. Roughly fifty pinky demons in total should teleport in and after they're all dead, the laugh should sound again, the screen flashes red and the walls disappear.

But, while the player was fighting in this arena, more enemies were steadily teleporting in behind the walls (front and back) just like the previous time, but this time it is mostly pinkies, imps and lost souls. Once the arena fight ends and the walls disappear, about a hundred enemies should see the player and start attacking, this is a drawn out fight where the player has to kill everyone using just his berserker pack boosted fists and whatever scraps of ammo he has remaining for his pistol and shotgun, start in-fighting and the like. If the player moves forward without killing every enemy, then when he reaches the 01 cargo bay sign, a red energy wall should pop up in-front of him and the laugh should sound again. But, once the player kills everyone the wall should disappear with just a crackle and the screen flashing red.

The right shuttle bay's shield is still active but through it the player will see only a wall of bodies and meat, as if the demons shoved and compressed the whole crew complement and more into the room. The left shuttle bay shield is inactive and the bay is empty, the elevator door is open and inside it is the switch that ends the level and leads to the next.

And that's Part I for the first idea, I'll post the other part and second idea later, this took me hours to type up and it's already night over here in Europe and I need to go to sleep in about half an hour or so. Beyond that I'm not sure if this is an acceptable post by this forum's rules, so the least I could do is not spend too much effort and post everything at once and then find out that I just broke some rules by accident and get my ass banned.


Regardless, thoughts? Opinions? Any aspiring Doom modders willing to take this up?

May 9 2016 Anchor

I didn't read the full text. However, I will say that you're unlikely to find any takers.

I don't know if you've modded before, but when you said "I myself have nonexistent skill at modding anything, nevermind Doom" I'm guessing not. Usually, modders have their own ideas, and in some cases more ideas than they can realistically make, and thus have to pick and choose. Your non-existent modding skills will become existent by doing, not by asking people to do for you. This is why people who claim they are the "ideas guy" don't get very far. I can't speak for everyone, but I'm no stranger to these kinds of posts, and usually they get laughed at or ignored.

...However...

I'm making an exception here, and for a few reasons. They have to do with this line-

"I myself have nonexistent skill at modding anything, nevermind Doom,"

Doom is an easy game to mod (as far as mods go). The community has made a bunch of tools and polished them to a mirror shine. Those line drawing you've done is pretty much how a doom map is made. And since you want it to be vanilla content, you don't have to worry about textures or scripting. If you're willing to swap MS Paint for a Doom editor, and do a bit of reading, you can probably make this.

Edited by: SabreXT

May 11 2016 Anchor

Doom is an easy game to mod (as far as mods go). The community has made a bunch of tools and polished them to a mirror shine. Those line drawing you've done is pretty much how a doom map is made. And since you want it to be vanilla content, you don't have to worry about textures or scripting. If you're willing to swap MS Paint for a Doom editor, and do a bit of reading, you can probably make this

Probably, yeah. But I can't, partly because I'm honestly lazy on that front at least, beyond that, I have a job that simply doesn't leave me too much free time. Four days are not enough in my opinion, especially considering the fact that after the final twelve hour work shift I basically have to crash into my bed and sleep through most of the day, so that leaves at best three and a half days, time I have to spend on taking care of my home, paying bills, relaxing and so on. I just don't have the time nor desire to do it at this moment in time.

Still, thanks for letting me down somewhat easily. :) I suppose I won't type up the rest of the ideas and such if people don't really pay much attention to "idea guys" and the like. No real point. Regardless, thank you and good bye. Have a nice day, sir.

May 11 2016 Anchor

You can type up whatever you want. I'm just saying it's unlikely people are going to make it for you.

As for the lack of time. That's understandable.

Feb 14 2017 Anchor

You konw there's not too many mods that are based off cartoon video games like Bonkers (Capcom video game),Woody Woodpecker: Escape from Buzzard's Park - Game Boy Color and the Crazy Castle series

Disney.wikia.com(Capcom_video_game)

Spong.com

En.wikipedia.org(series)

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