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hardcore_gamer

If you could create new SP game modes what would it be?

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By game modes I mean something else than just the "find keys unlock doors to find the exist" formula that Doom is known for, and yet is standardized to appear in more than just 1 single level.

 

Any ideas?

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I'd make a first person RTS mod where you can summon and command friendly marines to fight through the maps. You can also have the ability to jump in to the map too if you want.

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Honestly a lot of what I can think of has already been done in a mod, and there's a large number that I didn't even think of like playing Doom pinball or a mod based on the Cookie Clicker-type games.

 

Action Doom 2 was awesome, but I'd love to see a side scrolling beat em up inside Doom.

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If we are referring strictly to Doom Vanilla I can't come up with any ideas.

 

With modern souceports and scripting etc, I was always curious to see a stealthy survival Doom game. There are some examples out there but not as stealthy as I would like. Some new mechanics would be in order.

 

 

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What does "game modes" even mean in the context of a single player game with a very limited set of mechanics? There are already plenty of (G)ZDoom gameplay mods, why do we need to bring in a concept from competitive multiplayer when "Doom but with different rules" already has hundreds of different implementations, a few of which I actually made myself back when I was into gameplay mods?

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51 minutes ago, Woolie Wool said:

What does "game modes" even mean in the context of a single player game with a very limited set of mechanics? There are already plenty of (G)ZDoom gameplay mods, why do we need to bring in a concept from competitive multiplayer when "Doom but with different rules" already has hundreds of different implementations, a few of which I actually made myself back when I was into gameplay mods?

 

What I meant was a standardized mission objective that isn't exclusive just for that level. For example, in Descent (which is basically 3D Doom in a spacecraft) you have to locate and destroy a powercore and then make it to the exit before the base self-destructs. It's more complex than just "find the keys and leave" and yet it's also simple enough that it can be reused for more levels. Things like that.

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But those exist as mods too. Stronghold and Skulldash come to mind immediately, as do all sorts of puzzle and gimmick wads (Cyberdreams, anyone?).

 

E: Also Descent is nothing at all like Doom. In many ways it is closer to Wolf3D, except that its tiles are cubes, can connect vertically as well as horizontally, and can be deformed and transformed in a number of ways.

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If it's a single level gimmick then a defence level may suffice similar to Half Life 2 episode 1 (or 2?) Where you have several tunnels to defend with a limited number of mobile turrets at your disposal. You simply prevent the enemy waves from reaching the centre of the map.

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On 12/26/2018 at 4:30 PM, Chezza said:

If we are referring strictly to Doom Vanilla I can't come up with any ideas.

 

With modern souceports and scripting etc, I was always curious to see a stealthy survival Doom game. There are some examples out there but not as stealthy as I would like. Some new mechanics would be in order.

 

 

In Angband (and other Roguelikes) you can be a Hobbit Ranger at the start of the game, which means you start with +7 stealth, but pretty bad hitpoints (compared to a Half-troll Warrior which starts with something like -2 stealth but tons of strength and hitpoints). Throughout the game you can increase your stealth by leveling up and finding gear that further improves your stealth. The higher your stealth, the longer it takes for enemies to wake up. So if you were to acquire Legendary stealth, you'd be able to sneak past even the most vigilant of monsters, like the arch-vile, without waking him (provided you did not linger near him and kept moving along).

 

It would be relatively easy to give different monsters a disturb-flag value. The higher the number, the deeper the sleep the monster is in. So an arch-vile might have a value of 4, but a shotgun guy might have a value of 65. A mancubus would probably be 40, an arachnatron 24, a baron of hell 14, a demon, 12, an imp 60, a zombieman 80, hell knights and revenants 20, a heavy-weapon dude 52, cyberdemon 8, a spider mastermind 6, a lost soul 10, a cacodemon 40, a pain-elemental 25, a specter 9, an SS soldier 44. 

 

And let's say you did wake the arch-vile in the above example. You could collect special items that would attempt to put asleep all monsters in line of sight. Of course such a spell would probably not work on an arch-vile, but probably would be pretty reliable against former-humans, imps, mancubi and cacodemons.

 

A new spell recently added to Angband is "hold monster" which basically paralyzes a monster for a couple seconds. Wands of stun monster affect a monster's accuracy projectile accuracy, and frequency of firing projectiles as well as their ability to cast spells.

 

I still think a doom rogue-like is in order. Not top-down, mind you. But first person; same as always. Just with a much richer depth of play:

 

You can select a stealthy character with low hitpoints; either good with lighter, long ranged weapons (Ranger) or a spell specialist (Mage).

Or you can select a fighter-type with more hitpoints, dexterity and strength, allowing much greater accuracy with heavier, more powerful weapons, and allowing you to carry more gear with much less of a speed penalty, but with poor stealth and limited or no spell casting ability.

 

Just like in Roguelikes, the spell-casters could find spell books of varying power, and have them destroyed by fire or plasma from monster projectiles. (Getting a direct hit from a mancubus would destroy lots of your items!) And the deeper books would be immune to fire and the very deepest books would be immune to plasma as well). 


One of the funnest things about Angband is all the artifacts that can be found. It would be fun to find artifact armors in doom, or artifact weapons. A normal rocket launcher would be as common as it is now, but an artifact rocket launcher might shoot two rockets or have faster shooting speed or bigger splash damage. Rare artifact armors would provide immunities to fire or acid and/or have unusually high armor class values.
 

So a mage would do damage with spell books, wands and staves and have a mana-pool for using the books, but be super-lousy trying to wield and fire a rocket launcher and would be severely encumbered trying to wield a BFG (a low level mage would not even be able to lift the weapon). A ranger would also struggle with the heavier weapons but less so, and would be especially good with lighter weapons like shotguns, chainguns and pistol, but wouldn't be able to carry as much ammo without being encumbered/slowed as warriors, who would be especially good with their fists and heavy weapons like the BFG and rocket launchers. They'd be able to carry lots of ammo and wear heavy armors, but would find themselves stumbling on hidden traps much more often and they'd be noisy as hell, waking up nearby monsters much, much more than the intelligent/weaker classes. They'd also be blinded and confused by monsters' spells much easier than, say, Mages. 

 

Warriors would also be able to easily carry a shield which would automatically block incoming missiles and melee attacks and if overcome by a swarm of imps, a leveled-up warrior's shield-bash would make for great crowd-control. Unlike in Roguelikes, your armor would still wear down like in normal doom from defending monsters' melee attacks and their projectiles. 

 

There would be many more items to pick up and thus much more interesting things to put into secret areas (instead of just armor helmets and weapons you already have) in addition to artifacts. One of the cool items you can get in Angband are stat potions. You see a translucent potion in a secret room and quaff it. 'You feel stronger! You have quaffed a potion of Strength.' Intelligence, wisdom, dexterity and constitution are other potions you can find. And much more rare, the megasphere of potions, the potion of Augmentation which boosts all your stats. Other items you could find are cloaks of stealth or protection, boots of speed and helmets of seeing.

 

I think such a game would be amazing. :) It would be really fun to design, too, with all the balancing required. You'd start out slow and weak and as you gain experience from killing monsters you'd level up, gaining hitpoints, accuracy, stealth (if not a warrior) and mana (if a spell-caster). 

 

First person roguelike with a nice art style presented by a fan of doom, wolf3d and Hexen, no less.

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On 12/26/2018 at 10:30 PM, Chezza said:

If we are referring strictly to Doom Vanilla I can't come up with any ideas.

 

For DMP 2017, I made a map where you need to keep monsters from reaching a teleporter for a specific amount of time to succeed. It's available separately in this post.

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I think Destiny 2's Gambit mode would work really well as a CTF variant using Doom2 monsters (or hell the whole Realm667 bestiary).

 

for single player mode I like the Diablo Doom thing, here:  

 

Edited by joepallai : read instructions....

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