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SOSU

The "stupid mod idea" thread

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9 minutes ago, KVELLER said:

 

So we can have chainguns with explosive rounds? Sign me up!

 

*Thinks about chaingunners* Nvm.

 

The silver lining here is that they would just as easily explode themselves on a wall. Mind you in an open area you would not even stand a chance of survival. :P

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1 hour ago, Voltcom9 said:

 

The silver lining here is that they would just as easily explode themselves on a wall. Mind you in an open area you would not even stand a chance of survival. :P

For this mod, the chain gunners would have to be modified to take slightly more time to acquire you as a target, so as to give you a slightly better chance to finish them off before their rounds tore you apart.

 

Perhaps I missed the point of the mod in the context of the thread...

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I once did a weapons-n-monsters enhancer that made the chaingun an explosive firing rotary cannon.

 

As it turns out chain gunners aren't nearly as bad as you think with explodey rounds.

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19 minutes ago, Rifle Infantry said:

I once did a weapons-n-monsters enhancer that made the chaingun an explosive firing rotary cannon.

 

As it turns out chain gunners aren't nearly as bad as you think with explodey rounds.

 

Were they actual rocket explosions though? As in causing a shitton of damage.

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I wonder what would happen if you replaced the bulletpuff and blood actors with BFGBall "explosions" instead of rockets.

I figure everything would die very quickly, but that depends on how the tracers would work.

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On 5/29/2018 at 9:04 AM, KVELLER said:

 

Were they actual rocket explosions though? As in causing a shitton of damage.

I think they were turned down significantly but still far more powerful than actual chaingunner bullets. To be fair you had both a rapid-fire assault rifle and the aforementioned explosive chaingun, so you could usually get them before they got you.

 

As for a new stupid mod idea: Some archvile comes up with a plan to defeat Doomguy, setting up a weird magic trap that turns him into a Baron of Hell. For whatever reason it doesn't slave his mind to Satan though (chalk it up to heroic willpower) and so he has to fight his way through the forces of Hell again, using both a combination of ripping-and-tearing, basic magic spells, and heavy weapons that you'd usually see mounted on vehicles, to find said archvile and beat the shit out of him and his spells.

 

Come to think of it, that's basically Hearts of Demons: BARON, isn't it.

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A combination of the aforementioned Doom, but everything is fucked up and Doom, but it's completely fucking unplayable.

Then it would truly be completely fucking unplayable.

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It is already completely unplayable. Everything bounces around and moves erratically through the air.

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Posted (edited)

WAITING IN LINE THE MOD. Yeah the name says it all. No fighting. If you want to finish the level, you'll wait in line.

 

CHICKEN DOOM where everything is a harmless chicken... but to beat the level you need to kill 90% of the chickens. ... or feed 90% of them!

 

DOOM THE MOVIE THE MOD where you play Karl Urban and the imps are those found in the movie. No Cyberdemons... or spider masterminds.

 

CLICKBAIT DOOM where there are signs like health and ammo in this door! To which there's a health vial or a helmet. Key in here! But its behind a pane of glass and you need to enter through a different door.

 

RANDOM SOUND DOOM OMG a revenant sound!... oh wait its just a harmless zombie. OMG an arachnetron sound... no its a revenant. Random sounds always. Make it.

 

DOOM DATING SIMULATOR why shoot when you can answer questions? Give things to impze to make them fall in luff with u. Marry your bestie Mancubus, but only if you can get her to admit she likes you as she's super shy.

 

DOOM DRINKING GAME doesn't have to be a mod... just take a drink with every death or level complete. To make a mod out of it, there is only one level that you replay over and over, with the twist being, the first time you play it, its all former humans. The second time you play it, its all shotgunners and it keeps going up in terms of enemy difficulty. The further you get the less control Doomguy has to walk straight or aim strait.

 

DOOM IN THE DARKNESS for the hardcore fans... if you move too much, the screen goes black for a second. If you shoot too much or too long it goes black too. So you either have to move slow or memorize the timing of everything.

 

SWITCH HITTER is simple, you start with a pistol and cannot change it, nor can you get ammunition. Instead, when you take damage the weapon changes and you get 25% of its full ammunition. This should keep thints interesting.

 

DAIKADOOM replaces Doom's weapons with those found in Daikatana including their negatives. Such as the starter pistol shocks you when you use it standing in liquid.

 

THERE'S ALWAYS AN ARCH-VILE puts an arch-vile in each level that cannot be killed. This gives incentive for players to hurry through.

Edited by geo

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Dungeons & Doom: You're in a Wizardry type dungeon maze and you encounter random monsters like imps, revenants, etc. Sometimes you'll get more than one group at a time for an enounter. You have to go through a complex series of dice rolls and saving throws each round during the battle. "I use my super shotgun on that hell knight." You roll a 7. Hell knight rolls a 10. This occurs for each pellet. After all rolls and calculations, which would last about ten minutes or so, it's determined that you do 26 total damage. All that was for the first shot. Then the hell knight, along with the other three hell knights and two revenants get a turn, with each attempt takes another five to ten minutes to calculate. By the end of the battle...the first of many...three and a half hours  have elapsed.

 

Have fun with slaughtermaps.

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Posted (edited)
6 minutes ago, Ichor said:

Dungeons & Doom: You're in a Wizardry type dungeon maze and you encounter random monsters like imps, revenants, etc. Sometimes you'll get more than one group at a time for an enounter. You have to go through a complex series of dice rolls and saving throws each round during the battle. "I use my super shotgun on that hell knight." You roll a 7. Hell knight rolls a 10. This occurs for each pellet. After all rolls and calculations, which would last about ten minutes or so, it's determined that you do 26 total damage. All that was for the first shot. Then the hell knight, along with the other three hell knights and two revenants get a turn, with each attempt takes another five to ten minutes to calculate. By the end of the battle...the first of many...three and a half hours  have elapsed.

 

Have fun with slaughtermaps.

 

https://www.youtube.com/watch?v=9Kgx2b1sIRs
 

This has to play in the mod's background, too. 

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49 minutes ago, geo said:

DOOM DATING SIMULATOR why shoot when you can answer questions? Give things to impze to make them fall in luff with u. Marry your bestie Mancubus, but only if you can get her to admit she likes you as she's super shy.

It's most likely HDoom to me.

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9 hours ago, Apaul27 said:

It's most likely HDoom to me.

You don't date in that mod.

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10 hours ago, Ichor said:

Dungeons & Doom

Heretic/Hexen :O?

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Chess Doom, instead of fighting you play a game of chess with every monther

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13 minutes ago, Dan50 said:

Chess Doom, instead of fighting you play a game of chess with every monther

 

Sounds more like an interesting idea than a stupid one.

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Random mod idea: DooM 2 but the entire level order is reversed (so you start on map 30 and end on map 01) and the 15th map in sends you to 32 first (Grosse) then sends you to wolfenstein (should you use the secret exit) And also all health and armour locations are swapped.

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1 hour ago, Dragonsbrethren said:

A modified version of Doom64 EX that can play Doom II.

 

And why would that be stupid lol.

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It's not stupid in the "lol randumb" sense but it's something that popped into my head and I immediately dismissed, because I can't think of any real reason to do it. The sector lighting is nifty, but GZDoom can do that now.

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Posted (edited)

Sort of based on Voltcom's idea: Rocket Doom.

All the monsters fire rockets at you, but you shoot rockets back.

So the shotgun fires seven rockets in a random horizontal (and vertical, maybe) spread, the chaingun rapid fires rockets, the rocket launcher shoots rockets that explode into more rockets after a second, the SSG shoots twenty rockets, and the BFG shoots 40 all at once.

Conversely, the shotgunners would fire three at you, the chaingunners rapid fire, and the fatsos would probably become the worst just after the cyber, which would shoot those cluster rockets.

Upon further thought, this actually sounds as cool as it is ridiculous.

 

It would be really fun to watch the monsters infight and just obliterate themselves.

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5 hours ago, Aquila Chrysaetos said:

Sort of based on Voltcom's idea: Rocket Doom.

All the monsters fire rockets at you, but you shoot rockets back.

So the shotgun fires seven rockets in a random horizontal (and vertical, maybe) spread, the chaingun rapid fires rockets, the rocket launcher shoots rockets that explode into more rockets after a second, the SSG shoots twenty rockets, and the BFG shoots 40 all at once.

Conversely, the shotgunners would fire three at you, the chaingunners rapid fire, and the fatsos would probably become the worst just after the cyber, which would shoot those cluster rockets.

Upon further thought, this actually sounds as cool as it is ridiculous.

 

It would be really fun to watch the monsters infight and just obliterate themselves.

This was kind of done long ago: Boom Doom

Beware, it makes Doom insanely difficult.

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Weapons have upgraded counterparts (with extra weapons, obviously) but there's some sort of catch that makes them a pain to shoot at times, possibly because of those upgrades. Say, the upgraded Rocket Launcher has, like, 5 barrels and shoots better rockets. The catch is, you gotta wait until the entire thing sets up and prepares. Then the thing explodes in your hands (with no damage of course) in your hands and you have to redo the entire thing each time you shoot it.

 

Shameless plug for a mod I'm actually working on.

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How about a GPS in Doom that tells you where to find the keys and where linedef actions can be activated (would be helpful for '94-type wads that have random walls that open up) it could make some puzzling maps a bit easier for the casual Doomer.

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4 hours ago, valkiriforce said:

How about a GPS in Doom that tells you where to find the keys and where linedef actions can be activated (would be helpful for '94-type wads that have random walls that open up) it could make some puzzling maps a bit easier for the casual Doomer.

 

IDDT

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