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 Post subject: Team D3W/6DOF (cool names, eh) mod ideas!
PostPosted: Sun Feb 25, 2007 12:04 am 
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referencing the Mod Idea Thread, lets think of idea for the mod. People throw out your ideas (don't forget that, odds are, amatures will be working on this to so don't except "RTH" or "Dark Mod" quality. Just HOPE it!). iI'm imagining something closer to "Duck Nukem" quality (being realistic here!) iThen we'll vote.

IDEAS:
The Happy Friar off original idea by Dinky wrote:
Do a Doom 3 mod simular to the idea behind the Simpsons episode "22 short films about springfield." It would be short sections (eposidioc like) based around the Doom 3 universe. The reason I like this is that stary 1 could be based around you being one of the guys from Bravo company that gets slaughtered, another could be you're "Bob the Imp" (from planetdoom's comic) & go on an adventure as him, one could be you walk through a teleporter & end up in an "alternate universe" where the demons made teleporters & marines are invading hell (as the bad guys). Along the same lines would be an idea like the "Simpsons Spinoff Showcase" where the storys aren't all in the D3 universe.

Imagination is the limit. Lots of D3 assets will be used so we won't depend on all new weapon models, code, assets, levels, etc. We can do more creative stuff though, like make new weapons, a new baddie or two, put in more puzzle's (i really liked this about Prey).

Also, modders will be able to work on parts they like. Me, for example, doesn't really want to do a super-serious mod, so me & a couple other modders could work on a short story that gets kinda silly.

A HUGE advantage I see to this type of mod is the attention span of the modders. We won't be spending months to years on one single idea. I feel with more variety we'll have less modders who start just disapear for no reason.

The biggest problem I see is the coding. If I want a weapon system that uses duel-weapons seperetly (ala "RTH") & someone else wants all alt-fire, that could be a problem (i'm not a great coder so, as far as I'm concerned, if i can't figure it out i'm not doing the right thing!). Problems along that line.


Jack Rammsdell wrote:
I have several ideas, but I am not going to share them all at once. How about doing something that almost every doom 3 mod isn't, why not make a completly non-violent mod where the player is on a quest to find his way home and encounters a variety of puzzles and task sequences. I know it may seem boring to some people who live off violence, but it would be something that would be accepted by a large community and could be enjoyed by a larger group of people. It would be a good opportunity to mix both real world and fantasy settings. With settings such as a haunted castle or other strange enviroments that could be seen in a sort of riven or myst game.


vinnie_jones wrote:
removed


Jack Rammsdell wrote:
What about a Deathmatch mod with gothic, industrial, and technology based enviroments that brought in the feel of quake 3 and the looks of quake 4. With enhanced deathmatch physics and possibly tinman's bot support. So then mappers can go off and map their own ideas and no matter how different the style is, it would fit with the project, unless someone was to pull a funny and make a map of all bunnies and colors :) or something along that lines.
How about in every story there is a key character in a dangerous situation and ultimately survives. Then each charcter is brought before the vadrigar themselves and thrown into an arena to fight, so now we are mixing the short stories, deathmatch and quake 3


Bo$bevok wrote:
i say we make a doom3 game set on earth...

if we do the short story idea we could have a chapter or level or whatever on earth


Jack Rammsdell wrote:
last saturday our town was hit with a heavy sleet that knocked the power off for a few hours. which gave me an idea for a small survival horror scenario.

I've always wanted to do 3rd person because it was so differnt from the standard FPS games we all play. So the idea is a 3rd person survival horror mod that is based in modern time in a small town. The concept is when the power goes out the demons come. every 10 mins the town will blackout and you must try to keep a generator running to decrease the amount of time that the power is out for a better chance of survival. so you must find items such as a flashlight, weapons, fuel, food, batteries ect.. to survive the blackouts.

There would be no need to create a whole town, just a house with a backyard and a wooden fence to keep you in.

If thirdperson isn't possible, then it would be just as fun in firstperson, because then you would have a chance to have a more interactive enviroment and allow the player to open cabinets and drawers and all sorts of stuff to search for much needed items.


mikebart wrote:
I’ll contribute where I can but I couldn’t commit full time, I’m way too unreliable at the moment, I’ve got a few ideas for the project though, just a simple brief really im sure a few things have been said before.

3-5 small single player showcase maps: displaying advanced modelling, texturing, lighting, physics, coding etc, each with its own theme e.g. horror, sci-fi, fantasy, modern day, stroggos.
In addition to each of the showcase maps we have multi player maps which follow the same theme as their single player parent but geared more towards performance rather than graphics and effects.
Assets from ‘both’ could be used for other ideas such as short stories and which in turn could provide assets for the single and multi player maps.

All the textures and models used in the single player showcase maps could be rendered/projected out to simpler assets to be used in the lower poly multiplayer maps. But this doesn’t mean the multiplayer maps can’t exist until the single player maps have been started they can both be worked on in tandem providing assets for each other.


6th Venom wrote:
Do you remember about "Code Quantum" (Quantum Leap) tv serie?

In this tv serie, a man travel in the time and become another person (the one he must help or save) the time of an episode, when he change this person destiny, don't know how or why, he is projected in the time one more time, etc...

To keep maps linked, could make a similar thing, allowing different physical heroes, different places and times, but with a strong storyline in the back of each adventures.


Bittoman wrote:
A time traveling platoon of Strogg comes to early industrial Earth. Invading a military base they manage to blow a whole in the side of the brigg. You are a military prisoner who escapes and ends up fending for himself while trying to battle the Strogg. Cutting to the end you defeat the Strogg and earn a hero's medal.

Kind of a Wolfenstein 3D with different characters. Doom 3 seems to be extremely well suited to a dark, greasy industrial era (lighting-wise). Would be a good setting if the adventure were set in an all night raid and would minimize the number of NPC models necessary for the mod (a little less work), mostly just needing to re-skin current player models to fit them with more modern uniforms or prison outfits. I can see this done with a little Duke Nukem style humor too.


Bittoman wrote:
It could be something done as an extension to the Doom 3 game so how about a role reversal where you're an Imp battling invading Marines?

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Last edited by The Happy Friar on Mon Mar 05, 2007 4:15 am, edited 8 times in total.

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PostPosted: Sun Feb 25, 2007 3:26 am 
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I think it would be smart to start small. By small I don't necessarily mean content but in the actual mod size. Even more specifically the number of maps being kept to a small numbers (maybe a half dozen or less). This would be for a "first installment". My reasons is one of the hardest things to keep a mod group going is the interest in it, if the project can have a near and clear ending then confidence of what the team is capable of will be significantly boosted, when the project is completed confidence gets an even bigger boost. Using that inertia the project could be expanded. Maybe even an episodic type of adventure like the Half Life 2 episodes (on a much smaller scale).

Other than this I think it's also important to nail down what kind of mod would be in mind. Should this be a multiplayer mod or a singleplayer mod? Keeping in mind what I said above, choosing one or the other would be smart and not trying to combine the two saving that for the "next installment" maybe. Personally I'd be interested in seeing a single player game that featured some new objects (weapons, tools, etc.) that pushes the player to be more interactive with their world as opposed to the usual "if it moves, shoot it". This might put a bit of emphasis on the programmer or whoever's handling level scripts though.


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PostPosted: Sun Feb 25, 2007 3:32 am 
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Well I would just like to say this I do mapping but layout is my downfall once blocked out and rough detailed --I like to go insane on detail items --so long as they dont affect fram rate that is Just figured I would share that since its my only real strength --preaty lame I know :oops:

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PostPosted: Sun Feb 25, 2007 4:44 am 
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Hey I like this idea! As you stated, it is a perfect solution for mod makers with all types of attention spans haha! Plus, it would be great for someone like myself, who is definatly interested in creating all sorts of assets, models, textures, maps you name it, but don't quite have the dedication for a full time mod, but at the same time, dont want my stuff going unused. This could really be a lot of fun.

I also liked your idea on having a sense of humor about it. I think mods these days are far too serious and try to be too professional, when they are truely missing the whole advantage of being modders: there is no distributor telling you what to do! You can be as edgy, wild, and crazy as you like :D

I could provide vurtually anything visual: Models, textures, texture sets, custom skyboxes... this could be fun!

Episodic is also key: simply releasing anything puts you a step above most other mod makers as most do not get released. Episodic releases would expedite this release.

nice!


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PostPosted: Sun Feb 25, 2007 7:14 am 
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I have several ideas, but I am not going to share them all at once. How about doing something that almost every doom 3 mod isn't, why not make a completly non-violent mod where the player is on a quest to find his way home and encounters a variety of puzzles and task sequences. I know it may seem boring to some people who live off violence, but it would be something that would be accepted by a large community and could be enjoyed by a larger group of people. It would be a good opportunity to mix both real world and fantasy settings. With settings such as a haunted castle or other strange enviroments that could be seen in a sort of riven or myst game.

I have 3 other ideas that are all completly differnt, so I'll get them sorted out and share them another time.


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PostPosted: Mon Feb 26, 2007 3:43 am 
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speakin of ideas, i have a couple, but ill just mention one,
would be cool to do a "what if" kinda story,
lets say the nazzis won ww2 (not totally illogical
IF the nazi leadership under Hitler had removed him from
power just before that idiotic twofront idea he had
about invading Soviet in 1941) and then move the timeline forward
to about 2030 or similar, Mars is still Mars etc but instead of Betruger
call the scientist something like Himmler the fourth,
Reinhard Heydrich the third or similar, you get the drift,
and then fill Mars with nazi swastika, do a couple of new
levels thats kinda were unreachable in vanilla doom
(theres doors that cannot be opened in vanilla d3,
those new maps could be reached by those doors),
all this could be a lot like RTCW i guess, but i fail to see how
THAT cannot be anything but good since RTCW pwned ; )
Imagine running around in doom 3 with a MP44,
MG42, stiefelhandgranaten and a flammenverfer hehehe
:P

If i was a scripter/modder, id def do something like this ! :lol:

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PostPosted: Mon Feb 26, 2007 4:16 am 
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a features I love from ROE and from F.E.A.R are the slow motion abbility
that And the default walk pace is to slow for action but perfect for a terror level where you expect stuff to pop out

So depending on what we want
If we want action
Definalty need to pick up the pace
if we decide on horor it can go either way

If we do the pop out of the walls trick like ID then slow for sure
But if we use enviroment and audio to do the trick we can pick up the pace and still instill terror

One of the things That was missing between this doom and the first and second was a fast pace of action --but this one definatly creates more an atmosphere

I agree on the doom3 engine to much was stripped from the q4 engine in my opinion it just dosnt look as good --maybe thats just me but I still think the original d3 looks the best

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it was bad enough imps and maggots everywhere but when that Hellknight copped a feel that was to much now I really was in hell
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PostPosted: Mon Feb 26, 2007 4:40 am 
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In my opinion, action is the only way to go, to get everyones interest, I didn't like doom 3 in some parts because it was slow and you could always expect somone to pop out of left field.


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PostPosted: Mon Feb 26, 2007 5:43 am 
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i didn't intend for this thread to critique ideas, just to post them (and perhaps more clarifying questions).

While I agree about the "Action is needed" stance, look at HL2. The action there was filler between mono logs. Yet that game still sold (honestly, i STILL don't know why).

re: jack's "non-violent" idea...

that idea DOES sound interesting (myst-like, i've had the same idea along with pbmax), the only issue I see is that the only people who would play are people who already owned D3, which is violent. Do you think people would re-install D3 for that, or perhaps, BUY a copy of D3 for that? (obviously if it's good enough). That would be a killer idea for a full-fledged game though.

Me & PBMax threw around a few ideas months ago. One I had was a game where space-sheep are invading earth & space-goats are defending it. Pretty much you can imagine how that winds up just from the sheep & goat motif. :D Lots of cloven-betrayal in there!

But that's what I like about the modular/eposidic/short story based mod idea. The whistle can be wet in different types of ideas.

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PostPosted: Mon Feb 26, 2007 2:31 pm 
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What about a Deathmatch mod with gothic, industrial, and technology based enviroments that brought in the feel of quake 3 and the looks of quake 4. With enhanced deathmatch physics and possibly tinman's bot support. So then mappers can go off and map their own ideas and no matter how different the style is, it would fit with the project, unless someone was to pull a funny and make a map of all bunnies and colors :) or something along that lines.


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PostPosted: Mon Feb 26, 2007 4:06 pm 
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i say we make a doom3 game set on earth...

// edit

if we do the short story idea we could have a chapter or level or whatever on earth


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PostPosted: Mon Feb 26, 2007 5:37 pm 
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I've organized all ideas in to the top post.

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PostPosted: Mon Feb 26, 2007 8:35 pm 
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PostPosted: Mon Feb 26, 2007 8:35 pm 
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so can we take these and mix them into one?

You could have the short stories with different combinations like jack ramsdell said about finding your way to wherever on a quest and vinnie jones' idea about its set after a what if situation.... these combos could easily be mixed... its just making them seamless that would be a challenge


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PostPosted: Mon Feb 26, 2007 8:58 pm 
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Yeah I've seen megamod discussion on the other site and it failed.

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PostPosted: Mon Feb 26, 2007 9:04 pm 
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The first time I saw the StarGate movie I thought how that could make a really good game. Stepping through the gate would transport you to any environment and situation. That takes care of continuity, or lack of it. Wasn't there someone here working on a possible SG mod?

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PostPosted: Tue Feb 27, 2007 12:56 am 
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the grammer nazi strikes again....


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PostPosted: Tue Feb 27, 2007 1:59 am 
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"you're, your
its, it's
there, their, they're"

umm shouldnt there be a "it is"
following the "its, it's" part ?

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PostPosted: Tue Feb 27, 2007 2:41 am 
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No?

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PostPosted: Tue Feb 27, 2007 3:39 am 
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Bo$bevok wrote:
so can we take these and mix them into one?


in a way. the short story idea would have to be just that: short. throwing a "big" story in there would a) take to long & b) ruin the flow. Depending on the detail, some storys would make good individual mods, some could be short mods that would fit in the multi-story idea.

Regulator wrote:
Yeah I've seen megamod discussion on the other site and it failed.


If you're referring to my short story idea & that's what you took it at I need to explain better: It's not a MEGA-mod, it's a mod that doesn't have one central theme, it's one short story after another. Not necessarily all done at once. So I didn't intend to promote an "all-inclusive" mod, but more a a collection of story's, like a collection of Sci-Fi story's. I guess the closest relation to my idea would be Doom 1, Q1 or AvP where each "episode" is different but tied together with the same main characters.

EDIT: let's put an end to this thread by the end of the week. Then no more submissions.

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