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wjbs-mods · 16 days
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yay, an trailer for Unhinged 2, done for steam next fest
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wjbs-mods · 25 days
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Uhhhhh prerendered "spinning cassette" animation for a Doom mapset I'm planning and want to make at some point, where every level has a secret "B-Side" version with a mirrored, slightly altered layout and different aesthetic and/or concept, unlocked by finding a hidden cassette and interacting with to the level exit (which uses ACS or whatever to detect whether or not the player has it in their inventory, then either sends them to the next map or uses the "secret exit" function to send them to the B-Side).
Also bonus Blender screenshot:
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wjbs-mods · 27 days
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Ok actually uhhhh here's it in context. I might fiddle with the lighting to make it darker (possibly removing the spotlight since it kinda looks bad?) and also add some decorative objects and maybe a Doomcute bench or something.
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Haven't posted in a while but uhhhhhh here's the filename of a texture I just made. All I'll say about it is that it's a modified version of the vanilla Doom exit-sign patch that says something different, and it's used in the first level of my current mapping project.
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wjbs-mods · 27 days
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Haven't posted in a while but uhhhhhh here's the filename of a texture I just made. All I'll say about it is that it's a modified version of the vanilla Doom exit-sign patch that says something different, and it's used in the first level of my current mapping project.
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wjbs-mods · 2 months
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My experience with GZDoom (so far).
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wjbs-mods · 2 months
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Turns out that I had to set the speed to -150000, and even then it looks like it might be very slightly off.
Why is it that scroll_floor and scroll_wall use different types of number to determine how fast to scroll?
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wjbs-mods · 2 months
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Like it's meant to use fixed-point numbers and I multiplied the number by 65536, which is what the ZDoom wiki says to do, but then it goes ridiculously fast and in the wrong direction. What the hell. I just want to make some simple fake scenery.
Why is it that scroll_floor and scroll_wall use different types of number to determine how fast to scroll?
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wjbs-mods · 2 months
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Why is it that scroll_floor and scroll_wall use different types of number to determine how fast to scroll?
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wjbs-mods · 2 months
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Girl help I just had another mod idea that's actually somewhat feasible D:
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wjbs-mods · 2 months
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wjbs-mods · 2 months
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Also I have some ideas that aren't on this chart because they're just like. Extremely vague concepts for things I could do. And also a few weapon/monster concepts that are just vague ideas that could be used in any of these mods.
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I've been ranking all my Doom projects by how hard they'll be to make.
I have A Thing about talking about planned projects (mostly because some stuff might be hard to deliver on) but I guess I'll summarise each concept below. Warning that I use the term "Metroidvania" like four times, so if you're someone who doesn't like that for some reason, be warned. And a lot of them are "inspired by" other things.
WJB's Custom Difficulties - a bunch of silly gimmick difficulties.
Mixtape - mapset where every level has a hidden cassette tape that, if found by the player, allows them to access a "B-side" version with a different aesthetic, a reversed layout (starting at the exit and ending at the entrance), and has a slightly altered layout.
Shuffled! - mapset where every map is based on a random song from my Spotify likes.
Endings and Possibilities - mapset inspired by the "Star Trip" mode from the 2005 Nintendo DS puzzle-game Meteos; every map has an easy and hard route, and depending on which one the player takes in each, there is a different ending.
Reversenal - every hitscan weapon is projectile-based, and the fist and chainsaw swap attack-styles.
Demonic Arsenal - replaces the entire Doom arsenal with custom, biomechanical-looking weapons based on demon attacks (e.g the rocket launcher fires Revenant missiles, the Plasma Rifle shoots a three-round burst of Arachnotron plasma, the BFG is based on the Archvile's flame attack).
Hell Frozen Over - monster and texture replacer that makes the demons and hell-textures ice-themed, with the former even having unique attacks; the Wolfenstein stuff is also changed to be Halloween themed, with the enemies all having pumpkins for heads (referencing the Game Dungeon episode on Wolfenstein 2009) and the wall textures being spookier.
Doom Throwback - a monster-replacer that essentially demakes every monster from the modern-era Doom games in the style of the '90s ones, complete with new designs that look closer to the original games' sprites.
MOOO: Absurd Warfare - extremely silly weapon-mod about a cartoony semi-anthropomorphic cow that uses things like throwing-CDs, walking missiles, and a tooth-firing sawfish as weapons.
TF2-Inspired Class Mod - class-mod inspired by the Team Fortress games, primarily TF2, with each class having a loadout of four weapons (primary, secondary, melee and super) that start with different amounts of ammunition, plus a bonus inventory item that has unlimited uses but needs to recharge after use; features 9 "main" classes that are heavily based on the Mercs (Scout, Security, Pyro, Demolitionist, Heavy, Engineer, Scientist, Tracker and Agent), as well as 9 "bonus" classes that are either original (Demonologist, Brawler, Gambler, Pilot), references to the Doom franchise (Combat Frame, Sentinel, Marine), or based on/inspired by other media (Ranger, Specimen).
Hard Reset-inspired mod - weapon-mod inspired by the game Hard Reset; rather than the player picking up weapons as they progress, they start with two weapons (a hitscan SMG and a projectile-based plasma gun) and can use points to unlock alternate firemodes that function as extra weapons.
Plastic Beach: the Unofficial Mapset - a 16-map mapset based on Plastic Beach by Gorillaz, with each track inspiring a map.
Spirit Phone: the Unofficial Mapset - a 26-map (13 main and 13 secret) mapset based on Spirit Phone by Lemon Demon, with each track inspiring a map (with As Your Father I Expressly Forbid It and I Earn My Life being one map that's split into two sections with an autosave and music-change script in the middle).
B-Movie Mod - total-conversion mod inspired by '50s sci-fi B-movies, complete with ROTT-style actor-photo sprites, cheesy FMV cutscenes, and props that are clearly random junk stuck together.
Doom: The Inferno - 9-map mapset with custom enemies, based on the ordering (but not actual theming) of the layers of Hell in the Inferno; each layer has a unique variant of an existing Doom monster (e.g gluttony Cacodemons that bite the player).
Dual-World Mapset - every map has a "dark world" version with different textures and alternate versions of every monster (including barrels!) with different attacks and stats; the player has to go to the dark world to find switches that do things in the normal world.
Halls of Jupiter - pastiche of "DOS Trash" like Corridor 7 or Island Peril, but like actually good.
UAC Microbot Co-Operation Testing Initiative - a brand new crossover with Pikmin and Doom Pikmin-style "command a swarm of creatures" thing with a Portal-inspired aesthetic and sense of humour; the player is a UAC-built robot that commands an army of smaller microbots to fight (comparatively) giant demons and solve puzzles.
Griefbreaker - Deltarune-inspired episodic TC about entering peoples' minds to fight antagonists based on the stages of grief.
Hellshock - "Shocklike" set in the Doom universe, specifically on a UAC space-station that's been pulled into Hell.
Six Chambers of Chaos - a repurposing of an old game idea I had; a first-person shooter where every weapon, including melee, is a six-chamber revolver with each shot having a random effect (the melee doesn't use ammunition but still does this).
The Enceladus Incident - really complex story-driven mod about an agent being sent to a UAC colony on Saturn's moon of Enceladus to steal a superweapon, but ending up stranded there when the demons invade.
UAC: Project N.E.O.N - basically Hotline Miami but it's set in the Doom universe and first-person rather than top-down.
Atomwalker - atompunk mech-game set in an alternate 1950s England; it takes some inspiration from Shogo: Mobile Armoured Division (being an FPS where you play as a mech and mostly fight other mechs) and Brigador (there are human enemies that mostly exist to be a minor annoyance, as well as passive human NPCs that the player can optionally - and most likely accidentally - kill).
Brutalist SOMA - combat-free horror/puzzle mod heavily inspired by the atmosphere of SOMA, but set in a brutalist research facility in the jungle.
Doom-Life - Doom remade with the narrative, gameplay and structural style of the first Half-Life; it also includes things like friendly NPCs, overhauls of the Cyberdemon and Spider Mastermind to make them function more interestingly (the former can only be killed by explosives or certain setpieces like the Gargantua, while the latter has a proper boss-fight that includes several phases and a chase through the streets of Dis), and a few new weapons and enemies.
Federation of Fear - this.
ICHOR - Blood spiritual-successor, but it's set in the 1960s rather than the 1920s, and rather than Victorian-era gothic horror it's based on sci-fi horror (specifically alien-based examples like Alien, The Thing, and Attack The Block).
Mechaniacal - fast-paced atmospheric mod about a treasure-hunter entering a vast, ancient industrial megastructure filled with killer robots.
Bionicle: Legend of the Toa Khera - Bionicle Heroes DS spiritual successor featuring a secondary-element Toa team.
Untitled Princess Mod - first-person platformer with a Mega Man-style nonlinear progression system, mild (and optional) Metroidvania elements, and a Mario-inspired aesthetic and artstyle.
Doom From the Deep - another "shocklike", this time set in an underwater UAC biological research facility; the player has Bioshock-style body-horror superpowers that can be activated with alt-fire.
Starminer - another retool of an old game concept; a Metroidvania about space-mining, where you go to various planets with themes ranging from normal things like "magma", "ice", and "ocean", to more outlandish stuff like "food", "toys", and "digital", unlocking new mining tools and finding rare minerals and valuable treasure.
Voidlunch - wacky first-person adventure-game about an alien trying to make lunch.
Dieselpunk Bloodborne - first-person Soulsborne with a dieselpunk aesthetic and also it's like really Bloodborne-inspired, but with giant body-horror cyborgs instead of werewolves and evil AIs instead of cosmic horrors.
Surreal Strifelike/Metroidvania - Strife-style open-world RPG but it has Metroidvania elements and a surreal aesthetic somewhat inspired by the Zeno Clash series.
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wjbs-mods · 2 months
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I've been ranking all my Doom projects by how hard they'll be to make.
I have A Thing about talking about planned projects (mostly because some stuff might be hard to deliver on) but I guess I'll summarise each concept below. Warning that I use the term "Metroidvania" like four times, so if you're someone who doesn't like that for some reason, be warned. And a lot of them are "inspired by" other things.
WJB's Custom Difficulties - a bunch of silly gimmick difficulties.
Mixtape - mapset where every level has a hidden cassette tape that, if found by the player, allows them to access a "B-side" version with a different aesthetic, a reversed layout (starting at the exit and ending at the entrance), and has a slightly altered layout.
Shuffled! - mapset where every map is based on a random song from my Spotify likes.
Endings and Possibilities - mapset inspired by the "Star Trip" mode from the 2005 Nintendo DS puzzle-game Meteos; every map has an easy and hard route, and depending on which one the player takes in each, there is a different ending.
Reversenal - every hitscan weapon is projectile-based, and the fist and chainsaw swap attack-styles.
Demonic Arsenal - replaces the entire Doom arsenal with custom, biomechanical-looking weapons based on demon attacks (e.g the rocket launcher fires Revenant missiles, the Plasma Rifle shoots a three-round burst of Arachnotron plasma, the BFG is based on the Archvile's flame attack).
Hell Frozen Over - monster and texture replacer that makes the demons and hell-textures ice-themed, with the former even having unique attacks; the Wolfenstein stuff is also changed to be Halloween themed, with the enemies all having pumpkins for heads (referencing the Game Dungeon episode on Wolfenstein 2009) and the wall textures being spookier.
Doom Throwback - a monster-replacer that essentially demakes every monster from the modern-era Doom games in the style of the '90s ones, complete with new designs that look closer to the original games' sprites.
MOOO: Absurd Warfare - extremely silly weapon-mod about a cartoony semi-anthropomorphic cow that uses things like throwing-CDs, walking missiles, and a tooth-firing sawfish as weapons.
TF2-Inspired Class Mod - class-mod inspired by the Team Fortress games, primarily TF2, with each class having a loadout of four weapons (primary, secondary, melee and super) that start with different amounts of ammunition, plus a bonus inventory item that has unlimited uses but needs to recharge after use; features 9 "main" classes that are heavily based on the Mercs (Scout, Security, Pyro, Demolitionist, Heavy, Engineer, Scientist, Tracker and Agent), as well as 9 "bonus" classes that are either original (Demonologist, Brawler, Gambler, Pilot), references to the Doom franchise (Combat Frame, Sentinel, Marine), or based on/inspired by other media (Ranger, Specimen).
Hard Reset-inspired mod - weapon-mod inspired by the game Hard Reset; rather than the player picking up weapons as they progress, they start with two weapons (a hitscan SMG and a projectile-based plasma gun) and can use points to unlock alternate firemodes that function as extra weapons.
Plastic Beach: the Unofficial Mapset - a 16-map mapset based on Plastic Beach by Gorillaz, with each track inspiring a map.
Spirit Phone: the Unofficial Mapset - a 26-map (13 main and 13 secret) mapset based on Spirit Phone by Lemon Demon, with each track inspiring a map (with As Your Father I Expressly Forbid It and I Earn My Life being one map that's split into two sections with an autosave and music-change script in the middle).
B-Movie Mod - total-conversion mod inspired by '50s sci-fi B-movies, complete with ROTT-style actor-photo sprites, cheesy FMV cutscenes, and props that are clearly random junk stuck together.
Doom: The Inferno - 9-map mapset with custom enemies, based on the ordering (but not actual theming) of the layers of Hell in the Inferno; each layer has a unique variant of an existing Doom monster (e.g gluttony Cacodemons that bite the player).
Dual-World Mapset - every map has a "dark world" version with different textures and alternate versions of every monster (including barrels!) with different attacks and stats; the player has to go to the dark world to find switches that do things in the normal world.
Halls of Jupiter - pastiche of "DOS Trash" like Corridor 7 or Island Peril, but like actually good.
UAC Microbot Co-Operation Testing Initiative - a brand new crossover with Pikmin and Doom Pikmin-style "command a swarm of creatures" thing with a Portal-inspired aesthetic and sense of humour; the player is a UAC-built robot that commands an army of smaller microbots to fight (comparatively) giant demons and solve puzzles.
Griefbreaker - Deltarune-inspired episodic TC about entering peoples' minds to fight antagonists based on the stages of grief.
Hellshock - "Shocklike" set in the Doom universe, specifically on a UAC space-station that's been pulled into Hell.
Six Chambers of Chaos - a repurposing of an old game idea I had; a first-person shooter where every weapon, including melee, is a six-chamber revolver with each shot having a random effect (the melee doesn't use ammunition but still does this).
The Enceladus Incident - really complex story-driven mod about an agent being sent to a UAC colony on Saturn's moon of Enceladus to steal a superweapon, but ending up stranded there when the demons invade.
UAC: Project N.E.O.N - basically Hotline Miami but it's set in the Doom universe and first-person rather than top-down.
Atomwalker - atompunk mech-game set in an alternate 1950s England; it takes some inspiration from Shogo: Mobile Armoured Division (being an FPS where you play as a mech and mostly fight other mechs) and Brigador (there are human enemies that mostly exist to be a minor annoyance, as well as passive human NPCs that the player can optionally - and most likely accidentally - kill).
Brutalist SOMA - combat-free horror/puzzle mod heavily inspired by the atmosphere of SOMA, but set in a brutalist research facility in the jungle.
Doom-Life - Doom remade with the narrative, gameplay and structural style of the first Half-Life; it also includes things like friendly NPCs, overhauls of the Cyberdemon and Spider Mastermind to make them function more interestingly (the former can only be killed by explosives or certain setpieces like the Gargantua, while the latter has a proper boss-fight that includes several phases and a chase through the streets of Dis), and a few new weapons and enemies.
Federation of Fear - this.
ICHOR - Blood spiritual-successor, but it's set in the 1960s rather than the 1920s, and rather than Victorian-era gothic horror it's based on sci-fi horror (specifically alien-based examples like Alien, The Thing, and Attack The Block).
Mechaniacal - fast-paced atmospheric mod about a treasure-hunter entering a vast, ancient industrial megastructure filled with killer robots.
Bionicle: Legend of the Toa Khera - Bionicle Heroes DS spiritual successor featuring a secondary-element Toa team.
Untitled Princess Mod - first-person platformer with a Mega Man-style nonlinear progression system, mild (and optional) Metroidvania elements, and a Mario-inspired aesthetic and artstyle.
Doom From the Deep - another "shocklike", this time set in an underwater UAC biological research facility; the player has Bioshock-style body-horror superpowers that can be activated with alt-fire.
Starminer - another retool of an old game concept; a Metroidvania about space-mining, where you go to various planets with themes ranging from normal things like "magma", "ice", and "ocean", to more outlandish stuff like "food", "toys", and "digital", unlocking new mining tools and finding rare minerals and valuable treasure.
Voidlunch - wacky first-person adventure-game about an alien trying to make lunch.
Dieselpunk Bloodborne - first-person Soulsborne with a dieselpunk aesthetic and also it's like really Bloodborne-inspired, but with giant body-horror cyborgs instead of werewolves and evil AIs instead of cosmic horrors.
Surreal Strifelike/Metroidvania - Strife-style open-world RPG but it has Metroidvania elements and a surreal aesthetic somewhat inspired by the Zeno Clash series.
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wjbs-mods · 2 months
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A Doom mod idea I just came up with that I think would be fun to make when I get better at ZScript and stuff is like. A co-op Hero Shooter based around the Federation of Fear from Bionicle, more specifically my idea for a "new" FoF formed after the destruction of the GSR.
So like each member is a playable class with a unique set of weapons/abilities, and I guess the roster would be three of the canon surviving members (probably Roodaka, Lariska and Vezon) and three new ones (probably Tuma, Gavla and Prototype), with the antagonists being G1-ified versions of the Skull Army from Bionicle G2.
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wjbs-mods · 3 months
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See the thing is I want to add a few extra classes to the mod, but A. there's currently a perfect ratio of main to bonus, B. I don't really have many other ideas, and C. there's a chance I might not even include the bonus classes.
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wjbs-mods · 3 months
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Changed the URL!
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wjbs-mods · 3 months
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Like my overall concepts for the HUD designs are:
every "main" class (except the Agent); Demonologist; Brawler - angular metallic panels that cover the bottom (and some of the top) of the screen, with the health/armour and ammo/ability displays being small LCD-like screens on the leftmost and rightmost panels respectively. The middle panel has a UAC logo on it, above the class's unique icon. The Brawler's has a UAC prison logo instead, while the Demonologist's has demonic runes scrawled on the corners.
Agent - has a sleeker, more futuristic look (though it still follows the same overall design), and the UAC logo is replaced with one for the company he works for.
Gambler - themed around poker tables, and has a roulette wheel where the UAC logo would be.
Combat frame - has a diegetic hologram display thing hovering over its left hand, which is held out like this.
Ranger - a recreation of the Quake HUD.
Marine - literally just the default Doom HUD.
Pilot - her mech's diegetic HUD, with a control console at the bottom.
Sentinel - inspired by the Maykr aesthetic from Doom Eternal.
Specimen - more abstract, with demonic runes representing each value.
Because I accidentally had way too much sleep yesterday, I actually started doing the placeholder sprites for the first demo video only a few hours ago. So far I've done the Scout's SMG, Crowbar, BFG-9001 Micro, and Blast Grenades (including some effects for when they're pushing an enemy), and I might do some face-sprites, though I probably won't since they won't be visible due to how GZDoom handles displaying inventory items (and I'm considering overhauling the HUD anyway and maybe giving each class their own unique variants, with most of them having basic modifications of the same overall design, but with some looking completely different e.g the Agent, Pilot and Specimen))
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wjbs-mods · 3 months
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Because I accidentally had way too much sleep yesterday, I actually started doing the placeholder sprites for the first demo video only a few hours ago. So far I've done the Scout's SMG, Crowbar, BFG-9001 Micro, and Blast Grenades (including some effects for when they're pushing an enemy), and I might do some face-sprites, though I probably won't since they won't be visible due to how GZDoom handles displaying inventory items (and I'm considering overhauling the HUD anyway and maybe giving each class their own unique variants, with most of them having basic modifications of the same overall design, but with some looking completely different e.g the Agent, Pilot and Specimen))
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