Chex Quest Fan Forums

Chex Quest => Modding => Topic started by: Nomekop on June 29, 2016, 01:05:43 PM

Title: General Chex Quest Mod Concept Thread
Post by: Nomekop on June 29, 2016, 01:05:43 PM
Hey, I decided to make this thread because a bunch of people have mod concepts all the time, and don't have any work to show for them, and I figured instead of clogging the forum with topics for all of them, we could have a singular thread for all of this chaos. This topic works somewhat similarly to the Project concept thread on the ZDoom forums, so here we go.

Anyway to start out, an idea that has been on my mind for a great deal of time is an IWAD that replaces the doom textures, enemies, and other graphics with chex quest ified versions, for usage with Doom PWADs in a way similar to how Freedoom functions. Infact, why not use freedoom as a basis for this conversion? This might be able to go with a vanilla doom compatabile version of Chex Quest 3, removing all the slopes and splitting the levels in ways to fill out the episodes. The only issue that may arise is the fact that Chex Quest uses textures that don't have equivalents in Doom, and would not be a part of the pack? Then again, considering how Pwads could merely replace our extra textures, that isn't as big of a problem as presented, although it may break those levels when outside of the range of the PWAD.
Title: Re: General Chex Quest Mod Concept Thread
Post by: Awesomedude249 on June 29, 2016, 02:21:57 PM
Anyway to start out, an idea that has been on my mind for a great deal of time is an IWAD that replaces the doom textures, enemies, and other graphics with chex quest ified versions, for usage with Doom PWADs in a way similar to how Freedoom functions. Infact, why not use freedoom as a basis for this conversion? This might be able to go with a vanilla doom compatabile version of Chex Quest 3, removing all the slopes and splitting the levels in ways to fill out the episodes. The only issue that may arise is the fact that Chex Quest uses textures that don't have equivalents in Doom, and would not be a part of the pack? Then again, considering how Pwads could merely replace our extra textures, that isn't as big of a problem as presented, although it may break those levels when outside of the range of the PWAD.
I'm too lazy to pull up the topic(s), but that concept has been discussed many times on this forum :P
Title: Re: General Chex Quest Mod Concept Thread
Post by: Nomekop on June 29, 2016, 07:30:17 PM
Ehh, fair enough.

Another thought that has been on my mind is trying to figure out a way around the error with the skins in multiplayer from the color changing, which might be potentially changed by using a player class that inherits from playerpawn instead of doomplayer, or perhaps using TEXTURE lumps to make the frames for the player only change the underlaying color, where the slime could be overlayed, but I am unsure as to if TEXTURE lumps could be used to create sprites for player usage, and if you could make an individual piece change instead of the whole.
Title: Re: General Chex Quest Mod Concept Thread
Post by: 75 on June 29, 2016, 09:10:07 PM
You're probably aware of this already but in Chex 3 Chukker got around the "green slime" problem for skins by recoloring the player's pants to blue.

If you're looking to make it so that you can actually use skins in multiplayer (i.e., not skin classes like what I did in Chex Pack), I just want to make sure you've seen this bug report: http://forum.zdoom.org/viewtopic.php?f=2&t=29782&p=565332&hilit=skin+chex#p565332

Excerpt:

Quote
The only combinations that [make the skins] work are:

Playing using a Doom IWAD, using the Doom color range, and inheriting from Doom player [i.e., have green pants and run into the slime issue]

or

Playing using heretic.wad, using the Heretic Color range, and inheriting from Hereticplayer

So, the IWAD, color range, and inherited class must all be from the same game.

Every other combination of IWAD, color range, and inheritance will cause the only skin to be "base"


I don't think inheriting from playerpawn or TEXTURES would help you with this, but it might be worth a try. Let me know if I can help, I'm interested to see if there's another way around this bug.


EDIT: Regarding Chexified Doom IWAD:

Here's the attempts I know of:

1. Manny Cav's "The New Chex Quest 2": As far as I know that turned into Slimeinator's IWAD, which you can get here http://ifocserv.net/ftp/Random/TNCQ.wad (I renamed it to TNCQ to avoid naming conflicts with Doom2.wad)

In TNCQ.wad all of the sprites/sounds/etc. are replaced with chex assets, but the maps are all straight from Doom 2 so it looks quite ugly.

2. The Slimeinator's  "The New Chex Quest: Generation 2" : The links are all dead, I can't remember how many maps he had http://www.chexquest.org/index.php?topic=1236.0


A true Doom 2 TC would be awesome, but I strongly suggest that modders start out with one five map episode, sort of the same thing I said in the 20th anniversary mod topic:

http://www.chexquest.org/index.php?topic=5299.msg195351#msg195351



EDIT 2: Also, regarding a "vanilla doom compatible" chex 3, remember that there's some rather unpleasant side effects of not using zDoom for a chex mod, I went through a few here : http://www.chexquest.org/index.php?topic=5299.msg195364#msg195364

Quote
Here's the restrictions I know of, in case you don't know what the other formats support.

If you're going for Boom compatibility,

- No ACS, no DECORATE, no high res textures (Chex 3 has one high res flat that I know about)

- You can no longer stop infighting with projectile enemies, you'll have to make sure BWAs (and Super Cyclopti and Quadrumpi if you're doing them) don't ever catch other enemies in their line of sight.

- Don't forget the dehacked patch to change the flemoids from hitscan enemies to melee enemies, and you'll have to do some dehackery to prevent the bipedici from dropping large zorchers and the commoni from dropping minizorch recharges.

- The super cycloptis, maximus, and flem mine won't be hard to do if you're careful with your sprites, but if you want the Quadrumpus you'll have to do some minor DeHacked.

- You might want to check that Boom even recognizes chex.wad / your iwad as an IWAD, if it doesn't you might have to trick it somehow into thinking it's a doom iwad.

- No slopes in maps, no hexen format. The most advanced format you can use is Boom format.

- You're probably going to have to make at least an 8 map episode now because I really doubt that Boom knows to stop and display a screen at the end of E1M5

- No .png images, there's a couple .pngs in chex3.wad

If you're going for Vanilla Chex.exe compatibility:

All of the restrictions above, plus:

- Lots of Dehacked sprite renaming

- You might run into medusa crashes with the Chex 3 textures? Some chex 3 textures aren't power of two and IIRC vanilla doom doesn't like that (**paging Dr. Boingo to the thread**)

- Don't forget to make sure the new midis in Chex 3 still sound good in .mus format

- Convert all chex 3 sounds to doom sound format


hope that helps. I would really like to see a vanilla doom or boom compatible megawad, but zDoom is the easiest engine to work with in Chex.

The Chex 3 (zDoom) monster behavior is already done, if you do it in Boom, or Vanilla Doom, in order to get the Chex 3 monsters in vanilla doom, you'll have to write some custom Dehacked, and even then the result won't be as good as what it would have been if you just used chex3.wad.

Title: Re: General Chex Quest Mod Concept Thread
Post by: Nomekop on July 01, 2016, 06:09:58 PM
I threw together a small wad that replaces doom sprites with the duplicates of their same name in chex3.wad, if the version matched the original sprite enough. (Lamp to Slime Flow? no thank you.)

After playing it for a bit, I began to think of what "clone" flemoids should be distributed to, as having multiple replacements for Demons and Imps is rather absurd.

Stridicus - Probably replace the Revenant, considering the high speed of both, as well as its stature, since it is far taller than the original demons.
Cyclopus - Either the Chaingunner or the Aracnotron. Honestly, the Chaingunner fits more on a balancing basis than the other, as it should still be weaker than the Super Cyclopus, so thats that.
Larva - And that leaves the Larva to replace the pinky demon, as there are not any other enemies to replace that it would fit. Plus, it kinda fits considering Freedoom's version of the Pinky.

Quadrumpus - Either the Chaingunner or Mancubus, and considering that the Chaingunner is probably going to be taken by the Cyclopus, as well as its orignal trait to throw slime balls around, it fits over the Mancubus.
Bipedius with Armor - Imp. Obviously thats not changing.
Flembrane - ahahaha no.
Maximus - Obviously the best Baron/Hell Knight replacement. should go with the latter, as an upgraded Maximus may be nice.

Of course, that leaves the remaining enemies to replace.

Baron of Hell - probably a Maximus with Armor.
Arachnotron - I think that a replacement for this has actually already been made, and is used in a few mods... can't remember off the top of my head who made it though. I'm thinking Strife, but I could be wrong.
Arch-vile - Probably enough enemy concepts that could fit this.
Pain Elemental - Same deal as above.
Icon of Sin - Probably should have the textures replaced with some sort of giant Flembrane... with anti zorch shielding, except for the area that would be the brain, which should be the center of some sort of mounted mechanical rig that summons flemoids with inter-dimentional rifts. Whaleware is final boss.

And that's all of them.

Right?

Oh yeah, these guys.

SS Grunts: Probably Brand X employees, or maybe some flemoids using incredibly bizarre weaponry. Supplied by Brand X.
Commander Keen: A giant flemoid egg hanging from the ceiling from a strand of slime. Just zorch it before it hatches.
Title: Re: General Chex Quest Mod Concept Thread
Post by: TrueDude on July 01, 2016, 08:59:13 PM
I've made Ann Arachnotron replacement using modified Strife sprites, you may be thinking of that.
Title: Re: General Chex Quest Mod Concept Thread
Post by: Nomekop on July 01, 2016, 09:30:59 PM
Ah yes, that would be it, TrueDude.

Mind if I throw them into my patch? They are of rather high quality, after all.
Title: Re: General Chex Quest Mod Concept Thread
Post by: TrueDude on July 02, 2016, 12:32:16 AM
Sure thing, anyone can use them for whatever.
Title: Re: General Chex Quest Mod Concept Thread
Post by: noob1234 on July 02, 2016, 03:01:42 AM
Lost souls? Would you just use Boingo's gyro?
Title: Re: General Chex Quest Mod Concept Thread
Post by: Nomekop on July 02, 2016, 11:45:11 AM
Flem Mines just make more sense, especially when you bring Pain Elementals into the question.
Title: Re: General Chex Quest Mod Concept Thread
Post by: Boingo the Clown on July 02, 2016, 12:49:14 PM
Lost souls? Would you just use Boingo's gyro?

I know I have said this dozens of times, but I am going to go back and finish the gyro some day.
Title: Re: General Chex Quest Mod Concept Thread
Post by: TrueDude on July 02, 2016, 11:40:27 PM
Lost souls? Would you just use Boingo's gyro?

I know I have said this dozens of times, but I am going to go back and finish the gyro some day.

If I remember correctly Chex Pack has its own completed version.
Title: Re: General Chex Quest Mod Concept Thread
Post by: 75 on July 03, 2016, 11:06:40 AM
Lost souls? Would you just use Boingo's gyro?

I know I have said this dozens of times, but I am going to go back and finish the gyro some day.

If I remember correctly Chex Pack has its own completed version.

Yeah, I made a working Gyro. I based on something Boingo made, added in TrueDude's propeller, and added my own "death" sprites.  I forgot if I did the pain sprites too.

http://www.youtube.com/watch?v=acKDdpdFfhU

Note: If anybody wants to use my sprite edits you're more than welcome to.
Title: Re: General Chex Quest Mod Concept Thread
Post by: Nomekop on July 05, 2016, 12:27:15 PM
Actually, if anyone has any textures and objects that they would like to share, that would be great.

Really though, submitting it to Boingo's Resource (http://www.chexquest.org/index.php?topic=5339.0) would probably be more of a help, as then I might be able to reuse those based upon the permissions provided.
Title: Re: General Chex Quest Mod Concept Thread
Post by: 75 on July 05, 2016, 07:20:26 PM
Anything I made for Chex Pack is free to use in any Chex mod, credit would be nice but if you forget it's not a huge deal.

If you need help finding where my textures/sprites/etc are let me know, unfortunately I don't have time to split it out into texture packs and sprite sheets right now.
Title: Re: General Chex Quest Mod Concept Thread
Post by: Nomekop on July 10, 2016, 02:32:20 PM
So, I had a brief concept for a survival style gametype: Everyone has one life, but they can be healed and revived by other people zorching the slime off of them.

I'm not entirely sure how well it would work out, but it would be interesting as a test at the very least.
Title: Re: General Chex Quest Mod Concept Thread
Post by: MajorSlime on July 10, 2016, 03:02:03 PM
I was working on a system like that for the Extreme Survival maps I was making a while ago. Sadly, those fell into the dust.
Title: Re: General Chex Quest Mod Concept Thread
Post by: Boingo the Clown on July 10, 2016, 05:12:00 PM
I have suggested this numerous times before, but I will suggest it again.

Perhaps a game withenemies other than flemoids, but still having some kind of connection to breakfast, would be something worth trying.
Title: Re: General Chex Quest Mod Concept Thread
Post by: Nomekop on July 10, 2016, 10:18:51 PM
Less of a mod concept, but more of enemy concepts: What would the two Cycloptis without armor look like? Likewise, giving flemoids variants with armor could help fill out some enemy slots. Food for thought.
Title: Re: General Chex Quest Mod Concept Thread
Post by: xbolt on July 10, 2016, 11:13:25 PM
I always pictured an armorless Cycloptis as just a blob.
Title: Re: General Chex Quest Mod Concept Thread
Post by: Boingo the Clown on July 10, 2016, 11:36:12 PM
Nah.  That's just me.
Title: Re: General Chex Quest Mod Concept Thread
Post by: darkstone on July 11, 2016, 05:45:21 AM
Mod idea: I finally do all the things I planned on doing and even mentioned in some edits to the wiki.
-_-
Title: Re: General Chex Quest Mod Concept Thread
Post by: Nomekop on August 11, 2016, 01:21:42 PM
More of a weapon concept than anything else, but...

"The AEZ, or Ambient Energy Zorcher, collects zorch energy from the general environment, allowing for a squad member to take down flemoids regardless of the amount of zorch cartridges they have on their person. Teleporter usage will cause this device to charge at a far faster rate, due to that having the effect of adding to the ambient energy in the general area, although said zorch energy tends to dissipate fairly quickly normally."

Basically a zorcher that regenerates its ammo slowly over time, while getting a boost to its charge if a teleporter is used nearby. Probably would be fairly powerful against Archvile Equivalents, as those would probably be turned into Summoners that use Purple Zorch to summon flemoids.
Title: Re: General Chex Quest Mod Concept Thread
Post by: Ether Bot on November 09, 2016, 06:14:55 AM
It'd be cool if somebody made some kind of epic Doom/Chex Quest Crossover level. I don't just mean having flemoids replace demons, I mean go all out. Have Chex Quest Style levels melt into Doom style levels. Have the flemoids and demons start out in their respective level bits and then, by the end of it, be fighting alongside eachother. Some real, messed up, teleporter accident style level that embraces both the wacky and inherently absurd concept of breakfast warriors AND the dark colorful and gritty concept of demons in space. But combined. In one level.

And call it something objectively stupid like "Chex Doom: The Chexoning"
Title: Re: General Chex Quest Mod Concept Thread
Post by: Ether Bot on November 27, 2016, 11:28:58 AM
A "Best of Chex Quest Mods" pack that takes levels and setpeices from various fan projects into one episode.

And call it "Chex Mix"