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Zdoom Althud Revamp

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Description

Yes, I play id tech 1 games. This is my proposal for a revamp for the "alternative HUD" option that comes with the zDoom family of ports. An explanation of a few things:
  • "Health status" means your amount of health: Health bonus at 1-9%, stimpack at 10-24%, medikit at 25-100%, & soul sphere at 101% & above
  • "Armor status" is in the vanilla alternative HUD. It shows the icon as an armor bonus if the only armor the player picked up at all (or since last running out of armor) is armor bonuses, a green vest if you're currently using that, & a mega-armor if you're currently using that.
  • The "active/inactive" icon uses the inventory to show what weapon & relevant info set is active by showing an icon that changes color: the icon is on the left is green for the weapon if its remaining ammo (both clip & reserve pool, including different fire modes having different clips & separate reserves) is above 50%, yellow for remaining ammo being from 25% to 50%, & red for remaining ammo being below 50%. The icon on the left is white for your active weapon & its reserve pool, black for inactive weapons & their reserve pools, purple for ammo-consuming weapons in your inventory with no ammo left in either the reserve pool or (if applicable) the clip, & gray for reserve pools of weapons you don't have yet (obviously, weapons that you don't have yet don't show in the HUD). Same goes for manually activated items.
  • The magazine counters will be incorporated into the weapon stats display if a mod uses a reload mechanic
  • The "weapon stats" & "Automap preview" are homages to the Alpha versions of the games
  • The weapon stats display only shows stats/icons for weapons you have in your inventory
  • Not shown: The stats display shows the weapon's slot number Between the "active indicators" & the weapon's icon.
  • The "coordinates" & "time" sections can now show all the categories for those values
  • The clip counters only show up if you're playing a WAD/mod that has reloadable weapons.
  • The Ammo counters only have the numbers, not the text specifying what the numbers are for. That text is just there in this mockup so you know what those numbers in the ammo section mean.
  • The ammo icons are now to the right of the counters, meaning you don't have to worry about the icons getting in the way if a mod increases the carrying capacity for a particular ammo type.
  • The row of powerup icons under the "health/armor/player face" thing is supposed to be for games that don't let you store powerups for later use. It only shows what you're currently under the effect of. Think about how the powerup mechanic (& corresponding section of the HUD) works in Quake 1 & its mission packs & you have the right idea for why those icons are there.
  • There might be some other stuff (namely a tracker for the speed you're currently moving at, a tracker for your most recent average speed, a "locational name tag" in the automap preview, a compass, & a radar)
  • If playing with the proposed custom HUD, the whole HUD should still be visible when looking at the automap. Also, (in regards to the HUD layout & having the automap on/off) the HUD element arrangement stays the same.
  • The original Alternative HUD doesn't include the player face from the vanilla status bar.
  • I'd like to implement features to scale it so it can fit the user's screen resolution, in much the same way Zandronum scales HUD text.
  • My main motivation here was emulating the ZDoom Alternative HUD, while fixing some of its limitations.
  • This is also a concept for an option in Doom Reborn, a free, fan-made remake of the entire Classic Doom series (The Ultimate Doom, Doom II: Hell on Earth with Master Levels for Doom II & No Rest For The Living included, Final Doom, & Doom: The Absolution 64) on the Doom 3 engine, id tech 4. It's currently in the process of becoming standalone.
  • All content is copyrighted to their respective owners
So long, folks!
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Comments14
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SpaceVoidStudios's avatar
Interesting concept. Will take a look at the description afterwards (most likely tomorrow) and give my thoughts on the idea.