After having worked on SEED for a number of months, I've realized my current experience is still insufficient to make it to the quality I would like - mainly lying with my inability to draw the textures, design the buildings, and to make the many anime-ish portraits and comic-like slide show I require. That said, I will revitalize DE in order to complete what I've already begun (to a degree) and gain additional experience.
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Latest Beta
http://files.drdteam.org/index.php/file ... eta63c.zip
NOTE: Episode 2 is missing the secret map. E2M2-3 has a few sound bugs, but nothing that will alter the game. Maps E2M5-8 is also very old.
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That said, Episode will be severely nerfed from its original splendor, as I cannot see how that is feasible given my current time frame. The multi-hub format will instead be replaced with the linear-progression format of Doom, and the monsters mixed into 1 linear game progression rather than held in their own Planes. This will accompany the massive cuts of monsters and many gameplay aspects I wanted. All these changes are necessary to make EP3 feasible as a one-man project. Should time and experience allow in the future, I will certainly make an attempt make Ep3 in its full intended form. Below are a list of major changes to DE, mostly regarding the Episode 3.
CHANGES:
*Episode 3 will now be renamed to "City of the Damned". It is thus, built around a large hellish city. Some old aspects of old EP3 will be incorporated in to this new design. Hades Spire, for example, will become a middle-map with the Overlord as the semi-boss (gonna get beefed up a bit).
*List of new levels: (subject to change).
-Mouth of Hell.
-Outer Dens.
-The Pit.
-Hades Spire.
-Upper Echelons.
-Inner Sanctums.
-The Citadel.
-The Throne.
-Sewers (secret).
*All other boss monsters are scrapped, with exception of the final boss. I have no means to produce Dracolich, Tarasque, or Pitlord. The Stygian Queen only has half a rotation finished. And although I can certainly finish it with no 3D modeling, its too time consuming and will not be made.
*Many of the monsters will be completely scrapped. Instead of listing the 50 or so monster I've thrown away, below is the cast of monster that will be used.
-Basic Trooper: Nightshade/Hellion/Watcher
-Melee: Wraith (moved from Ep2)/Hades Orb/Nightmare/Spriggan
-Flyer: Inferno/Wicked/Harpy (new)
-Grunt: Myrmidon (new) /Wicked (remade)
-Annoying: Archvile/Guru (new)
-Elite: Hierophant/Archon of Hell/Overseer
-Mid-Boss: Overlord
-Boss: Matriarch
*Ep3 Monster Changes and new additions:
-The Fallen is no longer a generic flyer. The new sprites will be much larger and more menacing to reflect it's new role. Its attacks will be greatly boosted.
-Harpy: A more evil demonic looking lost soul that is completely molten (like the Fallen) with burning wings instead of a ball of fire. Similar attack to LS but faster and
more aggressive (seeking charge attack). Spawns from Fallen (like the PE).
-Both the Hellion and Wicked will have new or update sprites (started the hellion a long time ago), as well as a melee attack animation.
-Myrmidon: A faster heavier hitting Hellknight-like monster.
-Guru: formerly the "Corrupter". Boosters monster damage, speed, or health for limited time; summons lower monsters.
*Episode 3 weapons are now restricted to the same 4 hell ammo types as before. That said, some of the weapons will be removed and reincorporated. There will only be 6 weapons, but most will have an alternate firing mode. This cuts off on the number of weapons I need to sprite. Alternate modes are unlocked with additional pickups (varies for each weapon)
-Vorpal Blade: Same behavior - starting weapon.
-BloodWyrm: Rapid medium-range spraying weapon. Alt: Homing explosive. (1 alt-pieces).
-Shard-thrower: Dual-wield Semi-fast weapon; fires impaling projectiles that split into damage shards over distance. Alt: Damaging bone-wall (2 alt-pieces)
-Incinerator: Short-range spray AOE weapon. Alt: Explosive grenade-like projectiles. (3 alt-pieces)
-Doombringer: Rail-gun like beam weapon. Alt: Intensifying rapid-beam, causes slain enemies to explode. (4-alt-pieces)
-Hellstorm: Uses no ammo (5-shot limit, regenerates). Fires sticky electric ball (kill large enemies, get ammo) Alt: giant annihilation sphere.
*New Power-ups:
-Avarisphere: Doubles you hell-ammo capacity like the backpack. Gonna need it for Episode 3's later maps.
*Episode 2 will go through some heavy revising. In additional to the 2 maps that is yet to be completed, some monsters will be scrapped/altered. Some maps will be remade completely.
-Deathknight will be removed from the game. Its behavior is too BS to make it a viable monster. It will probably be replaced by 2 boss-level enemies (see
below).
-Hellduke: Hellforge version of the Cyberdemon - tripple Hellstaff attack.
-Director: Hellforge version of Spider-Mastermind - Hellforge Cannon.
-Diabolist will be resprited and moved to Episode 3 in place of the Death Knight. It's attacks will be changed.
-There will no longer be a mid-boss category for the Archon of Hell, Hierophant, and Diabolist. Instead they will be Elite, and have multiple attacks
(similar to Cybruiser). They will take splash damage now. This allows me to use a lot more of them.
*Some monsters will be resprited to update their appearance and to make them more fitting for their new roles in the Ep3-Nerf.
-Archon of Hell: Different color scheme and design, to match the new colors of Ep2 (and 3).
-Cybruiser: Better cybernetics to match Doom-style better.
-Guardian: New look, same old behavior. Started this just before I gave up. Should be much better than the heretic rip-off.
-Sentinel: New look, more power - summons 3 Guardians instead of 2. Some attack changes. New look to match the aesthetics of the new Guardian (design is done).
-Diabolist: A buffer version of the Archvile (wont be eye-burning red anymore).
*Ep2 Map Changes:
-Dungeon Map will be remade
-Hellkeep Map will be remade
-Towers of Suffering Map will be remade
-Hellforge will be remade
*Ep2 Weapon Changes:
-Hellforge Cannon has been nerfed. More projectile damage, but less ripper damage. Rippers also no longer rip bosses.
-Powered up Hellforge Cannon mode altered to make it more useful. Was cool before, but not useful in most areas of the map.
-New Sprites for Staff of Ire (Hellstaff) and Soul Reaver.
-Flayer (Demon Skull) and Demonshredder does 50% less damage to the Director (would otherwise kill him in a few hits).
*Episode 1 Changes:
-Dual-Chaingunner will be moved to MP-only. Will drop a box of ammo upon death.
Low-Priority Changes:
-Modified Sprites for Cybruiser.
-Much better looking Arackaiser Sprite (Demolisher).
-Resprite of Draugr (Death Incarnate) to match Hellforge color scheme.


