[WIP] Heretic mod #1
[WIP] Heretic mod #1
I just figured out how to mod heretic and get it to do what i want and this is what i made, its 2 class system, the main charater and the doom marine. all instances of ammo and weapons randomly spawn, and you cannot pick up weapons and ammo out side your class, like doom marine cannot pick up any Heretic equal.
All Doom 2 weapons are in it, and spawn randomly where they're equal would, so you could expect a chainsaw where the gauntlets would be sometimes, ect.
Also the Doom marine weapons get powered up as well with the tome of power, and get a secondary fire to top it off.
No doom artifacts in yet, but will be soon, but this was my test / experiment to mod heretic, will release a copy if anyone is interested.
Once perfected, other heretic mods will follow.
All Doom 2 weapons are in it, and spawn randomly where they're equal would, so you could expect a chainsaw where the gauntlets would be sometimes, ect.
Also the Doom marine weapons get powered up as well with the tome of power, and get a secondary fire to top it off.
No doom artifacts in yet, but will be soon, but this was my test / experiment to mod heretic, will release a copy if anyone is interested.
Once perfected, other heretic mods will follow.
Re: [WIP] Heretic mod #1
Erm..... well. It's good if you need to use Doom 2 weapons.... in Heretic....
Re: [WIP] Heretic mod #1
lol i dont need to, its a test to see what i could do before i started something major, and figured if and maybe. Besides input is nice as this wont be what my next project will be, this is just the start of learning. Random spawners are fun.
- TerminusEst13
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Re: [WIP] Heretic mod #1
There's already a couple mods like this, like Heretech and Futuretic. That aside, I'm always happy to see more mods for Heretic. If you continue with Heretic modding, I'd be interested to see what you put out.
Re: [WIP] Heretic mod #1
Problem: Since the characters can only pick up their own weapons, the random spawners mean that you could end up sorely underequipped if you're unlucky. In co-op mode it could work, but it'd just be an unnecessary handicap in singleplayer, and a massive game-breaker in deathmatch.
Re: [WIP] Heretic mod #1
you would think that, however heretic baddies will eventualy drop at a lower chance, weapons, i just havent gotten that far yet. However after testing heretic with this mod for a few hours, by the third level, and thanks to all the tome of powers that are stock on the maps, you have all the weapons u need, as heretic in most levels, has most to all the weapons in a map.
- ChronoSeth
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Re: [WIP] Heretic mod #1
Why is the video so loud?
Re: [WIP] Heretic mod #1
turn down ur volume? lol, idk it wasnt loud for me.
- TheDarkArchon
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Re: [WIP] Heretic mod #1
What the Hell do define as loud? The audio was clipping badly all over the place.HellCattX wrote:turn down ur volume? lol, idk it wasnt loud for me.
The thing about those mods is one of them is simply a reskin of Heretic's weapons and the other is shit. Then again, at least there was a more elegant solution that to the ammo thing than simply splitting the ammo randomly.TerminusEst13 wrote:There's already a couple mods like this, like Heretech and Futuretic.
- TerminusEst13
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Re: [WIP] Heretic mod #1
Isn't that what Heretic's weapons pretty much are to Doom, anyway?simply a reskin of Heretic's weapons
Re: [WIP] Heretic mod #1
There are some subtle differences in damage and accuracy across the board, the Crossbow is significantly different from the Shotgun, and the Firemace is nothing like the BFG... But yeah, pretty much. All the more reason to properly replace them, no?TerminusEst13 wrote:Isn't that what Heretic's weapons pretty much are to Doom, anyway?simply a reskin of Heretic's weapons
Re: [WIP] Heretic mod #1
heretic weapons do way more damage than the doom one's, or the enemies have more hp, as with normal values, it takes about 5-15 shots to down a imp, 30 to kill a golem, with the pistol and chaingun, and those are the lesser monsters lol.
Though i have been thinking of sticking to the classes mod i was going to make, but make it era specific. Ill add the Warrior and some other form of character, but using game default ammo types for there weapons ammo if needed. Still the input has helped a bit, however i thinking of making a few class mods, Even a few conversions using the levels, as once i figured it out, heretic is almost more fun to mod than doom lol.
Though i have been thinking of sticking to the classes mod i was going to make, but make it era specific. Ill add the Warrior and some other form of character, but using game default ammo types for there weapons ammo if needed. Still the input has helped a bit, however i thinking of making a few class mods, Even a few conversions using the levels, as once i figured it out, heretic is almost more fun to mod than doom lol.
- TerminusEst13
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Re: [WIP] Heretic mod #1
Yeah, Heretic's enemies have way more HP. An Imp has around the realm of 20 HP, while a Gargoyle has 40 (but has way more maneuverability) and a Golem has 80.
Hexen's are even worse. The most basic enemy, Ettins, have HP in the hundreds.
Hexen's are even worse. The most basic enemy, Ettins, have HP in the hundreds.
Re: [WIP] Heretic mod #1
Imps have 60 hp; Zombiemen are the ones with 20. Ettins have 175 or so, but Baratus's mighty fist still drops them in 3 shots.TerminusEst13 wrote:Yeah, Heretic's enemies have way more HP. An Imp has around the realm of 20 HP, while a Gargoyle has 40 (but has way more maneuverability) and a Golem has 80.
Hexen's are even worse. The most basic enemy, Ettins, have HP in the hundreds.
- ETTiNGRiNDER
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Re: [WIP] Heretic mod #1
Hexen takes an entirely different approach to monster (and weapon) stats than Doom or even Heretic--Ettins actually have the third highest HP value of a non-boss creature in Hexen, only the Centaur, Slaughtaur, Chaos Serpents and the bosses have more, but at the same time their attack ability is weak compared to most of the lower HP ones. And the range of creature HP values (again not counting bosses) is from 80 to 250, as opposed to Heretic's 40 to 280 or Doom's 20 to 400 (if you rank the Cacodemon to be the biggest non-boss). So in Hexen, there's a lot less of an effect of some monsters being notably stronger than others, they mostly either have weak attack and better defense or weak defense for a better attack, with only the Slaughtaurs and Chaos Serpents being strong at both.TerminusEst13 wrote:Hexen's are even worse. The most basic enemy, Ettins, have HP in the hundreds.