Hell-Forged (updated to v1.11 - development paused)

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How do you feel about the difficulty of Hell-Forged Maps on UV (Grandmaster)?

Poll ended at Mon Dec 20, 2021 11:26 am

Too Easy
2
9%
Somewhat Easy
1
4%
Just Right
5
22%
Somewhat Hard
12
52%
Too Hard
3
13%
Impossible
0
No votes
 
Total votes: 23

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Amuscaria
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Re: Hell-Forged (updated to v1.11 - development paused)

Post by Amuscaria »

Updated to version v1.11. Was going to save this update for the release of Episode 2, but that episode is behind schedule and I found some map-breaking bugs in the current version that needed addressing. The rest of the stuff will just come out with Episode 2's alpha test.
Spoiler:
mike3k
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Re: Hell-Forged (updated to v1.11 - development paused)

Post by mike3k »

Really love design of weapons, super cool and all of them have alt fire so so double cool. Monster are interesting and with some new mechanics - armor, resistances - this is great. Would be nice if melee fight was somehow expanded since its kinda fantasy style some more melee-monsters and player to fight in melee could be expand somehow - option to block or even reflect shots not just by hold button but some more skilful way would super interesting. Level design could also be more like strafe - reminding somehow fantasy style places - then doom - corridors of various complexity with things to kill
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Amuscaria
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Location: Growing from mycelium near you.

Re: Hell-Forged (updated to v1.11 - development paused)

Post by Amuscaria »

mike3k wrote: Wed Apr 12, 2023 5:52 amoption to block or even reflect shots not just by hold button but some more skilful way would super interesting.
You can already reflect projectiles with the current Vorpal Blade, if you swing at the right moment. The frame window is pretty small though.
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ActionAlligator
Posts: 128
Joined: Sat Mar 18, 2017 6:34 am

Re: Hell-Forged (updated to v1.11 - development paused)

Post by ActionAlligator »

Hey, sorry if you're already aware, and it's a very, very minor oversight, but I happen to notice in your weapon scripts for v1.11, for 'VorpalBlade1' under the 'FireWave' state, the 'CustomPunch' range is '64' when it should be '96' like the other clone attacks.

EDIT: and for 'VorpalBlade2' under 'FireWave' state, 'CustomPunch' dmg is '60' instead of '90' as well
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Amuscaria
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Joined: Mon Jul 26, 2004 12:59 pm
Location: Growing from mycelium near you.

Re: Hell-Forged (updated to v1.11 - development paused)

Post by Amuscaria »

Fixed! Good catch. Thanks! :D
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ActionAlligator
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Re: Hell-Forged (updated to v1.11 - development paused)

Post by ActionAlligator »

Glad to help :D
dnky
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Joined: Sat Jan 27, 2024 6:35 am

Re: Hell-Forged (updated to v1.11 - development paused)

Post by dnky »

Im unable to finish first map. From what I've seen on YouTube there should be a red key at the end of narrow corridor, unfortunately small empty room with invisible wall appears.
Im running game on Delta Touch with 4.11.3 version of GZDoom.
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Amuscaria
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Re: Hell-Forged (updated to v1.11 - development paused)

Post by Amuscaria »

That small alcove uses a portal. Something might have changed in the way portals work in the newest GZDoom. Lemme go check.

EDIT: Just tested with the latest GZDoom version and the portal works as it should. Maybe its something with mobile or you have some GZDoom specific option turned off?
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