Hell-Forged - V. 1.00a (See Page 1)

For Total Conversions and projects that don't otherwise fall under the other categories.
Forum rules
The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.

Re: Hell-Forged - (0.9b Alpha released! P.299.) Testers Need

Postby comet1337 » Sun May 05, 2019 7:29 pm

Amuscaria wrote:How much healrh does a monster need to lose per tic before the pain state kicks in? Which then i need to ask, does the NORADIUSDMG flag apply to the armor too, or just the health?


any damage to health will trigger pain chances
blast-proof armor does not work out-of-the-box
User avatar
comet1337
 
Joined: 25 Sep 2015
Location: elsewhere

Re: Hell-Forged - (0.9b Alpha released! P.299.) Testers Need

Postby Amuscaria » Sun May 05, 2019 9:12 pm

So is monster health/armor handled differently from play health/armor? Because when NORADIUSDMG is on, player armor isn't damaged.
User avatar
Amuscaria
The Sentient Mushroom
 
Joined: 26 Jul 2004
Location: Growing from mycelium near you.

Re: Hell-Forged - (0.9b Alpha released! P.299.) Testers Need

Postby Blue Shadow » Mon May 06, 2019 7:54 pm

Amuscaria wrote:So is monster health/armor handled differently from play health/armor? Because when NORADIUSDMG is on, player armor isn't damaged.

I don't think it is; actors with that flag set are excluded from being damaged by radius/splash damage - the engine just skips them when deciding what to damage.

If you want monsters to still be subject to pain like normal while they're armored, set the ALLOWPAIN flag for them.
User avatar
Blue Shadow
 
 
 
Joined: 14 Nov 2010
Operating System: Windows 10/8.1/8 64-bit
Graphics Processor: ATI/AMD (Modern GZDoom)

Re: Hell-Forged - (0.9b Alpha released! P.299.) Testers Need

Postby Amuscaria » Mon May 06, 2019 8:44 pm

Blue Shadow wrote:If you want monsters to still be subject to pain like normal while they're armored, set the ALLOWPAIN flag for them.



Sweet. TY. :D
User avatar
Amuscaria
The Sentient Mushroom
 
Joined: 26 Jul 2004
Location: Growing from mycelium near you.

Re: Hell-Forged - (0.9b Alpha released! P.299.) Testers Need

Postby comet1337 » Tue May 07, 2019 3:31 pm

Spoiler: bugs
User avatar
comet1337
 
Joined: 25 Sep 2015
Location: elsewhere

Re: Hell-Forged - (0.9b Alpha released! P.299.) Testers Need

Postby Amuscaria » Tue May 07, 2019 5:59 pm

@Comet: Fixed. Thank you for your continued test. :)
----------------------------------------------
Skymarshall was kind enough to make GLDefs for the project. Get it here and try it out. :D
Link: https://drive.google.com/file/d/1_aj5fK ... VptnL/view
---------------------------------------------
And a general question regarding difficulty. How hard do you feel UV needs to be? SHould it be the hardest difficulty that is beatable by most people in 1 or 2 goes, or it is fine that most people can't play it without repeated deaths and keyboard smashing. From 1-5, 1 being Doom E1 UV, and 5 being Plutonia UV. Feel free to rate higher than 5, I just chose the scale because Plutonia was as difficult as I can handle.

What about having monster:ammo ratio? How much more ammo should a map have than is needed to kill everything (if you hit with all shots)?
Last edited by Amuscaria on Wed May 08, 2019 5:05 pm, edited 1 time in total.
User avatar
Amuscaria
The Sentient Mushroom
 
Joined: 26 Jul 2004
Location: Growing from mycelium near you.

Re: Hell-Forged - (0.9b Alpha released! P.299.) Testers Need

Postby SamVision » Tue May 07, 2019 6:23 pm

In vanilla Doom(s) I always felt like UV was the intended difficulty and everything before it is scaled back for accessibility.
User avatar
SamVision
 
Joined: 13 Apr 2010
Location: Behind You

Re: Hell-Forged - (0.9b Alpha released! P.299.) Testers Need

Postby comet1337 » Wed May 08, 2019 3:49 am

Amuscaria wrote:Skymarshall was kind enough to make GLDefs for the project. Get it here and try it out. :D
Link: https://drive.google.com/open?id=1_aj5f ... OCwssVptnL

think you copied the link wrong
User avatar
comet1337
 
Joined: 25 Sep 2015
Location: elsewhere

Re: Hell-Forged - (0.9b Alpha released! P.299.) Testers Need

Postby skymarshall » Wed May 08, 2019 7:21 am

I really enjoyed playing through the first couple of levels of Hellforged but missed the zdoom lighting effects, so created a GLdefs file. Here's the link:

https://drive.google.com/open?id=1_aj5f ... OCwssVptnL

This is pretty low creativity stuff, should be similar to the vanilla zdoom gldefs rather than anything showy. I built and (loosely) tested using gzdoom-x64-4.1.0

I haven't got round to doing the bosses, but pickups, decorations and player/monster projectiles should all be illuminated. It depends on the GZDoom lights.pk3 so make sure that you're including that too.

I'm not fussy at all about credit so if anyone wants to build on this to make something better, please go ahead and steal it - this will save you a couple of hours at least!
skymarshall
 
Joined: 26 Oct 2016

Re: Hell-Forged - (0.9b Alpha released! P.299.) Testers Need

Postby Captain J » Wed May 08, 2019 10:03 pm

Top of the morning, Amuscaria. And i've got something special for you! viewtopic.php?f=46&t=64626

This is the Sound Addon i was working on. This is my Gratitude of finishing making the Hell-Forged. All finished, replaces almost all the Sound Effect of the TC. Like Weapons and Monsters. And yeah, it has Bosses' New Sounds as well. Hope you enjoy!
Spoiler: EDIT: Played it again and i've found some Texture errors!
User avatar
Captain J
'OH YE'
 
 
 
Joined: 02 Oct 2012
Location: Secret Chamber
Discord: DiscussJ#3128

Re: Hell-Forged - (0.9b Alpha released! P.299.) Testers Need

Postby Amuscaria » Thu May 09, 2019 6:36 pm

Captain J wrote:Top of the morning, Amuscaria. And i've got something special for you! viewtopic.php?f=46&t=64626

This is the Sound Addon i was working on. This is my Gratitude of finishing making the Hell-Forged. All finished, replaces almost all the Sound Effect of the TC. Like Weapons and Monsters. And yeah, it has Bosses' New Sounds as well. Hope you enjoy!
Spoiler: EDIT: Played it again and i've found some Texture errors!


Fixed- forgot to tag a couple sectors for the 3D fog floor. Thank you for your continued test. Also thank you for the Sound wad. Will check it out tomorrow. :)
--------------------------------------------------------------------
Finally made these missing props:

User avatar
Amuscaria
The Sentient Mushroom
 
Joined: 26 Jul 2004
Location: Growing from mycelium near you.

Re: Hell-Forged - (0.9b Alpha released! P.299.) Testers Need

Postby Captain J » Sat May 11, 2019 12:25 am

Oh man! Are those Bosses about to be armed and become dangerous? Really nice to see the process, the story of the Hell-Forged in the game. Nicely done!
User avatar
Captain J
'OH YE'
 
 
 
Joined: 02 Oct 2012
Location: Secret Chamber
Discord: DiscussJ#3128

Re: Hell-Forged - (0.9b Alpha released! P.299.) Testers Need

Postby SpacemanStrife » Sun Jun 02, 2019 2:37 pm

Just completed the wad! Various thoughts:

Spoiler:


This is gonna be awesome once it's officially complete. Looking forward to seeing what the player sprites look like!
User avatar
SpacemanStrife
 
Joined: 01 Apr 2018
Discord: Strife#6969

Re: Hell-Forged - (0.9b Alpha released! P.299.) Testers Need

Postby Amuscaria » Mon Jun 03, 2019 3:15 am

@SpacemanStrife: Thank you for your feedback. As to the Hellsmith, I've already added a jet-back fire effect that's 1.5 seconds before the charge. The Hammer should also kill with 1 hit if it triggers the fire-aoe while hitting you. I will reduced the change of his home-rocking spam. Right now it has a 50% change of looping back to the attack, so the HS will shoot you even behind cover. I'll probably add a uservar to limit his attack to 3 volleys.

As for the Soultaker, Comet1337 has already made a Zscript version of the weapon that shows the drain effect, it loops pretty darn sweet. He's also made a custom homing script for the powered Basilisk missiles. I haven't implemented these yet.

Work has kept me quite busy these last few weeks, and I got myself a few pet birds which I'm in the process of taming. Haven't had much time to work on HF.

I will add a message indication of approximately there the green TP is, along with some green torches to mark its location.

Thanks again for the feedback. :)
User avatar
Amuscaria
The Sentient Mushroom
 
Joined: 26 Jul 2004
Location: Growing from mycelium near you.

Re: Hell-Forged - (0.9b Alpha released! P.299.) Testers Need

Postby Captain J » Mon Jun 03, 2019 6:22 am

Finally. Someone mentioning about Hell Smith's OP moves and damages. Very nice of you to take the feedback and weaken him a bit!
User avatar
Captain J
'OH YE'
 
 
 
Joined: 02 Oct 2012
Location: Secret Chamber
Discord: DiscussJ#3128

PreviousNext

Return to TCs, Full Games, and Other Projects

Who is online

Users browsing this forum: Doom Juan, Regios and 8 guests