Re: Hell-Forged - V. 1.00a (See Page 1)
Posted: Tue Oct 29, 2019 9:03 am
Whoops! Sorry, my bad. False alarm. Basilisk consumes ammo perfectly as intended. There was an interference from one of my mods.
Discussion about ZDoom
https://forum.zdoom.org/
Nope. That's as high as I have the finished product. Worked in higher res, but then finished it up in that res for the details. Was going to replace it when 1.1 rolls out.SamVision wrote:Do you have a full resolution version of the title screen on hand?
Could you upload it somewhere that doesn't require you to be a student at your school or sign in with Google's spyware, doesn't require anyone to make an account and especially doesn't require anyone giving out their email or any other personal information? Like mediafire, mega, dropbox, yadi.sk, anonfiles or one of the other places that allows you to just download without any strings attached? I like your work a lot but I personally don't really feel comfortable having to make accounts or hand out information to places that I know I won't be using regularly/ever again and I'm sure there are others who probably feel the same.Amuscaria wrote:HF updated to 1.00b that fixes a couple minor bugs as well as some small texturing tweaks. See OP for download links if you're interested.
Excatly. For me this Hellforge is Doom 2.Woolie Wool wrote:Spoiler:
Ohhh myy I cant await for more info about your second mod. Hell-forge name is associate with this mod, it would be confusing having just Hellforge and Hellforge:CotD. City of the Damned looks like it will be a completely different game.Amuscaria wrote:Spoiler:
There is no ammo drop from monster, so I dont think difficulty is a factor here. Rather players skill & playstyle - I f.ex. don't explore levels, just go with the flow. Levels are perfectly design & beautiful just to walk around. Game is balanced - very challenging (for me at least ).Amuscaria wrote:I'm starting to think I didn't balance the Normal (Templar) difficulty correctly because I spent most of my time testing UV (Grandmaster). On UV, I've never run out of ammo. Will go back and test Templar difficulty for the 1.1 patch. most of the ammo complaints have been on that difficulty. That being said, there is enough ammo to kill most if not all of the monsters without any secrets. A lot of the ammo is placed behind or on top of crates. I don't just place a bunch of ammo in front of the player as they run. Exploration is rewarded.
I mean this door, wont normally open (I used single save for whole game, & cannot quickly recheck it). The one with key requirement is fine.Amuscaria wrote:That door is one meant to flow into the next hub down the sequence. The key requirement is intended.
Spoiler:
Eh.. you write it like its walk in the park - internet spoil everything (and de-demonize ). Hellsmith is excellent as a character - his oneliners just made awesome ambience (like Korax in each hub start in Hexen). If I were 10 years old again, I would have nightmares for few days about Hellsmith.Amuscaria wrote:You can kill the Hellsmith with nothing by the Vorpal Blade and the right power-up. Also don't need the soul weapons to kill him; it's just easier.
that sounds good!Amuscaria wrote:There will be no direct leveling of the player stats (i.e. Health, armor, etc). Instead each class will have passive and active skills that level up as you use them. You unlock additional skills by finding tomes or other items as you explore. Most of them will be class-specific. The goal is to reward exploration more so than HF, but not require it. I'm trying to avoid leveling up the player only to scale up the monsters later, which negates the whole point. My intention is to allow the player to play the game run-and-gun style and still be able to beat it, although exploring will buff the player permanently, making it easier over time.
Templar: Passive regeneration = camping and do nothing. Active regeneration by skill is annoying (in BrutalHexen - use skill to convert mana into heal after each battle, another labor after quick saving), unless there is some tactical consideration (like the ammo you use for self heal, is the ammo you dont use for killing - and exchange rate make it not worth to heal self).Amuscaria wrote:The classes traits are listed below (early WIP).Spoiler:
Spoiler:-----------------------