Hell-Forged - V. 1.00c

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Re: Hell-Forged - V. 1.00c

Postby 42_the_Gamer » Fri Jan 31, 2020 8:18 pm

Wow. I am beyond words...in a good way. (I totally recommend playing this with Freedoom. It has a wacky enemy lineup, and if you play it with this mod, everything gets real awesome, real fast.)
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Re: Hell-Forged - V. 1.00c

Postby Amuscaria » Sat Feb 01, 2020 1:00 am

Does it actually work with Freedom? There are some re-paletted vanilla doom assets in HF. I'd imagine they'll conflict with Freedoom (assuming Freedoom sprites have the same sprite-names as Doom).
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Re: Hell-Forged - V. 1.00c

Postby Captain J » Sat Feb 01, 2020 6:44 am

Yeeeeahh, about that. Hell-Forged indeed has some sprites that replace existing vanilla sprites, that are also based on the same thing. For example, Pinkies are now Flesh Worms but certain rotation are unchanged. And Pain Bringer/Pain Lord's death animation is not even finished yet. So it's actually playable, but also it might look rather unfinished.

To be honest, it's a shame that Freedoom is even to this day... Not finished yet. I hope raymoohawk would return to this awesome project and finish the sprites one day.

EDIT: Perhaps the people of Doomworld might cook things up on ray's behalf. Root for them, people!
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Re: Hell-Forged - V. 1.00c

Postby worldendDominator » Sun Feb 16, 2020 1:28 pm

I've found a glitch in map03. Lifts in the Mauler room can be activated on their sides, which lowers parts of those lifts and shows empty textures.
https://imgur.com/DaBjQcn
https://imgur.com/HO7BG7T
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Re: Hell-Forged - V. 1.00c

Postby Amuscaria » Sun Feb 16, 2020 3:41 pm

Problem fixed. The linked-sectors don't seem to work both ways, moving the linked-sectors doesn't automatically move the control sector too. Always assumed it was mutual. Anyway, fixed with a slight redesigned of the area. Thanks again for reporting! :)
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Re: Hell-Forged - V. 1.00c

Postby worldendDominator » Mon Feb 17, 2020 7:16 am

Can you explain me what Demon Eclipse was about? I was kinda aware it exists, and visited this topic a while ago, but didn't really remember much. Only that it was supposed to have several episodes with different themes and arsenals.
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Re: Hell-Forged - V. 1.00c

Postby Gez » Mon Feb 17, 2020 10:07 am

Demon Eclipse originates as a way to recycle assets created for the canceled partial conversion Hellstorm, though eventually everything from it was replaced. Demon Eclipse was about doing the Doom journey in reverse: Earth -> Hell -> Mars. You started on Earth just at the time of the invasion, then went through the gameplay to Hell, then there were two or three episodes in Hell, and then you'd emerge in the ruined base of Mars. Only the first two episodes were ever created, the project went through a lot of reboots and redesigns (especially the weapon sprites) before being dropped and replaced by Hell-Forged. At its most ambitious it was to have four or five episodes, each with their own sets of weapons, monsters, textures and decorations.
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Re: Hell-Forged - V. 1.00c

Postby Amuscaria » Tue Feb 18, 2020 11:22 pm

To elaborate on what Gez has already said:

Spoiler:
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Re: Hell-Forged - V. 1.00c

Postby hammer oz » Mon Feb 24, 2020 11:02 pm

Been awhile since I have done a review so lets get started

All in all this one was a banger. The whole heretic feel mixed with unique enemies and weapons ranging from different games was a real nice touch and the whole look of the mod was mind blowing however there where a couple of things that felt off. The super chaingun felt a little underpowered compared to its basic cousin and most times I often went back to using the nailgun also I think its secondary fire needs abit of an oomph at the cost of maybe more ammo consumption due to its piercing ability or have it similar to the nailguns secondary and make it a giant explosive shotgun blast. The hellsmith boss fight was abit of a nightmare and I feel the aracknights and arena restrictions with the lava are unnecessary since this guy has many ways he can turn you into a pile of mush in seconds for instance his barrage of homing rockets.

Great guns, Great feel, Great everything looking forward to the next episode :mrgreen:
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Re: Hell-Forged - V. 1.00c

Postby worldendDominator » Tue Feb 25, 2020 12:25 am

There are ways to make the Hellsmith fight easier if you're willing to explore.
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Re: Hell-Forged - V. 1.00c

Postby Lagi » Tue Feb 25, 2020 1:20 am

I think there could be option to avoid the Hellsmith battle (like all the previous bosses!) and just finish the game.

It left player with great sense of misery("i cannot make it, he was too tough") and make you wonder "do I really have to run away? what if I?"
It would also create immense urge to replay the stuff again to try to do better (unless someone want to be a "scientist" and spoil for himself the joy by checking in internet, or just go straight for the cheat - like I do :( ).
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Re: Hell-Forged - V. 1.00c

Postby worldendDominator » Tue Feb 25, 2020 1:49 am

In the final map, you can collect all keys without ever entering the hub. Is this intended?
Spoiler:
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Re: Hell-Forged - V. 1.00c

Postby Amuscaria » Tue Feb 25, 2020 7:26 pm

worldendDominator wrote:In the final map, you can collect all keys without ever entering the hub. Is this intended?


That is intentional. Each colored spoke-room around the hub has side exits to two of its adjacent rooms. All you need is to get the key of that room to traverse to the next area. This was made on purpose to allow the player to choose which path he wants to go on replay.
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Re: Hell-Forged - V. 1.00c

Postby worldendDominator » Thu Feb 27, 2020 3:18 am

If I spawn and take the juggernaut sphere in map 8, I can't get the Reaper anymore. No self-damage means no hellbolt jumping means no getting up in that room.
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Re: Hell-Forged - V. 1.00c

Postby Amuscaria » Fri Feb 28, 2020 4:48 am

worldendDominator wrote:If I spawn and take the juggernaut sphere in map 8, I can't get the Reaper anymore. No self-damage means no hellbolt jumping means no getting up in that room.


That is also intended. :)
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