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For many months since finishing the latest version of AEoD, I have been working on converting Carnage Galore 3 from JHexen to ZDoom. In addition to finally being able to use slopes in the maps, I've also added quite a few new things:
All old monsters will be returning. In the past, I didn't know how to add new monsters, so I had to replace them with anything new. Eventually, I did figure that out, and new monsters were added. However, this caused the code to get real messy, and old original frames had to be re-added as something new for certain monsters (i.e. chaos mutant). Now, not only is everything cleaned up, but it's organized a lot better. Oh yeah, there's new monsters too...
Some of the monster sprites have been changed as well. I did away with the model rip types (gargoyles, skull wizard, etc.) and made them into sprites that look more fitting.
A few of the old monsters have been changed slightly. Some you'll probably never notice, but others will be more obvious.
Each class will have two new weapons, plus one weapon used by all three classes. Each slot, except for slot 1, will have two weapons each. All weapons, old and new, will have an alt-fire, and when combined with the tome of power, will give each weapon a total of four firing modes. Also, the slot 4 weapons will use a new mana type instead of both blue and green mana.
Most original Hexen items are included. Notable exceptions include the Chaos Device because while it can be a lifesaver, it creates a lot of headaches concerning scripting, and the Banishment Device, which doesn't actually "banish" anything, but just sends monsters to another part of the map, where you'll probably have to deal with them again later anyway. These two have been replaced with the Ring of Wizardry, which cuts mana usage by 1/2, and the Hold Spell, which temporarily freezes any enemy in its path.
All original CG3 items are also included (i.e. Potion of Fire Resistance, charm spell, etc.), and a few brand new items were thrown in as well, including the unused golden egg graphic. The Charm Spell will now always charm a monster that can be charmed, instead of only having a chance to work. To compensate, it has been made less common.
Some of the old items were changed a bit as well. The Mystic Urn now increases your health to 200. The torch now lights up a large area around you instead of the entire map. I've been wanting to do this for a long time now, but until now I couldn't (one of the many limitations of JHexen). It's similar to the one in Serpent Resurrection, but I tried creating it myself instead of borrowing the code from there. Then there's the flechettes. I made it so that all three classes will use the fighter's type. This is because the playing as the cleric was much too easy with these, and as the mage I was struggling to find a good use for the timebombs other than on centaurs.
I still need to change the fake slopes (i.e. those arches) into real ones, and change those fake 3D bridges into real ones. After I finish this and maybe go back to a couple of hub 1 maps and improve them a little, I'll begin working on new maps (I'm on hub 3 now).
List of Weapons:
Fighter Vorpal Blade - primary fire is a basic melee attack - hitting an enemy with blood will charge the weapon - alt-fire will use up whatever amount of charge the weapon has at the moment - activating the charge will increase the weapon's damage for a time - the greater the charge when activated, the greater the damage increase and the longer the duration - does not use mana - Tome of Power will not affect it Fists - primary fire is the same as before - alt-fire is a quick two punches - powered up primary is the life draining gauntlets - powered up alt-fire will drain mana instead Timon's Battle Axe - primary fire is the same as before - alt-fire throws an axe projectile - powered up primary is a more powerful melee attack - powered up alt-fire throws an auto-seeking red axe Mindblower - primary fire is a somewhat rapid fire projectile - alt-fire fires a bunch of rail shots in a slight horizontal spread pattern - powered up primary is much like the Mindblower alt-fire from AEoD, except there's no explosive burst upon impact - powered up alt-fire is a burst of projectiles that are similar to what the primary fire uses, but smaller Hammer of Retribution - primary fire is the same as before - alt-fire throws a homing hammer at a slightly faster rate - powered up primary throws an orange-glowing and much more explosive hammer instead - powered up alt-fire is the same as the primary, but also homing Dragon Claw - primary fire is the same as in Heretic - alt-fire fires a shotgun-like pattern instead of a single hitscan shot - powered up primary fire is the same as in Heretic - powered up alt-fire fires a projectile that shoots out several rail attacks on impact Quietus - primary fire is a melee attack - alt-fire is the normal Hexen attack - powered up primary is a more powerful melee attack - powered up alt-fire shoots out several powerful projectiles that travel along the ground
Cleric Soul Scepter (may change the name later) - primary fire is a rapid fire, short to medium range attack - killing an enemy with it will redeem its soul, which will lend its power to you - alt-fire releases that power as a homing attack that does a good deal of damage - does not use mana - Tome of Power will not affect it Mace of Contrition - primary fire is the same as before - alt-fire is a slower, but more powerful melee attack - powered up primary will drain life - powered up alt-fire will drain mana instead Serpent Staff (the Hellstaff that replaced this was removed) - primary fire is the same as before, but there's a nifty trail effect to the shots. However, at melee range, it will not drain life. - alt-fire is a short ranged burst of poisonous (not really) gas - powered up primary shoots two auto-seeking barbs of acid - powered up alt-fire shoots a single homing projectile that weaves in a somewhat unpredictable manner and explodes on impact Crossbow of Consecration - primary fire shoots out three magic arrows (not like Heretic) - alt-fire fires a single arrow that will cause acid rain to fall on the impact point (more similar to Heretic 2 than the first one) - powered up primary shoots out five explosive arrows - powered up alt-fire will cause a meteor to fall on the impact point Firestorm - primary fire is a rapid fire attak - alt-fire is the normal Hexen attack - powered up primary is a more powerful and slightly slower rapid fire - powered up alt-fire fires a projectile that will rain down fireballs on whatever hostile monster it hits (similar to the Firestorm in the Hexen 2 expansion) Astreon's Iron Ward - primary fire shoots out a volley of three bouncing spiked balls (unlike Heretic, they will bounce normally in water and hit ghosts) - alt-fire fires a single bouncing ripper ball - powered up primary shoots out spikes balls that shatter on impact - powered up alt-fire shoots out a large red ball that acts much like the big Firemace sphere in Heretic (and as such, unfortunately, it will not bounce in water), except instead of instantly killing the targets, it will rip through them Wraithverge - primary fire fires a series of four ghosts that rotate around each other (like AEoD's version) - alt-fire is the normal Hexen attack - powered up primary fires a massive ball of holy energy - powered up alt-fire causes an explosion to occur at the player's location, damaging anything within range (this one might be changed)
Mage Elvenwand (may change the name later) - primary fire is the same as in Heretic - hold alt-fire to charge the rail attack - the longer you hold it, the more powerful it is, and the more power it drains - weapon will regenerate its power automatically, but somewhat slowly - does not use mana - Tome of Power will not affect it Sickle (the Sapphire Wand was moved to slot 2 to allow the mage to start with a melee weapon like the other classes) - primary fire is a melee attack - alt-fire is a slower, more powerful melee attack - powered up primary will drain life - powered up alt-fire will drain mana instead Frost Shards - primary fire is the same as it was before - alt-fire shoots out an icy blast that will seek out any target that you were aiming at when you fired - powered up primary fires a burst of icy spikes - powered up alt-fire fires an ice dragon Sapphire Wand (now uses blue mana) - primary fire is the same as it was before, except the attacks no longer pierce enemies. To compensate for this and the fact that it uses mana now, the attacks are a lot more powerful and there's less delay between shots - alt-fire shoots a quick three shots - powered up primary fires a much slower, but more powerful projectile - powered up alt-fire shoots a quick three shots (a little quicker than the normal alt-fire) Arc of Death - primary fire is the same as it was before - alt-fire fires a ball of lightning that explodes on impact and expands to a large sphere of damage electricity before it fades - powered up primary is similar to the Sigil (one piece) from Strife - powered up alt-fire fires a large ball of lightning that shoots out rail attacks at anything near its path Heart of King Loric - primary fire continually fires out shards of bone (much like in Hexen 2) - alt-fire fires a skull that sends shards flying in all directions upon impact - powered up primary is a rapid fire rail attack - powered up alt-fire shoots an auto-seeking flaming skull with a massive spray of bone shards on impact Bloodscourge - primary fire is a medium range flamethrower - alt-fire is the normal Hexen attack - powered up primary is a rotating fire shield that will incinerate anything that gets too close - powered up alt-fire fires a single projectile that shoots out fireballs in a rather spectacular fashion
All Classes Staff of D'Sparil - primary fire is like it was before - alt-fire summons a disciple for a short time - powered up primary is a powerful, rapid fire lightning attack - powered up alt-fire summons a skull wizard for a short time
List of New Items:
Hold Spell - The Mystic Ambit Incant is typically a multiplayer only item, but I couldn't let that pickup sprite go unused, so I created a red scroll for this. Anyway, it fires a stream of red energy similar to the Banishment Device. However, instead of teleporting them away, they will be held in place (even if they're in mid-air). Also like the Banishment Device, it can affect multiple enemies.
Tome of Power - Seems fairly obvious what this does by now...
Potion of Fire Resistance - Cuts all fire damage by 1/2. It took a long time and a lot of coding to get this to work in JHexen, but in ZDoom?...I just needed a simple decorate entry.
Time Stop - Umm...stops time
Potion of Regeneration - Replenishes your health over time. However, it works a little differently than the typical regeneration powerup. It gives you health as fast as you would lose it from poison. In JHexen, I was able to make it so the HP number never moved if you had this active and you got poisoned. In ZDoom however, I can't quite do that, so this same situation might make the HP number quickly jump back and forth between...say, 23 and 24 HP. It won't regenerate past 100 HP though, so unless you're preparing for a rough battle, it wouldn't be a good idea to use it after using a Mystic Urn.
Ring of Wizardry - Cuts all mana usage by 1/2, with odd numbers rounded up. For instance, if something normally used 5 green mana, this would reduce it to 3 used.
Charm Spell - Converts a monster to your side, and from then on until it dies, it will attack other enemies. Unlike previous versions, it will always charm a monster if it can be charmed.
Fire Wave - Shoots out a circle of flames that travel along the floor and burn anything in their path.
Glyph - Once you use this, it will spawn in a spot in front of you and sit there until an unlucky enemy wanders by. It will then home in on the target and explode. If the target dies or moves out of range before this happens, it will stop and wait for the next target.
Morph Shield - Prevents you from being turned into a pig, or turns you back from a pig.
Force Cube - Works like in AEoD, but with some new effects.
Doomhuntress wrote:I can't help but getting a bit confused: in the thread title and the video title it says it's for GZDoom, however, in the OP, you say it's for ZDoom. Make up your mind, dammit!
At any rate, it looks incredibly fun to play. This coming from the gal who found Hexen to be incredibly dull and way too cryptic.
Yeah, it's for GZDoom. I was referring to the whole ZDoom engine when comparing it to the Doomsday engine, but specifically, it will be for GZDoom. One good thing about it is that I don't need to worry about palettes anymore. That was such a big problem in the past, trying to get everything to fit just right in the Hexen palette. Now, I can put them all into .pngs.
And a new D'Sparil staff graphic might be nice. The original was literally done one pixel at a time (grumble...that palette issue again), and while it turned out well enough, I wasn't entirely satisfied with it. And those gunflash frames were just placeholders that I never got around to replacing.
Script error, "cg3_ch12.pk3:playerclasses.txt" line 23: "player.flechettetype" is an unknown actor property
I'll try to fix it myself so I can play the thing.
EDIT: I commented that line out form each player class, and I love what I see. Better than the original as far as I can tell. The cleric's mace is actually USEFUL without the feel being changed too much.
Last edited by ShadesMaster on Fri Aug 26, 2011 4:28 am, edited 1 time in total.