Carnage Galore 3, now for GZDoom - beta (update)

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Re: Carnage Galore 3, now for GZDoom - beta (update)

Postby lucom22 » Wed Nov 18, 2020 5:17 am

Well this is my most favourite mod for Hexen and I'm looking forward to see some more maps.

Just one thing: Would you please make the shots of the mages wand pass through monsters like in the original game?
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Re: Carnage Galore 3, now for GZDoom - beta (update)

Postby Ichor » Thu Nov 26, 2020 8:21 am

lucom22 wrote:Well this is my most favourite mod for Hexen and I'm looking forward to see some more maps.

Just one thing: Would you please make the shots of the mages wand pass through monsters like in the original game?

You know, I initially wasn't going to do that, but I did eventually decide to change it back. It needed a bit of rebalancing anyway, especially the powered up version. Now it pierces like the default, and it does roughly the same damage as before. I forgot why I made it like that in the first place, it was so long ago. Anyway, here you go.

https://www.dropbox.com/s/4kj72d0yosmwrv3/cg3_ch2.pk3?dl=0

Now as for progress...I am just about done with the Forge, and I had a lot more fun making it than I thought I would, though I was hoping to finish it sooner. I was able to try out all sorts of weird and interesting ideas. Anyway, once the testing and polishing is done (which shouldn't take long), that leaves just one last map to go for the hub.
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Re: Carnage Galore 3, now for GZDoom - beta (update)

Postby lucom22 » Thu Nov 26, 2020 10:42 am

Well the primary fire mode of the sapphire wand doesn't use any mana. The secondary one does. I'm not sure whether this was intended.
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Re: Carnage Galore 3, now for GZDoom - beta (update)

Postby Ichor » Thu Nov 26, 2020 10:57 am

That was intended. There was a time when it all used mana, but I changed that a while ago. You can use the primary fire to plink your enemies slowly to death without cost, but you can use mana to more quickly deal with them, especially centaurs.
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Re: Carnage Galore 3, now for GZDoom - beta (update)

Postby DSTS » Tue Dec 15, 2020 1:35 am

Hello, I want to firstly thank you for making this mod, it's the best one there is for hexen and I had a great time playing it. I want to ask, is the version on moddb the final one? Because I can't play that on gzdoom 4.3.3:

Script error, "cg3_ch12.pk3:items.txt" line 294:
Invalid parameter 'a_firecustommissile'

Also, does this version include the third hub, or is that still work in progress? I played through an older release, which had two hubs (Ended with mature chaos serpents). Thank you again for the great mod.
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Re: Carnage Galore 3, now for GZDoom - beta (update)

Postby Ichor » Tue Dec 15, 2020 7:25 am

DSTS wrote:Hello, I want to firstly thank you for making this mod, it's the best one there is for hexen and I had a great time playing it.

I want to ask, is the version on moddb the final one? Because I can't play that on gzdoom 4.3.3:

I seriously doubt it. The most recent versions can be found here in this thread or the one in Doomworld.
Also, does this version include the third hub, or is that still work in progress?

Not yet, I'm still working on it. I just started working on the last map of the third hub.
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Re: Carnage Galore 3, now for GZDoom - beta (update)

Postby Indorile » Fri Jan 08, 2021 11:41 am

I've just noticed, on Legend difficulty with Warrior, when using Hammer of Retribution on Chaos Mutants, they tend to spew their poison balls without actually playing the attack animation.
Also with Cleric and his firemace, the secondary fire is overpowered against bosses, it can take out iron liches and maulotaurs quite easily as the ball continues to collide and deal tons of damage. Ironically when powered up by the tome it is significantly weaker against said enemies.
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Re: Carnage Galore 3, now for GZDoom - beta (update)

Postby Ichor » Fri Jan 08, 2021 8:21 pm

Indorile wrote:I've just noticed, on Legend difficulty with Warrior, when using Hammer of Retribution on Chaos Mutants, they tend to spew their poison balls without actually playing the attack animation.
Also with Cleric and his firemace, the secondary fire is overpowered against bosses, it can take out iron liches and maulotaurs quite easily as the ball continues to collide and deal tons of damage. Ironically when powered up by the tome it is significantly weaker against said enemies.


I don't notice any problems with the chaos mutant. Also, those firemace shots don't rip through any bosses. What GZDoom version are you using? Or perhaps you're using an older file version (there was a time when those shots did pierce through bosses).
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Re: Carnage Galore 3, now for GZDoom - beta (update)

Postby Colerx » Tue Feb 16, 2021 6:12 pm

I remember playing this great mod like in 2007, was on doomsday if not mistaken I think I had discovered it from a yoitube video playing D Sparil battle. Mod was great even at the time
Now much better!!!
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Re: Carnage Galore 3, now for GZDoom - beta (update)

Postby Ichor » Tue Feb 16, 2021 11:58 pm

I think it's time for a progress update. The last map of the hub is almost done (maybe 3/4ths of the way), but I took a little break so I could add in the DamNums code. I took out a few fonts like from Borderlands or Action Doom 2 and added in some new ones like from Hexen 2 and Heretic 2. Though it won't be included in any file updates I might release before the hub is finished. Anyway, here are a few screenshots:








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Re: Carnage Galore 3, now for GZDoom - beta (update)

Postby Captain J » Wed Feb 17, 2021 1:21 am

Hexen maps can be really beautiful like Doom's. You just need to give both love and care to it! Anyways superb quality.
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Re: Carnage Galore 3, now for GZDoom - beta (update)

Postby Colerx » Wed Feb 17, 2021 3:27 am

Nice screenshots!
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Re: Carnage Galore 3, now for GZDoom - beta (update)

Postby Valken » Wed Feb 17, 2021 8:02 am

We are seeing a lot of Hexen and Heretic love recently. Great job!
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Re: Carnage Galore 3, now for GZDoom - beta (update)

Postby Colerx » Tue Feb 23, 2021 11:42 am

Could I ask something about melee weapons? (fighter and cleric)
Is there any chance that attack speed could be increased? so maybe decrease hit damage, balancing to the same damage per second as default.
I played some hexen mods focusing on melee and I just noticed that now hitting at normal speed I don't feel satisfied as well... Hope won't be too bothering..

At this point have a couple of suggesions:

- what about adding a shield to cleric's Mace of Contrition (maybe to warrior's timon axe too?), and adding some sprite frames for more weapon attack sway variety?
- and invert primary and secondary gauntlet attacks, in order to: use both fists as primary and a single strong attack as secondary (if primary will be speeded up)..
- weapon bobbing set to inversmooth I guess.

these things are more or less what Wrath of Cronos mod contains, wich I played many hours recently, I just can't go back to normal attacks :(

what you think about this stuff?

thank you very much Ichor for your work.

PS: oh forgetting another thing, recently I'm testing coop on gzdoom for playing with some friends, this mod seems working good tough I still not tested till the end, could you please add starting points for other players too in the maps ? That's all I promise :D
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Re: Carnage Galore 3, now for GZDoom - beta (update)

Postby Ichor » Tue Feb 23, 2021 5:00 pm

Colerx wrote:Could I ask something about melee weapons? (fighter and cleric)
Is there any chance that attack speed could be increased? so maybe decrease hit damage, balancing to the same damage per second as default.
I played some hexen mods focusing on melee and I just noticed that now hitting at normal speed I don't feel satisfied as well... Hope won't be too bothering..
The fighter's and cleric's melee are the same speed as in Hexen. The only changes are the addition of the alt-fires. The fighter's alt-fire is a lot faster, but lower damage. The cleric's alt-fire is slower, but does a lot more damage. It can one-hit stalkers, gargoyles of all kinds, sabreclaws, and it's actually useful against centaurs (though the serpent staff alt-fire is far more useful against them). The mage is about the same speed as the cleric (both modes), and the tome of power allows you to drain life (or mana if using the alt-fire) with your melee weapons.

Colerx wrote:At this point have a couple of suggesions:

- what about adding a shield to cleric's Mace of Contrition (maybe to warrior's timon axe too?), and adding some sprite frames for more weapon attack sway variety?
- and invert primary and secondary gauntlet attacks, in order to: use both fists as primary and a single strong attack as secondary (if primary will be speeded up)..
- weapon bobbing set to inversmooth I guess.

these things are more or less what Wrath of Cronos mod contains, wich I played many hours recently, I just can't go back to normal attacks :(

what you think about this stuff?
I don't think I will do the first two, but I will look at inversmooth and see what that's about. This mod was never really meant to be melee oriented and there are a lot of weapons to choose from, and some enemies will end up killing you quick if you try to melee them.

Colerx wrote:PS: oh forgetting another thing, recently I'm testing coop on gzdoom for playing with some friends, this mod seems working good tough I still not tested till the end, could you please add starting points for other players too in the maps ? That's all I promise :D

I have always had problems with co-op. The main issue and one that will probably never be resolved is how puzzle items are used in multiplayer. I use puzzle items as currency, which means you will be collecting quite a few of them as you play. The problem in multiplayer is that you can only have one at a time. You won't be able to pick up any more until you use the one you already have. The second problem is that puzzle items do not despawn in multiplayer, allowing you to pick one up and use it, then go back to that spot and pick another one up as many times as you want. Of course, this breaks the shops and the overall balance of the game. So until this is resolved somehow, it will be single player.
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