Mortila (HEXEN MOD) [BETA 2.66 RELEASED]

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Re: Mortila.wad [BETA RELEASE]

Postby BigProjectAlone » Sat Jul 16, 2016 11:42 am

Hey Hi Lord SpellCaster, let me answer to all of this!

Even so, playing through as the Artificer, full ammo + 3 of each of the items still feels as too little ammo, considering the amounts of punishment most monsters can take, along with their elemental resistances; I'd recommend perhaps allowing 5 of these, rather than 3.



Yeah, i was not sure of that but since you think it too.. i will update this.



On that same note, have you considered a "sell item" feature, to make some extra gold? Thing is that as the Artificer, and other classes too, there're many items that don't really see a lot of use, being able to get some dosh for them would be quite convenient.




Yes, this is on its way! i think of that since a while but i didnt worked yet on the script.
It will probably be added before the next beta.



Another situation I encountered: Black chickens no longer seem to spawn in the Abandoned Land, I had to use a console command to make one appear, to get its egg.




It is because they are no longer on the abandoned land.. i should do something in the game so you know where to search for them.
Sorry for that, they are in the wood of the witch now, not far from the entrance of the crystallised water tunnel.



In Dry Beach, the fight against the Elder Maulotaur becomes unnecessarily bothersome because once the boss does his dash attack, he never stops sliding over the ground, rendering him invulnerable but still able to attack, and forcing the player to chase after him. I wonder if it's intentional, or a bug of sorts?




It is not intentional.. i don't know why he do that, i should investigate on this.
I've noticed that long ago but every time i forgot about it.


the Artificer is lots of fun. For his sprite, by the way, maybe consider one of those vagabond types that are around Mortila? They seem ah... Artificery enough.



Never though of that but thats a great idea hmm!!.


Also, another suggestion for him: An item similar to the Krater of Might that fills both his ammo reserves; maybe "Alchemical supplies," or something fitting for the character.



Another great idea from you, i will probably do something like this.


Thank you very much for your help Sallazar!
Any suggestions or idea, and bug reports are always welcome :) !
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Re: Mortila.wad [BETA RELEASE]

Postby SallazarSpellcaster » Mon Jul 18, 2016 1:05 pm

Progress:
Spoiler:


Things of note:
* Pulling the switch when fighting the dark mage drops a rock, but it no longer damages him. I'd recommend returning that behavior, as it added some tactical depth to the battle and the sense of discovery from the player, as a fight that would otherwise be very difficult can be done easily.

*Purchasing the backpack in Mortila does nothing for the Artificer, his ammo counters stay the same (though using /give all gives him permanent 200 ammo each)

*The fire protection ring doesn't seem to do anything yet.

*This isn't a report, only a question: Does the Ethereal Armor do anything besides giving a lot of armor?

So far I'm having a lot of fun playing, and I insist that many of the vistas are really well made and truly breath taking. As a suggestion, have you considered having a quest popup, similar to Strife, so the player can keep track of what he's doing?

So far, so good.
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Re: Mortila.wad [BETA RELEASE]

Postby BigProjectAlone » Mon Jul 18, 2016 3:56 pm

Hey hello again!

giant fire golem is a nice idea, but i will be forced to draw it on my own? since none exist yet ?. it is not a big deal but it would take a lot of work so if i do it it will not be soon.

For the rock's during the dark mage battle, it should do damage to him.. i think i just forgot to fix this -.-' !.

About the backpack.. it worked last time, increasing the total of ammos you could carry.. but i just tested right now and it seems broken, i dont understand.
I will take a look at it.

The fire protection ring give you access to fire realm and disorder realm, since if you dont have it in your inventory you cannot go in those realm.
try it you will see ;) !

The Ethereal armor is suposed to give you all the hexen armor at once, Helmet, Armor, Shield, The Amulet ...

and yes the quest log is on my mind!

Thank you for playing this far!! i hope you will complet the whole beta :D !
And thank you for the kind words again, it is really appreciate !!
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Re: Mortila.wad [BETA RELEASE]

Postby SallazarSpellcaster » Mon Jul 18, 2016 4:55 pm

Ah I assumed the giant rock golem was an upscaled rock golem.

It works if I use "give backpack," though the ammo numbers get all wonky. They settle at 200 after a while.

I tested it, that's a cool effect. Bug report though: The burning effect only works in Disorder realm, not in the fire realm, though it'd make a lot of sense if it worked there of course.

I just checked out Halmfolk, and it's a really cool place, and it looks like it has a lot of potential to grow in the future. I really liked the Gorge and the Shore; for the Northern Forest, I'd recommend using some of those gigantic tree sprites seen in other places, to make it feel like a "dark forest" of sorts, that might suit it.

As for the Shore, there's a more or less sequence break there:

Spoiler:


For this, maybe consider making the Head of the Victor a quest reward from following a storyline in Halmfolk? You could make it a side story, and relate it to the temple beneath Mortila, the Gorgon's Territory, and the temple in the lake. Thus far, the Earth Realm has seen the most "action" so to speak, so it'd not be out of place to have more stuff happening there.

As for the bottom of the Deep Falls, and the statue, maybe have it give you something different, necessary to enter one of the realms. What comes to mind is the Light Realm: Let the statue give you another puzzle item that allows you to enter into the temple and be able to claim its item.

I do intend to complete the beta, though it may of course take a while. Thus why I try to report as soon as I find bugs or see something that might have a little polish, before I forget lol.
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Re: Mortila.wad [BETA RELEASE]

Postby BigProjectAlone » Tue Jul 19, 2016 7:47 am

As soon as you're able to get to the shore, you can use the exit to the Deep Falls to drop right below the bridge, making it unnecessary to get the hearts for the statue. Of course, the way to the Forest of the Witch can't be accessed, then again this is also affected: Using the exit to the Forest from the Shore, you can get to the witch's hut and get the Head of the Victor, making all the effort to get the hearts unnecessary.


Question first, how can/would you reached The Shore without collecting the hearth for the statue ???
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Re: Mortila.wad [BETA RELEASE]

Postby SallazarSpellcaster » Tue Jul 19, 2016 9:39 am

As soon as you get the quest for the medicine from Ettingrinder, you're able to access the shore, entering from Dry Beach
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Re: Mortila.wad [BETA RELEASE]

Postby BigProjectAlone » Tue Jul 19, 2016 10:11 am

SallazarSpellcaster wrote:As soon as you get the quest for the medicine from Ettingrinder, you're able to access the shore, entering from Dry Beach


What? there is no wall blocking the path to the shore ???
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Re: Mortila.wad [BETA RELEASE]

Postby SallazarSpellcaster » Tue Jul 19, 2016 1:17 pm

There used to be a wall yes, but once I got the quest, the wall disappeared on the Dry Beach side. I found it funny that once I went through it it began to crumble on the side of the Shore.
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Re: Mortila.wad [BETA RELEASE]

Postby BigProjectAlone » Tue Jul 19, 2016 2:04 pm

SallazarSpellcaster wrote:There used to be a wall yes, but once I got the quest, the wall disappeared on the Dry Beach side. I found it funny that once I went through it it began to crumble on the side of the Shore.


it is not suposed to happen that way, the wall is suposed to lower when you reach the shore by using the heart on the statue and by passing down the deep falls..
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Re: Mortila.wad [BETA RELEASE]

Postby SallazarSpellcaster » Tue Jul 19, 2016 2:07 pm

Aah I see I see. Welp, must be a bug in that case, as it disappeared as soon as I got the quest. Another notable thing is that the bridge in Deep Falls collapsed, dunno if they might be connected somehow.

The sequence of events was as follows:

Used the portal to the Burial Grounds. Entered Deep falls from there, the bridge collapsed behind me, then returned via the crystallized tunnel, where I got the quest for medicine. Used the portal to Dry Beach, and the wall was gone.
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Re: Mortila.wad [BETA RELEASE]

Postby BigProjectAlone » Tue Jul 19, 2016 2:12 pm

SallazarSpellcaster wrote:Aah I see I see. Welp, must be a bug in that case, as it disappeared as soon as I got the quest. Another notable thing is that the bridge in Deep Falls collapsed, dunno if they might be connected somehow.

The sequence of events was as follows:

Used the portal to the Burial Grounds. Entered Deep falls from there, the bridge collapsed behind me, then returned via the crystallized tunnel, where I got the quest for medicine. Used the portal to Dry Beach, and the wall was gone.


There's no conection with those hmm, i dont know why the wall was gone... strange, i will investigate on this. thank you for telling me this. you have found a big problem here good job.
Your help is really appreciate Lord Sallazar.
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Re: Mortila.wad [BETA RELEASE]

Postby SallazarSpellcaster » Fri Jul 22, 2016 9:57 pm

Glad to be of help.

Next report:

-In the Disorder Realm, the red energy ball thingies no longer give any rewards. In fact, they cannot be destroyed at all.
-The talisman of the depths doesn't activate on its own, you have to manually trigger it
-That scene with Elmina was horrifying, disgusting, and in very poor taste... I FREAKING LOVED IT!!! The suggestions I have for this part are making the... main organ thingy have less HP, it took me a scroll of infinite ammo and double fire to finally finish it; as she passes, too, I suggest you add a line of dialogue saying "thank... you," or something like that, to further drive home the horror she was going through.

The door in the Sky Isles still leads to nowhere and is as mysterious as always. Do you have any plans for it so far?

Edit:

As an aside, for the Artificer, I'd recommend upping the damage of his weapons. The grenade from the spear is alright, it does decent damage and works in a crowd. The nailgun however seems to be rather underpowered, as well as the pyrocannon; this one especially needs a rework in terms of damage, as it seems to deal too little later on, especially once resistances start to come into play. The contraption does someting strange: When you select it, you can't use it, you have to press its keybinding again to rise in and be able to fire it.

The low damage output and relatively low ammo pool, in contrast with the large amount of powerful monsters in the Darkness realm makes things feel somewhat unfair, as the only way to progress is by using scrolls of infinite ammo and double rate. Granted, those are quite cheap, but still it may be best to not have to depend on powerups to go further.

Also, I really like the other monster that appears in the Darkness realm, they were very horrifying the first time I saw them, as there's almost no music in the map and since they don't have a walking animation yet, seeing the large grey blob moving towards me was like NOPE.
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Re: Mortila.wad [BETA RELEASE]

Postby BigProjectAlone » Sat Jul 23, 2016 5:57 pm

Hello again Sallazar, Let me answer to all of this !



-In the Disorder Realm, the red energy ball thingies no longer give any rewards. In fact, they cannot be destroyed at all.


First of, about the red energy ball, it works like the chest, you press use on them.. i may not do that, i will put them back to normal.



-The talisman of the depths doesn't activate on its own, you have to manually trigger it


I know that.. im not sure how to fix this though, so for now it works like that ..



-That scene with Elmina was horrifying, disgusting, and in very poor taste... I FREAKING LOVED IT!!! The suggestions I have for this part are making the... main organ thingy have less HP, it took me a scroll of infinite ammo and double fire to finally finish it; as she passes, too, I suggest you add a line of dialogue saying "thank... you," or something like that, to further drive home the horror she was going through.


Actually at first it was meant to be a boss fight against her, and the first version of it have been sencured since some peoples claimed that it was "PORN" and other thing. Im happy that you think it is good and horrifying. Thank you about that :).
I may add something like you said about the dialogue saying "thank... you".



The door in the Sky Isles still leads to nowhere and is as mysterious as always. Do you have any plans for it so far?


That is really weird since it is supose to lead to Darkness lair. and it is needed to continue further, like.. in that lair there is a place that activate a script in darkness realm so the big head is awake.



As an aside, for the Artificer, I'd recommend upping the damage of his weapons. The grenade from the spear is alright, it does decent damage and works in a crowd. The nailgun however seems to be rather underpowered, as well as the pyrocannon; this one especially needs a rework in terms of damage, as it seems to deal too little later on, especially once resistances start to come into play.


hmm i could add a litle bit more damage to the nailgun, maybe like +1 or +2 of its damage ? for the flamethrower "pyrocannon" i will take a look at it.. it seem good to me ?.



The contraption does someting strange: When you select it, you can't use it, you have to press its keybinding again to rise in and be able to fire it.


Im not sure to understand about this ??



The low damage output and relatively low ammo pool, in contrast with the large amount of powerful monsters in the Darkness realm makes things feel somewhat unfair, as the only way to progress is by using scrolls of infinite ammo and double rate. Granted, those are quite cheap, but still it may be best to not have to depend on powerups to go further.


Do you have any suggestions on this ?


Also, I really like the other monster that appears in the Darkness realm, they were very horrifying the first time I saw them, as there's almost no music in the map and since they don't have a walking animation yet, seeing the large grey blob moving towards me was like NOPE.


I love to do Horrifying things ! and i love to know that peoples found them Horrifying too !
Thank you for those problems reports again! You are a great tester Sallazar. and has always, you are really helpfull.



EDIT:

For those who are curious about the First version of her, here it is.

NUDITY WARNING, Can be shocking for some peoples.
http://puu.sh/qcaw1/a1716499cc.gif

And here is the sencored one that is used.
Spoiler:
Last edited by BigProjectAlone on Sat Jul 23, 2016 6:12 pm, edited 1 time in total.
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Re: Mortila.wad [BETA RELEASE]

Postby SallazarSpellcaster » Sat Jul 23, 2016 6:10 pm

Well damn, I didn't figure that out. Since I could walk through them, I figured they were like the other energy balls and had to be shot.

No problem with the talisman, just a heads up.

Huh, a boss fight against her would have been pretty rad. Though it sounds like it'd be terrifying as well. Which of course is nice.

Hmm then maybe I did something wrong with the gate. I'll try to open it again soon.

Flamethrower... why did I call it pyrocannon? Well I can tell, or it seems, the damage gets stronger the closer you're to the enemy, is that the case?

That's difficult to explain. It's like, when you press "4" to bring up the weapon, you lower your current weapon, but your HUD stays blank: No weapons, no nothing. You have to press the key again so the Contraption comes up and you can actually start shooting.

Well just upping the damage output, and letting the player carry more ammo containers would be enough, really.

Kudos on that, horrifying stuff is difficult to do with GZDoom, without relying on jumpscares, but I like your creatures. They hit that uncanny valley creepy HELL NOPE sweet spot.
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Re: Mortila.wad [BETA RELEASE]

Postby BigProjectAlone » Sat Jul 23, 2016 6:18 pm

Yeah it is hard to noticed.. its my fault this eneergy ball dont need to be open but SHOT.

Ok, i tried once to fix this though.. i cant find a way.

about that floating door, you just need to jump inside it.. it is supose to lead to the lair.

hmm no, it is not suposed to be the case.. it really work that way ??

about the contraption question first, did you already have obtained the Unblessed sacred weapon in Mortila temple ?.

Alright then

Yeah but some peoples dont like jumpscares so.. im trying to not use this Ahahah. like cutmanmike did in ghoul forest.. that was pretty scary..
Thanks again.



Edit: I 've noticed that many peoples still continue to watch the old trailers unstead of the new one so i decide to remove those from the first post.
Since it is really outdated and there is no point to view them, now only the beta 2.31 trailer is available in the first post.
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