Hocus Doom (new version 10-03-2017)

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Re: Hocus Doom (new version 01-27-2017)

Postby ravage » Tue Oct 03, 2017 2:58 am

Despite rumors that don't exist, I am not dead! I feel like I should have been posting more updates over the months, but you know how things go. Hope you guys have a spooky Halloween soon!

Current playable version for 10-03-2017
https://www.dropbox.com/s/0fsggin43fiyd ... 7.pk3?dl=1
Ogg versions of music (updated)
https://www.dropbox.com/s/h4wlfocvkewtm ... g.pk3?dl=1

changelog for - 10-02-2017
  • finished map22
  • finished map24
  • finished map25
  • finished map26
  • finished map27
  • finished map28
  • finished map29
  • finished map30
  • finished map31
  • fixed particle bridges moving up if you're underneath it.
  • particle bridge inherits from a zscript actor that lets you jump onto it from underneath. Thanks To Gutawer for zscript help!
  • changed automap strings for kills,treasures,crystals (now that its available)
  • teleport particles only activate when teleporting, freeing up memory otherwise used by it
  • rewrote script for Power Wand, and may actually use it. Its a bit weird so I'll need more feedback on it.
  • added handling for if your time is greater than 999.
  • lowered chance for ghosts to fade to 1/4
  • dragon boss done, added dinos (John Hammond would be so proud)
  • picking up new special weapons doesn't remove other weapons (You still lose them at the end of a level though)
  • returning from a teleport sets your last used weapon back (due to change above) (nevermind still need to fix)
  • IDFA cheat no longer breaks weapons (good news for you cheaters!)
  • lowered tree demon boss's health to 175
  • made fireball much more destructive
  • fixed a bug where some scripts were still using setammocapacity when no longer needed.
  • fixed minor texturing & scrpting in map01
  • renamed Gargoyle to Devil to avoid conflicts with another enemy
  • added several E4 enemies
  • added laser trap for E4
  • fixed bug where explosive shots were throwing decorations in map20 around like crazy. WHUT
  • added stuff for secret level
  • new alternate hud sprites for powered shots
  • new powerup - flamethrower!
  • made the eastern crystal a bit more visible on map21 and tweaked bridges to it some.
  • more small changes to early levels
  • added small hints for multi-switch puzzles
  • made jump and teleport potions fullbright to match other potions (and to make more visible)
  • tweaked all 3d models to be gzdb friendly (most of them at least)
  • lowered lava damage from 2 to 1.
  • rewrote script for Power Wand again. (This is version six or so. I guess I don't know what I want)
  • added secret weapon
  • new weapon powerups for E3 secret level
  • cookies!
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Re: Hocus Doom (new version 01-27-2017)

Postby Tormentor667 » Tue Oct 03, 2017 2:11 pm

Glad that this is still progressin' :)
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needs more detail
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Location: Germany

Re: Hocus Doom (new version 01-27-2017)

Postby Captain J » Tue Oct 03, 2017 7:43 pm

Yahoo indeed! Those are some great changes. And good to see it's still updating, too!
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Captain J
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Location: Urban Clustermess
Discord: DiscussJ#3128

Re: Hocus Doom (new version 01-27-2017)

Postby RichterBelmont12 » Thu Oct 05, 2017 10:24 am

Well its time to put this game back into this years Doom December for my Channel :)
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Joined: 07 Jun 2017

Re: Hocus Doom (new version 01-27-2017)

Postby ravage » Thu Oct 05, 2017 11:03 pm

Richter: I hope to catch it this time! :D
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Re: Hocus Doom (new version 01-27-2017)

Postby RichterBelmont12 » Fri Oct 06, 2017 11:34 pm

ravage wrote:Richter: I hope to catch it this time! :D

I hope you do because there is alot of Awesome mods I want to do for this years Doom December Blade of Agony EP.2, Rise of the Woolball, Continuing Hocus Pocus Doom, Castlevania: Simon's Destiny (if it comes out this year), I'm still holding my breath on Doom Golden Souls 2 lol Maybe in Doom December 2018 Maybe.
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