Hocusdoom BETA (new version 10-15-2019) almost there

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Re: Hocusdoom BETA (new version 10-15-2019) almost there

Postby ravage » Tue Oct 15, 2019 5:45 am

Current playable version for 01-26-19
https://www.dropbox.com/s/befkrs6uqtfp7 ... 9.pk3?dl=1
Ogg versions of music
https://www.dropbox.com/s/h4wlfocvkewtm ... g.pk3?dl=1

changelog for - 10-15-2019
  • completely redone torches again. use so much fewer actors now.
  • all bosses have rebalanced resistance to the power wand. they take half damage now.
  • Trolodon's health changed from 3000 to 2000
  • Wraith's projectile speed cut in half.
  • power wand shots are now homing.
  • fixed typo in one of the Wizard's chat strings.
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Re: Hocusdoom BETA (new version 10-15-2019) almost there

Postby Scuba Steve » Sat Nov 02, 2019 10:58 am

I felt like something was missing from the beginning of this mod...

Also... this musical history of the Apogee Fanfare is particularly nostalgic.
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Ravage Apogee.png
Last edited by Scuba Steve on Sat Nov 02, 2019 4:27 pm, edited 3 times in total.
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Re: Hocusdoom BETA (new version 10-15-2019) almost there

Postby Tormentor667 » Sat Nov 02, 2019 2:23 pm

Awesome - a must add :)
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Re: Hocusdoom BETA (new version 10-15-2019) almost there

Postby ravage » Sat Nov 02, 2019 11:50 pm

Holy shit.
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Re: Hocusdoom BETA (new version 10-15-2019) almost there

Postby talisa » Sun Nov 03, 2019 2:55 am

hahaha thats just to awesome, you should totally add taht as title-screen :D
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Re: Hocusdoom BETA (new version 10-15-2019) almost there

Postby CGA Gillian Seed » Sat Nov 09, 2019 1:25 am

Hello there! I've decided to make an account on here because I've been following this project for quite some time now, but have mostly been lurking at the time seeing this project develop and grow. I've finally done so because I want to help contribute to Hocus Pocus Doom and give out any feedback for ya, Ravage!
I did spot a couple of typos/inconsistencies with the text, like when quitting the game for example, one of the messages says this:
It'ts not fair! (Quit Message).png

It should be fixed to:
It's not fair!
Why do you get to leave?


In Map09, when you talk to the wizard at the beginning, he says this:
These Castle WALL (Typo At E1M9).jpg


It should instead be:
These castle walls are guarded by the Mad Monks of Mellenwah! Never touch one!
Note the lowercase "w" in Mellenwah. In the original Hocus Pocus, Mellenwah is spelled with a lowercase "w". But in Hocus Pocus Doom, the "w" is uppercase which is incorrect.
It's the little things I notice here when playing!

This next thing I will address is actually kinda big, and it has to do with the music used in the secret levels which I will get into.
Spoiler:

So yep! I have a recommendation that when playing back these files during gameplay, that you adjust GZDoom's module replayer Quality to "Aliasing". Of course this will make instruments lose interpolation, but on the other hand will make the instruments sound sharper in general.
If necessary, adjusting the Module Replayer's master volume to have it be balanced alongside the MIDI/FM Hocus Pocus soundtrack is also another recommendation of mine. I have made it more convenient for ya by taking the time to adjusting the internal volume between all the 4 secret level tracks so that one doesn't sound too quiet or too loud compared to the others during module playback, so all you really have to worry about is fiddling around with GZDoom's module replayer settings (in regards to interpolation and master volume) when playing Hocus Pocus Doom!

*phew*
That was quite a bit of stuff for me to write, but hey, I want to see this mod become more and more polished and am happy to help out in any way I can! I'll letcha know when I find more things to address whether it is typos, bugs, or anything like that.
Download link of my Secret Level track fixes will be provided here.
(EDIT: 11-14-2019)
https://mega.nz/#!Z3RQjYbL!0glZLRpvuBkQ ... -AOyCR7kw0

Also, I really love that Ravage Apogee logo!!! Loads of nostalgia looking at that! That totally should be used when starting up the game for next update!
Last edited by CGA Gillian Seed on Thu Nov 14, 2019 8:20 am, edited 1 time in total.
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Re: Hocusdoom BETA (new version 10-15-2019) almost there

Postby ravage » Sun Nov 10, 2019 1:20 am

Oh wow, that is amazing! I will definitely give those a look!
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Re: Hocusdoom BETA (new version 10-15-2019) almost there

Postby CGA Gillian Seed » Sun Nov 10, 2019 6:42 pm

S'all good, Ravage! Out of all the Doom Total Conversions out there, Hocus Pocus Doom is easily one of my favorites I've ever experienced and makes me really happy playing through what is essentially a 3D remake of Hocus Pocus! Seeing what's been accomplished here in terms of level design, sprites, textures, etc. is all so inspiring, and has been peaking my interest for getting into Doom modding again!
I have noticed how certain enemies like the Fire Crocs, Bugbears, etc. have different angled sprites, but others like the Demons and Egg Dragons for example have front facing sprites only. Will those enemies eventually have their other angled sprites drawn at some point in the future as a means to keep things consistent for the enemies?
I totally understand that it can be a time consuming process having to draw all different directions for each and every sprite. (My pixel art skills aren't exactly the greatest, but I have dabbled on a few personal projects in the past so yeaaaaah :P)
Spoiler:
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