Hocusdoom BETA (new version 01-26-19)

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Re: Hocus Doom

Postby ravage » Fri Aug 22, 2014 8:56 pm

Woolie Wool wrote:It was nice up to level 6, but level 6 runs incredibly slowly (<10 fps) and is 100% impossible to play without cheats on my computer. If I had to guess, there are probably way too many actors on this level and their numbers will have to be drastically reduced for the map to be playable. It reminds me the way Nashgore-based mods behave when hundreds of monsters are crushed at once.

Pretty much. I'm not happy with map06. I never was really, but I didn't know what to do with it. I may end up scrapping and remaking it. I may make the whole map smaller as it takes almost 13 minutes to complete. That's a lot of time for a hocus map :P
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Re: Hocus Doom

Postby Woolie Wool » Fri Aug 22, 2014 9:26 pm

I really like how utterly different it is from regular Doom, it's clearly a TC's TC and not Doom with a new skin on. I must say though, that the first fight in the first level is cruel for the very beginning of a TC with radically different mechanics from Doom. You're trying to figure out the basics of shooting while fending off a large number of monsters in tight quarters.
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Re: Hocus Doom

Postby beerandgame » Thu Oct 23, 2014 2:18 am

This is not Hocus Pocus Doom, This is the real HOCUS POCUS 3D, the sequel/remake of the original. It's the best work since the sequel of Duke Nukem 2: Duke 3D!!! You made the perfect mod! I love it!!
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Re: Hocus Doom

Postby Tormentor667 » Mon Jan 05, 2015 5:50 am

Any news? :)
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Re: Hocus Doom

Postby ravage » Mon Jan 05, 2015 6:00 am

Tormentor667 wrote:Any news? :)

Still active! Working on textures for episode 2, but work is a bit slow.
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Re: Hocus Doom

Postby Average » Mon Jan 05, 2015 8:40 am

ravage wrote:
Tormentor667 wrote:Any news? :)

Still active! Working on textures for episode 2, but work is a bit slow.


Glad to hear it! This is some fantastic work so far. :)
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Re: Hocus Doom

Postby Captain J » Mon Jan 05, 2015 8:42 am

huh, no offence, tormentor's necro bump did saved this thread. which means it's a good thing that it's not dead yet.
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Re: Hocus Doom

Postby wildweasel » Mon Jan 05, 2015 12:00 pm

Tormentor667 wrote:Any news? :)

No! Bad Tormentor!
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Re: Hocus Doom

Postby ravage » Mon Jan 05, 2015 3:54 pm

Captain J wrote:huh, no offence, tormentor's necro bump did saved this thread. which means it's a good thing that it's not dead yet.

Possibly, but I'd have bumped it eventually when I had more content to release.
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Re: Hocus Doom

Postby Gez » Mon Jan 05, 2015 4:17 pm

This thread isn't in off-topic, so it doesn't need to be saved: it won't get automatically pruned if it gets too old.

Still nice to hear that there's some progress on this little project.
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Re: Hocus Doom

Postby Tormentor667 » Tue Jan 06, 2015 8:07 am

Sorry, I had to ask, I can't wait for the next version :)
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Re: Hocus Doom

Postby Silentdarkness12 » Tue Jan 06, 2015 9:55 am

Indeed. Good to see you're still around, Tormentor.
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Re: Hocus Doom

Postby ravage » Sat Jan 24, 2015 6:28 am

Happy 2015! I apologize for such a delay, but life tends to do that (not to mention a distinct lack of motivation). However, I haven't been totally sleeping on the job!

Current playable demo for 01-24-2015
Mp3 versions of music

  • Completely redid map06. No longer lags and flows much better.
  • added map07
  • started map08 (Not finished)
  • started map09 (Not finished)
  • added map10
  • added map11 (episode 2)
  • added sprites and mechanics for hocus player. (jumping animation works too!)
  • changed projectiles for Power Wand again. The blue and Red just didn't feel right.
  • Fixed floor check for the jump potion particles. Should work now. (a bit goofy if you hit a ceiling)
  • New weapon sprites to match the toony look.
  • Made Monsters return to their original position when they despawn
  • Reverted monster returning because it doesn't work yet.
  • added some E2 enemies (blackbeast, mummy, bat)
  • added some E3 enemies (secret enemies)
  • added A_SentinelBob to flying monsters to see how they work (works nicely)
  • added sound variants for power/rapid fire weapons
  • added some secret stuff
  • added textures and decorations for Egypt and Night 2 sets
  • Reworked how bosses work. They should despawn and reset the boss health bar scripts fine now.

Screenshots:
Spoiler:


As always, let me know what you think and if you find any bugs or broken things.
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Re: Hocus Doom

Postby Average » Sat Jan 24, 2015 7:24 am

Cool beans! Looking forward to trying the new build after work. :)
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Re: Hocus Doom

Postby Captain J » Sat Jan 24, 2015 8:03 am

finally, this mod now have it's own hand that fits with the original game. gotta love it!
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