Hell-Forged - Version 2.00 (Announcement)

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Hell-Forged - Version 2.00 (Announcement)

Postby Amuscaria » Tue Aug 10, 2021 2:47 am

Image

Now that Hell-Forged Episode 1 production is nearing its end, with the final patch set to release this weekend or the next, I think it's time I jump into episode work. Episode 2: The Planes of Despair takes place will encompass about 2/5ths of what I originally intended for DE-Ep3, with 3 new themes of weapons and enemies - Blood, Venom and Undead. After some careful consideration, I think it's best to just continue what I've started with Ep1, instead of overhauling the entire project. I simply don't have that sort of time for that scale of a project anymore. I will proceed with the project in 3 phases.

First and foremost is sprite work. There will only be 3 new weapons, but there will be significantly more monsters, even enough some of these are just revamped versions of things I made for DE-Ep3 back in the day. This will also be a good time to finally make some of Colin Potratz original designs from Hellstorm that I modeled some time ago. I think they will fit the theme of this episode very well.

Phase 2 will be Texture work and mapping. I had to neglect this area for Ep1, and I think it will be a good time to address some of the mundane static maps I made for the first episode, and give the maps more texture variation. The surreal setting will be excellent time to experiment on designs and atmosphere.

The final phase will be testing and readying for the 1.0 minimal viable product.

Needless to say, phase 1 will take the longest. I already have a few monsters completed or near completion, but I'll be going on a monster spriting marathon starting next month. Hopefully I can sprite 1 normal monster per week, with 2 weeks for mini bosses, and 4 weeks for the final boss. The designs and experience I've gained from making HF-Ep1 will make this process much faster. Monsters will not be using the palette from HF-Ep1, but will have their own palette whenever necessary.

GAMEPLAY CHANGES

Spoiler:


===========================================================================================================================

LORE


Spoiler:



THE ARSENAL

Spoiler:



BESTIARY

The enemies found in The Planes of Despair are far more twisted than the likes you've seen back in your world. Even the Hellsmith wouldn't compare to what lies in store for you. Eons of damnation and corruption has changed even the Hellspawn into something worse. From the spirits of the vengeful damned, two the demons infused with Blood Magic, the creatures here reflect the twisted the world they inhabit. (* indicate this monster might be cut if scope becomes too much to manage)

Spoiler:


===========================================================================================================================
NOTICE: The assets posted here are NOT open for public use until the final product is delivered, unless stated otherwise.
Last edited by Amuscaria on Sat Sep 25, 2021 3:50 pm, edited 10 times in total.
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Re: Hell-Forged - Version 2.00 (Announcement)

Postby SpaceyStrife » Tue Aug 10, 2021 11:53 am

Incredibly hyped for this! I loved the gorgeous sprite work in the first episode and that you made its assets available for public use, and I can't wait to see what creativity stems from this next episode.

In terms of level design, something I'd like to see this time around is better and more frequent use of powerups throughout the maps. The Doom and Annihilator spheres in Episode 1 and their effect on my arsenal was super fun and added a whole new layer of depth to slaughtermap situations, but they were rare pickups and I can only think of two places where I was able to use them effectively. Chrono Sphere is a similar case but I only ever found one of those, and it was in the ultra secret powerup carousel in the final map before facing the Hellsmith where choosing another sphere is generally a much better choice. With even more stuff in the works for Episode 2, there's so many cool gimmicks that levels can be based around this time, and it's something I hope can not only elevate Episode 2 to new heights but encourage map makers to try building their own Hellforged wads in the future.
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Re: Hell-Forged - Version 2.00 (Announcement)

Postby Amuscaria » Tue Aug 10, 2021 11:59 am

SpaceyStrife wrote:...more frequent use of powerups throughout the maps.


Oh, you're gonna need it. :twisted:

Ep-2 won't just be hard, it will be Xaser-hard.
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Re: Hell-Forged - Version 2.00 (Announcement)

Postby Leglock » Tue Aug 10, 2021 12:32 pm

I will get on the hype train here. I played HF a couple of years ago and I enjoyed it. I found come visual glitches in an arena near the end of a level with elevators (can't rembember which).

As time goes on I have less time to play, but this project, and few others keep me peepping into the forum :eyes:
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Re: Hell-Forged - Version 2.00 (Announcement)

Postby Amuscaria » Tue Aug 10, 2021 1:27 pm

Leglock wrote:I will get on the hype train here. I played HF a couple of years ago and I enjoyed it. I found come visual glitches in an arena near the end of a level with elevators (can't rembember which).


Were you using GZDoom in open GL/hardware render mode? The last few levels have linked portals that won't work unless you're in Open GL due to some software rendering limitation. If GZDoom is too taxing on your PC, try LZDoom. Version 1.10 will not work without Open GL due to more use of portals.
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Re: Hell-Forged - Version 2.00 (Announcement)

Postby Leglock » Tue Aug 10, 2021 2:34 pm

Amuscaria wrote:
Leglock wrote:I will get on the hype train here. I played HF a couple of years ago and I enjoyed it. I found come visual glitches in an arena near the end of a level with elevators (can't rembember which).


Were you using GZDoom in open GL/hardware render mode? The last few levels have linked portals that won't work unless you're in Open GL due to some software rendering limitation. If GZDoom is too taxing on your PC, try LZDoom. Version 1.10 will not work without Open GL due to more use of portals.


I use Vulkan indeed, but I may try OpenGL for instance. But I will wait until the release of the HF 2.0.

Do you suggest to use GL in the new version too?
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Re: Hell-Forged - Version 2.00 (Announcement)

Postby Leglock » Tue Aug 10, 2021 2:38 pm

Amuscaria wrote:
Leglock wrote:I will get on the hype train here. I played HF a couple of years ago and I enjoyed it. I found come visual glitches in an arena near the end of a level with elevators (can't rembember which).


Were you using GZDoom in open GL/hardware render mode? The last few levels have linked portals that won't work unless you're in Open GL due to some software rendering limitation. If GZDoom is too taxing on your PC, try LZDoom. Version 1.10 will not work without Open GL due to more use of portals.


Also, don't quote me on this, but I am almost sure that I finished the mod with no issue other than the previously mentioned. Again, there are mods that I can't finish doe to time restrains so there might be a chance that I dind't finish HF.
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Re: Hell-Forged - Version 2.00 (Announcement)

Postby Amuscaria » Tue Aug 10, 2021 3:02 pm

I'm not sure if there is a difference in what Vulkan can render vs Open GL, but anything other than Software mode should have no problem since it doesn't have the portal limitations. I'll need to see a screenshot regarding what you mean.
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Re: Hell-Forged - Version 2.00 (Announcement)

Postby Scuba Steve » Tue Aug 10, 2021 3:20 pm

Ah shit, here we go!
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Re: Hell-Forged - Version 2.00 (Announcement)

Postby Jimmy » Tue Aug 10, 2021 4:10 pm

Yeah!!!
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Re: Hell-Forged - Version 2.00 (Announcement)

Postby Leglock » Tue Aug 10, 2021 4:33 pm

Amuscaria wrote:I'm not sure if there is a difference in what Vulkan can render vs Open GL, but anything other than Software mode should have no problem since it doesn't have the portal limitations. I'll need to see a screenshot regarding what you mean.


I can't remember which version of Gzdoom I was running back then, maybe 4.3.3? Not sure. I think I can try to get some screenshots if I get the cheat to select that level (the one with a circular HUB/arena with a bunch of elevators).

I will try on the newest GZdoom version, if it was corrected I will try to go backwards.
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Re: Hell-Forged - Version 2.00 (Announcement)

Postby Bobby » Thu Aug 12, 2021 10:32 am

Could you make a gameplay mod version of this when you get the chance?
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Re: Hell-Forged - Version 2.00 (Announcement)

Postby wildweasel » Thu Aug 12, 2021 12:32 pm

Bobby wrote:Could you make a gameplay mod version of this when you get the chance?

You may be more interested in the Eriguns mods.
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Re: Hell-Forged - Version 2.00 (Announcement)

Postby Amuscaria » Fri Aug 13, 2021 7:55 pm

Bobby wrote:Could you make a gameplay mod version of this when you get the chance?


That's not going to happen until the mod is done. I have enough on my plate with just the normal TC as it is.
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Re: Hell-Forged - Version 2.00 (Announcement)

Postby osjclatchford » Mon Aug 16, 2021 10:37 am

well this is a really exciting development!

will you be posting your spritesheets as you complete them like you did with DE and HF1?
that was rather fun to watch the resources grow and grow with the project. always nice to see new and beautifully rendered spritework in your lovely style!

good luck with this. hope it doesnt burn you out too much...
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