RETRO HERETIC MAPS / H!ZONE [Re-Upload]

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H!Zone for ZDoom (alternate version)

Postby NightFright » Fri Oct 25, 2019 9:10 am

I played through all the episodes in the last few days and realized that an all-new release with a few fixes to guarantee full playability is needed.
Therefore, I have made a new compilation of the H!Zone levels:

H!Zone for ZDoom v1.1 (PK3, 4.2 MB)



Features:
> ZDoom PK3 file structure
> Levels separated into single map wads
> MAPINFO added (all episodes available via ingame menu, level names based on episode name)
> TEXTURES lump added for proper support of custom textures
> Fix for Iron Lich replacement not shown in GZDoom (HEAD* lumps renamed to LICH*)
> Reset health and inventory when entering next level for multiplayer episodes (10-12)
> Custom TITLE and M_HTIC lumps added
> Map fixes:
- E1M2: Upper texture (PANELING) added for line #1121
- E1M4: Rendering of center metal bar at level start fixed (lines #1298-1301 redone)
- E1M9: Several Morph Ovum items (things #231, 236, 237, 241) flagged MP only
- E3M9: Entering the pool in the final area now ends the level (line #548 added)
- E4M6: Green key now also appears on easy skill (duplicate yellow key [thing #74] changed)
- E4M8: Yellow door cannot be opened from the outside by monsters any more (line #39 blocks monsters)
- E6M3: Blue key was not reachable, therefore changed thing #322 (Quartz Flask) in front of blue key door to Wings of Wrath (so you can now fly all the way back to the blue key and get it from the pedestal)
- E6M7: No blue access door in spite of blue key being present, therefore changed lines #1282-1301 to "D1 Door Blue Key" and flagged lines #1285/1289/1293/1297/1301 as monster blocking
> Level transition/episode ending fixes (MAPINFO):
- E1M3: Secret exit now leads to E1M9 while E1M7 secret exit behaves like normal exit
- E1M8: Killing D'sparil now ends the level (specialaction_exitlevel)
- E2M9: Now loaded after E2M4 (since there is no secret exit in this episode)
- E8M8: Killing Iron Liches now reveals switch for exit (dsparilspecial changed to ironlichspecial)
- E9M8: Killing Minotaurs now reveals exit (dsparilspecial changed to minotaurspecial)

While playing through the maps, I noticed a few mistakes, some of them being actual showstoppers which required me to edit the maps via SLADE. Comments about the changes in detail:
Spoiler:

This should now be fully playable and completable, even the multiplayer episodes (the first three ep.11 maps even have monsters in SP, if you really need to check it out). Main goal was to eliminate showstoppers, so I did not fix badly aligned textures, alter music or skies, sprites or anything else. You are supposed to experience it as close to the original thing as possible with this. Even though this edition is not based on AstroCreep's version at all, I have decided to credit him in the included readme since he was the one that motivated me to do this, and hopefully the result is something that is pleasant for everyone. I was surprised about the quality of the episodes in general, especially episodes 5-8 are quite sophisticated and challenging due to their huge numbers of monsters. The E8M8 boss fight might be the most excessive one I have ever encountered in any Heretic wad, with about a dozen D'sparils, Minotaurs etc. It got pretty messy, but it's doable. E8M7 also has an interesting Descent-style map completely based on using Wings of Wrath the entire time. A pity I couldn't track down the authors of these maps, would have been interesting to see who made this and if there is any background story to understand the purpose of some design decisions.

Long story short, if you haven't already, you should check this out now.
Last edited by NightFright on Thu Nov 07, 2019 5:33 am, edited 4 times in total.
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Re: RETRO HERETIC MAPS / H!ZONE [Re-Upload]

Postby AstroCreep » Fri Oct 25, 2019 2:05 pm

Nice. Glad you’re fixing this up all nice lol. I kinda gave up on zdoom modding due to gzdoom being too sexy for my computer lol.
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Re: RETRO HERETIC MAPS / H!ZONE [Re-Upload]

Postby Gez » Thu Nov 07, 2019 3:45 am

I'm pretty sure in Northern Mine the exit to the secret level is supposed to be in M3. If you find the secret in the room where you open the normal exit, you can get wings of wrath that let you go in the fires of the ankh. There eventually you can trigger an exit (they may be set as having to be activated rather than crossed). The start of E1M4 looks just like the regular exit for E1M3; and after taking a quick look at E1M6, where the vanilla secret exit is, there doesn't seem to be two separate exits here. I would consider that a show-stopper. E1M9 has several unreachable items (seem to be at deathmatch starts, should probably get the relevant flag not to appear in SP) and broken secrets (seem to require coop so that other players can morph you into chickens -- or you can crouch, since it's ZDoom).

Also E1M2 lacks a upper texture in the elevator next to the maulotaur. The entire setup is kinda weird, with the door opening all the way to the ceiling, and the elevator climbing far above the level of the upper floor so if you don't leave it while it moves you get raised into HOMland and then bump your head on the ceiling, but making this sane is probably out of scope for your showstopper-only fixes.
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Version 1.1 released

Postby NightFright » Thu Nov 07, 2019 5:24 am

You make some compelling arguments there, enough to release a new version with some changes.

Changelog v1.1 (Nov 7, 2019):
> MAPINFO: E1M3 secret exit now leads to E1M9 while E1M7 secret exit behaves like normal exit
> Map fixes:
- E1M2: Lift special for line #1121 removed again (lift is activated differently); upper texture (PANELING) added for line #1121
- E1M9: Several Morph Ovum items (things #231, 236, 237, 241) flagged MP only

There's still a secret exit in E1M7 as well, so since it's stupid to have two exits leading to the same level, I have basically turned the secret exit in E1M7 into a "dummy", leading to E1M8 anyway. I have also figured out that the "green key lift" next to the bar in E1M2 is actually supposed to be activated by pushing the bar next to the lift, so I removed the possibility again to just lower it by pushing against the wall. It's still a weird and stupid mechanism, but that's the way it was obviously intended, so I can't mess with that.

Thanks a lot for the input, Gez! Highly appreciated.
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