Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- eharper256
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Re: Hexen: Walpurgis [For Doom, Heretic and Hexen] [0.88]
Here a sneak peak video of the Ichival Bow in action!
Looks pretty sweet, right?
Disclaimer: Not the final version; its only got the primary fire right now; and I'm not sure about the effects the final version will have.
Looks pretty sweet, right?
Disclaimer: Not the final version; its only got the primary fire right now; and I'm not sure about the effects the final version will have.
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Re: Hexen: Walpurgis [For Doom, Heretic and Hexen] [0.88]
Wow! That is looking STELLAR
- eharper256
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Re: Hexen: Walpurgis [For Doom, Heretic and Hexen] [0.88]
Thanks. Now I've got the basics in place and alot of the sprite work is picking up, I'm making good progress towards the 4th class.PresBarackbar wrote:Wow! That is looking STELLAR
- Blackgrowl
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Re: Hexen: Walpurgis [For Doom, Heretic and Hexen] [0.88]
I've been on a "Don't Play Doom or Similar Games" sorta vacation (And yes I know it's a very terrible vacation) but goddamn, the progress on this mod has been going way too far than I expected, especially from a one-man mod.
I'm glad to see you're still dedicated and motivated to it, hopefully you will continue to be so for many years to come.
Tried out the new update for a bit, in this case from 0.85 to 0.88 and oh boy, the Crusader having a Shield, I was like "Hey you're breaking vanilla!" at first but then I realized "Woah, vanilla should have it" and then when I tried it, realizing that a timed bash indeed reflects the projectiles back, I was "Vanilla is not the same anymore at all, Walpurgis is how I'll play Hexen from now on".
I might just replay Hexen one day with this mod, as ALL classes which is a rare thing for me to do since I'm a complete fanatic of the Warrior.
The upgrade system is very cool, I love it! Would it be possible to make it so you can upgrade two/three times or you have already settled for a strict one-time only method?
I'm glad to see you're still dedicated and motivated to it, hopefully you will continue to be so for many years to come.
Tried out the new update for a bit, in this case from 0.85 to 0.88 and oh boy, the Crusader having a Shield, I was like "Hey you're breaking vanilla!" at first but then I realized "Woah, vanilla should have it" and then when I tried it, realizing that a timed bash indeed reflects the projectiles back, I was "Vanilla is not the same anymore at all, Walpurgis is how I'll play Hexen from now on".
I might just replay Hexen one day with this mod, as ALL classes which is a rare thing for me to do since I'm a complete fanatic of the Warrior.
The upgrade system is very cool, I love it! Would it be possible to make it so you can upgrade two/three times or you have already settled for a strict one-time only method?
- eharper256
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Re: Hexen: Walpurgis [For Doom, Heretic and Hexen] [0.88]
Aww shucks.Blackgrowl wrote:I've been on a "Don't Play Doom or Similar Games" sorta vacation (And yes I know it's a very terrible vacation) but goddamn, the progress on this mod has been going way too far than I expected, especially from a one-man mod.
I'm glad to see you're still dedicated and motivated to it, hopefully you will continue to be so for many years to come.

Thanks, though I'm making it because I enjoy it, its comments like these that make me more motivated.

I know what you mean about having specific vacations for certain games and genres, I do the same. I migrate around my Steam library all the time. Heck, I've gone from Farming Simulation, to Visual Novel, to Turn Based Strategy all in the last month.

Yeah, initially I did have the whole 'should I change this?' mantra myself considering the Mace is meant to be the weakest start. This is why it originally had the Holy Smite instead; even though a Shield is a logical thing for a Crusader to use. But I'm glad I made the push and did the sprite, I think it works well, and I'm glad you agree.Blackgrowl wrote:Tried out the new update for a bit, in this case from 0.85 to 0.88 and oh boy, the Crusader having a Shield, I was like "Hey you're breaking vanilla!" at first but then I realized "Woah, vanilla should have it" and then when I tried it, realizing that a timed bash indeed reflects the projectiles back, I was "Vanilla is not the same anymore at all, Walpurgis is how I'll play Hexen from now on".
Thats cool; if it gets you out your comfort zone and makes the other classes desirable, that's a super thing for me.Blackgrowl wrote:I might just replay Hexen one day with this mod, as ALL classes which is a rare thing for me to do since I'm a complete fanatic of the Warrior.
The upgrade system is very cool, I love it! Would it be possible to make it so you can upgrade two/three times or you have already settled for a strict one-time only method?
Though even more upgrades are not strictly off the table; more than this will add heaps to the already spaghetti code thats starting to creep in. If its something that will happen, it will happen some indeterminate time in the future. Right now, the focus is the fourth class and new enemies.
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Oh god I'm older again today. Halfway through my thirties now, so soon I'll be middle-aged...


- Blackgrowl
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Re: Hexen: Walpurgis [For Doom, Heretic and Hexen] [0.88]
Fun fact; I actually like how you changed the starting AC for the Crusader, it really does show it's indeed a mixed class but also THE actual tank, not Baratus the Berserkereharper256 wrote:This is why it originally had the Holy Smite instead; even though a Shield is a logical thing for a Crusader to use. But I'm glad I made the push and did the sprite, I think it works well, and I'm glad you agree.

That's very good! I hope you got some very juicy enemies to display. I'm sure you have the "Chainmail Ettin" in already, that's a good start.eharper256 wrote:Right now, the focus is the fourth class and new enemies.
They will have different stats as well as different attacks for some, right? Like for the Chainmail Ettin, all I'm expecting is just a bit more armor, so using a Hammer against him would be better than an Axe for example.
Hah, compared to a lot of the good ol' Doom gamers like me here, you're a(n imp) babyeharper256 wrote:Oh god I'm older again today. Halfway through my thirties now, so soon I'll be middle-aged...![]()

Happy Birthday!
Re: Hexen: Walpurgis [For Doom, Heretic and Hexen] [0.88]
isnt' there a link to this mod on google drive? I find that much safer
- Captain J
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Re: Hexen: Walpurgis [For Doom, Heretic and Hexen] [0.88]
Age really doesn't matter. Your experience is! Just keep doing what ya like and stack up your story one by one!eharper256 wrote:Oh god I'm older again today. Halfway through my thirties now, so soon I'll be middle-aged...![]()
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So yeah, you're doing great. Happy Birthday!
- eharper256
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Re: Hexen: Walpurgis [For Doom, Heretic and Hexen] [0.88]
I've used MEGA for years without issues. I'd rather not inflate Google's ego too far.tuintje wrote:isnt' there a link to this mod on google drive? I find that much safer
Nevertheless, just for your paranoia's sakes; here's a Google drive version just for you: https://drive.google.com/file/d/1LKtTmB ... sp=sharing
In actual fact, a boss re-work is probably first on the list (to make the the three leaders and Cyberdemon etc. not be minced in a matter of seconds by your Ult, lol). I promised Chainmail Ettin ages ago but never got around to it (lol), but I will eventually add other monsters and tweak them, yes.That's very good! I hope you got some very juicy enemies to display. I'm sure you have the "Chainmail Ettin" in already, that's a good start.
They will have different stats as well as different attacks for some, right? Like for the Chainmail Ettin, all I'm expecting is just a bit more armor, so using a Hammer against him would be better than an Axe for example.
Thanks for all the Birthday wishes everyone. (Yes, as you might imagine, I was a whippersnapper with parents who couldn't care less that I played Doom as an 8 year old lol).
- eharper256
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Re: Hexen: Walpurgis [For Doom, Heretic and Hexen] [0.88]
Here's a preview for the slot 3 weapon for the new class: The Hebiko Sceptre!
As you can probably guess, this is a completely remade Serpent Staff, as it was previously removed from the Crusader's Arsenal in Walpurgis in favour of the Lightbringer; as it was, much like the Wraithverge, not very holy.
However, I liked the idea of a serpentine weapon, and its ideal for the new class. It's primary fire shoots serpentine acid projectiles, the secondary is a hypnosis mode that temporarily gets enemies to fight for you (not very effective on Ettins here, but deadly on the right target), and the tertiary lets out a cloud of poisonous gas.
You might be able to guess what the new class is by now!
As you can probably guess, this is a completely remade Serpent Staff, as it was previously removed from the Crusader's Arsenal in Walpurgis in favour of the Lightbringer; as it was, much like the Wraithverge, not very holy.
However, I liked the idea of a serpentine weapon, and its ideal for the new class. It's primary fire shoots serpentine acid projectiles, the secondary is a hypnosis mode that temporarily gets enemies to fight for you (not very effective on Ettins here, but deadly on the right target), and the tertiary lets out a cloud of poisonous gas.
You might be able to guess what the new class is by now!
- eharper256
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Re: Hexen: Walpurgis [For Doom, Heretic and Hexen] [0.88]
Besides polishing up the Hebiko Sceptre and the Ichival a bit; the latter part of this week has had me implement Footsteps, based on DenisBelmondo's ZScript Footsteps.
This version is superb, and I spent awhile listening to different free footstep sounds to implement ones I thought were best (lol).
It also has a big advantage over the Zombiekiller port for me; namely the fact you don't need redundant flat entries listed twice in a specific format, which is very intimidating when I had to job of adding Doom, Heretic, AND Hexen entries to a list, for every flat in all three games.
Also been spriting for the slot 2; and I'm very happy with progress on that; should be able to show it off shortly.
This version is superb, and I spent awhile listening to different free footstep sounds to implement ones I thought were best (lol).

It also has a big advantage over the Zombiekiller port for me; namely the fact you don't need redundant flat entries listed twice in a specific format, which is very intimidating when I had to job of adding Doom, Heretic, AND Hexen entries to a list, for every flat in all three games.

Also been spriting for the slot 2; and I'm very happy with progress on that; should be able to show it off shortly.

- Blackgrowl
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Re: Hexen: Walpurgis [For Doom, Heretic and Hexen] [0.88]
Footstep sounds for Hexen sounds great, but will it be using "unique" sounds? Because to be honest, I'm tired of hearing the same footsteps that Half Life 1 uses.
I'd rather you take the footsteps that Thief 1 and Thief 2 uses, hell it will fit the mood so well.
From the way you worded though, I think we can indeed expect something good already
I'd rather you take the footsteps that Thief 1 and Thief 2 uses, hell it will fit the mood so well.
From the way you worded though, I think we can indeed expect something good already

- eharper256
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Re: Hexen: Walpurgis [For Doom, Heretic and Hexen] [0.88]
Yep, all the sounds are curated from various footstep packs, and in a few cases (slime, leaves, grass), I clipped sound effects I found myself online with Audacity as I didn't like the ones available.Blackgrowl wrote:Footstep sounds for Hexen sounds great, but will it be using "unique" sounds? Because to be honest, I'm tired of hearing the same footsteps that Half Life 1 uses.
I'd rather you take the footsteps that Thief 1 and Thief 2 uses, hell it will fit the mood so well.
From the way you worded though, I think we can indeed expect something good already

The only remainders from half-life are a couple of the in-water sloshes, because I like those ones.
- eharper256
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Re: Hexen: Walpurgis [For Doom, Heretic and Hexen] [0.88]
New video! Showing off a couple of things here in the progress up to the 0.9 version. First of all, the starter weapon of the new class, the Baselards (Daggers). As well as having a swishy, stabby quick and poisonous melee, you can throw them with the secondary fire. The thrown ones can bounce around!
The latter part of the video shows off the footsteps I mentioned in a previous post.
- eharper256
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Re: Hexen: Walpurgis [For Doom, Heretic and Hexen] [0.88]
Here's the final 'weapon' of the new class, who I am now happy to reveal as being "Illitheya the Druid". The astute would have already noticed her lady sound-effects and slender arms in the previous videos.
I revealed this one last because any D&D affectionado would see a 'shifts into a wolf form' and immediately thinks Druid, haha.
It also took the longest to get looking decent enough for me to feel it was worth a video. In this specific case, it's a Winter Were-Warg form; I see her as still staying upright, and just being floofy, haha. The Warg Form has claw slashes for its primary fire, has a charge-up comet of compacted ice as the secondary fire, and has a frost-spewing ground-slam as the tertiary. As you're a canine, your vision also goes monochrome!
Its been pretty fun developing her so far, though its an exhausting amount of spritework and soundwork when the vast majority is custom resources.

I revealed this one last because any D&D affectionado would see a 'shifts into a wolf form' and immediately thinks Druid, haha.

It also took the longest to get looking decent enough for me to feel it was worth a video. In this specific case, it's a Winter Were-Warg form; I see her as still staying upright, and just being floofy, haha. The Warg Form has claw slashes for its primary fire, has a charge-up comet of compacted ice as the secondary fire, and has a frost-spewing ground-slam as the tertiary. As you're a canine, your vision also goes monochrome!

Its been pretty fun developing her so far, though its an exhausting amount of spritework and soundwork when the vast majority is custom resources.