[WIP] Dark Servants.wad (hexen)

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[WIP] Dark Servants.wad (hexen)

Postby PouncingAnt » Thu Jul 03, 2008 4:45 am

I've been building a wad that allows you to play as either an affrit or wendigo in addition to the main 3 characters.

I've been making it using Skulltag, but I've only been using code from the ZDoom wiki, so it should run OK.

Download it here

Heres a feature rundown (version 0.2.0):

Affrit:
Weapon 1 - Claws (good for taking down isolated foes)
Weapon 2 - Stone Form (Renders you vulnerable, but heals you)
Weapon 3 - Fireballs (optionally with flechette breath. Increases in power as you gain mana. Can be further boosted by discs of repulsion)
Note 1: The affrit cannot wear Bracers or Boots of Speed, and can only carry 1 quartz flask at a time (due to their weight).

Wendigo:
Weapon 1 - Standard wendigo attack
Weapon 2 - Blizzard (A strong freezing gale that not only freezes your enemies but gets them out of your way :wink: )
Weapon 3 - Comet (An ice boulder that explodes into a brief cloud of freezing gas)
Weapon 4 - Totem (Still experimental. Explodes after a short time, blasting anything nearby to pieces)
Ice Flechettes - Wendigos use flechettes to make a small fountain of ice. Deadly, but short lived.

The weapon sprites are still not done, and there are still some bugs. Also, these classes still need balancing, but its still fun!
If you could help test this, I would much appreciate it.

EDIT: By the way, I'm interested if anyone wants to help, either with bug fixing, or sprite creation.
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Re: [WIP] Dark Servants.wad (hexen)

Postby Lord_Z » Thu Jul 03, 2008 10:54 am

This sounds interesting. I'll try it out.

EDIT: Did a quick play through and it's an interesting concept. Definitely needs some new weapon sprites but you already know that. The only major bug I think is just the fact that the Arift can fly. This will make it much easier to get through some parts of the game but it would not make sense if he couldn't. For instance, on the first level you could just fly to the bell instead of getting the key in the cave first. Only other thing I noticed is that the Wendigo's first weapon does not break the stained glass windows and it looks as if it should be able to. I'll let you know if I see anything else.

I would help with the weapons but I am no artist. Although, I hope you are able to finish this, I'd like to see what the weapons will look like :D
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Re: [WIP] Dark Servants.wad (hexen)

Postby Ryan Cordell » Thu Jul 03, 2008 1:22 pm

Lord_Z wrote:For instance, on the first level you could just fly to the bell instead of getting the key in the cave first. Only other thing I noticed is that the Wendigo's first weapon does not break the stained glass windows and it looks as if it should be able to. I'll let you know if I see anything else.


The Mage doesn't need the key either.
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Re: [WIP] Dark Servants.wad (hexen)

Postby XutaWoo » Thu Jul 03, 2008 2:26 pm

I get a ton of missing scripts with Afrit. What's with that?
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Re: [WIP] Dark Servants.wad (hexen)

Postby PouncingAnt » Thu Jul 03, 2008 5:34 pm

Yes, the fact the affrit can fly makes the game much easier to complete. Map 2 is just a matter of flying to the central platforms and pulling the switches. But it has already been pointed out that for an affrit, thats really just unavoidable.

As for the missing scripts, thats testimony to the fact I lost my hard drive at some point, and lost the ACS code. I've been rebuilding it, but I do not remember what script 503 did, and I think there may be a few other scripts I haven't tracked down yet. I would have fixed this, but the mod's functionality is still all there, and most people dont notice about the scripts.

The wendigo's attack not smashing glass bugs the hell out of me too. I'm looking for a fix (a proper fix, not some hacky work around) but I'm not sure what is causing it.

Not sure how busy the weekend will be, but I expect I shall be releasing a bugfix patch in the next week.

Thanks everyone for testing this, I very much appreciate it!
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Re: [WIP] Dark Servants.wad (hexen)

Postby .+:icytux:+. » Fri Jul 04, 2008 3:06 am

wiki wrote: * ACTIVATEIMPACT

Upon hitting a wall this actor can activate G1/GR lines.

* CANPUSHWALLS

Upon hitting a wall this actor can activate P1/PR lines.

* CANUSEWALLS

This actor can activate unlocked doors and lifts. (Original Doom monster behavior)

* ACTIVATEMCROSS

This actor can activate 'Monster crosses' lines.

* ACTIVATEPCROSS

This actor can activate 'Projectile crosses' lines.


might help.
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Re: [WIP] Dark Servants.wad (hexen)

Postby PouncingAnt » Fri Jul 04, 2008 4:00 am

Sounds great! I shall have a go at implementing that next week. I'm off to Shikoku for the weekend, but when I come back, that'll be the first thing I do!
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Re: [WIP] Dark Servants.wad (hexen)

Postby PouncingAnt » Mon Jul 07, 2008 4:11 am

I've just finished a my bugfixes for today, and released a bugfix release. Thanks for the hint. I guess I should have looked harder! Sorry about that.

Anyway, the glass smashing has been fixed, and I've adjusted the wendigo's main weapon slightly to make it less self-abusive, lol.

See the link in the first post for the download!

If you want to help, my major concerns now are:
-Is the wendigo too powerful now?
-Is it possible to complete the game with both classes? I've not made sure, but I suspect it is.
-Weapon sprites
-General testing for finding bugs, and helping balancing
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Re: [WIP] Dark Servants.wad (hexen)

Postby PouncingAnt » Tue Jul 08, 2008 5:23 am

Just added a couple of weapon sprites. I'm not sure what to make of them myself. I may have to resign myself to the fact the wad will not be complete until someone volunteers their skills.

I'd love for someone to play the wad as the wendigo, just for a second opinion. If the sprites aren't too bad, then I might continue and finish this wad off.
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