Heretics of DooM (01-09-2018)

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Naniyue
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Heretics of DooM (01-09-2018)

Post by Naniyue »

*********!!!!!!!!!!Use this mod at your own risk! I am not responsible for you, your computer or anything/anyone!!!!!!!!***********

HERETICS OF DOOM

An RPG/Weapons Mod for DooM II

Download: http://www.mediafire.com/file/on6zycrbz ... 2018%29.7z

***********************************************************************


This mod is a Work in Progress.

Works with the latest version of GZDooM!


***********************************************************************


Changes/fixes (01-09-2018):

Item drops tweaked.
Adjusted pickup texts.
(Modified) DBTBlood added!
Some FreeDooM II sprites added.
Basic intermission text.


Changes/fixes (12-29-2017):

New class: The Hellblazer! Earn your Burn! Blast your enemies with impunity!
*(!!Do not use if you have trouble with epilepsy due to screen flashes!!)*

New Daggerfall-based monster: The Shadow Wolf!
Removed "Diablo" system. (I couldn't get it to work.)
Revenant sprites changed to those from PB 3.0.
Marine muzzle flashes.
A few alt deaths.
Fixes & tweaks.


Changes/fixes (12-11-2017):

Removed armor system. (I just couldn't get it to work.)
Fixed the Succubus's hidden ability. Slower Demonicness loss.
MIDI music only.
Texture wad by Daniel that fits the mod perfectly!
Speed boots removed.
Monster tweaks.

***********************************************************************

Suggestions:

Oblige! Oblige! Oblige!
Customize the music to your taste.
ZDL is my favorite wad loader. Try it!

***********************************************************************

CREDITS:

Naniyue - Original concept and code modification, a few edited sprites.

Zhs2 - For use of his New Inheritance RPG code.

TheShooter7 - For use of the Hunter sprites from LoCs II.

CutmanMike & TS7 - For use of some (modified) bow sprites/sounds/code.

LWM - For HQuest, without which Inheritance and now HoD could
not have been realized.

id, Raven, Blizzard - Sprite and sound resources.
&
Daggerfall
Sprite
Collection

WraithChilde - Succubus sprites (Clothing added).

Blue Max - Q2 Female sprites.

Lynn Forest - FemDooM female marine face sprites.

Realm667 - Monsters, weapons, etc.

Daniel - For a great texture set!

Various - Sounds and music.

DBThanatos & DooDGuy - Blood & gore.

***********************************************************************

Other wads I had a hand in:

Inheritance
The Worms Baron
RanDooM Music Player

Applications used: PDN, GrabPNG, Audacity, etc.

Legalese simplified:

*********!!!!!!!!!!Use this mod at your own risk! I am not responsible for you, your computer or anything/anyone!!!!!!!!***********

TO PLAY: Just load the 7z via your favorite frontend for ZDoom.

STORY:

"Hell isn't the only place through the UAC gates . . ."


Hard luck has brought you to the Realm of Chaos, where battle has been waged since time immemorial. No one remembers how it had begun, or why, but apparently you're not the first of your kind to have been here. Dead marines lie amongst the bodies of fantastic creatures, while some still walk between life and death. After being through Hell, though, you're not at all surprised.

With your experienced and discerning eye, you realize which "side" to take, and offer your services to some of the combatants around you, hoping to find a way back home.

Features (Implemented or in Progress):

1) Utilizes a modified version of the New Inheritance RPG System for more in-depth and strategical play!

2) Fantasy setting, with music from various games that can be randomly selected.

3) Choose from nine different classes, each with their own strengths, weaknesses, and styles of play:

Heretic - A former mage banned from the Halls of Wizardry.
Can only use magical weapons powered by gemstones.

Warrior - The Master of Melee.
Strong and tough, but slow.

Valkyrie - The Mistress of Melee.
Wears indestructible magic armor. Slightly faster than the Warrior.

Wizard - An aging spellcaster out to relearn his lost powers.
Weak, but can learn powerful attack spells such as Energy Blast and Acid Breath.
(The Wizard learns new spells as his level increases.)

Rogue - The Mistress of the Bow.
Fleet-footed and agile, with various magical arrow attacks to learn.
(Can learn to fire bow faster!)

Conjuror - A spellcaster that relies on summoned minions to do battle for him.
Learn to summon the great forces of Hell! Physically stronger than the Wizard.

Succubus - Betrayed by Hell, she is out to seek revenge on her former comrades.
Excels at draining type magic. Must kill regularly, or else she'll die from losing her Demonicness. Can achieve high jumps.
(The Succubus must kill to keep her Demonicness up! If it reaches zero, she will be damaged, but will be given some time to increase it again.)

Lost Marine (Female or Male) - Our favorite hero(ine) is again far from home.
An RPG version of the classic DooM marine. The female and male distinctions are stylistic only. (Except for the BFG, the Marines get better with their weapons the more they use them.)

Hellblazer - "Hell Hath no Fury Like an Experiment Scorned!"
The Hellblazer has broken free of the Spider Masterminds, and will stop at nothing to immolate even Hell!
(The Hellblazer starts with maximum health, but loses some with each attack.)

4) All but the Heretic, Hellblazer, and Marines have at least one type of alt-fire.

5) Inventory for potions and special items.

6) On demand merchant for your shopping needs.

7) Secret ability for each class!

8) New title, credit, and help screens.

***********************************************************************

In the works: Tweaks & fixes, code cleanup, and more monsters!

Notes:
Single player only! No Coop or Deathmatch support!
Do not use cheats, as this can break the RPG system!
Speed increases are based on having "always run" turned on.
Speed, Health, and Willpower cannot be manually updated like in Inheritance.

Earn all four powerups and receive a bonus one specific to that class!

The marine powerups grant the following:
1) Increased resistance and willpower.
2) Increased points towards weapon mastery.
3) Increased resistance.
4) Regeneration.
BONUS - Extra resistance increase.

Compatible with most DooM II maps, Oblige, and Obhack.
Adjust the KEYCONF to access additional classes.

KNOWN BUGS, ISSUES:
1) The Rogue sometimes gains arrows when attempting to fire special shots after spirit is sufficiently depleted.
2) Broken: Valkyrie abilities.
3) Hitting the Merchant Menu key more than once without finishing all questions breaks the system.
Last edited by Naniyue on Tue Jan 09, 2018 2:00 am, edited 40 times in total.
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Davidos
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Re: Heretics of DooM (WIP)

Post by Davidos »

*Twitchy twitch*
Must... have... this... aswell...

Looks too awesome...

*Grabby hands.* :shock:
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Naniyue
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Re: Heretics of DooM (WIP)

Post by Naniyue »

Thanks for the interest! :D

There's a LOT of detail I must go into, especially in the RPG area since each character uses different weapons/attacks. Also, the public beta for the new Inheritance is being finalized, so I'll be able to concentrate more on this new mod once the new Inheritance is out.

Be sure to check the first post for updates in the progress section.
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daimon
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Re: Heretics of DooM (WIP)

Post by daimon »

fgsfds
DavidB1000
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Re: Heretics of DooM (WIP)

Post by DavidB1000 »

Little confused over one point...
Must kill regularly, or else she'll die from becoming less demonic. Can achieve high jumps.
Um, what succubus myth is this from?
Succubi are as demonic as they come, and are about as likely to become less demonic, as Pepsi turning into Coca-Cola...

Just a little confused over that point.
That said, Looks good.
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Xim
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Re: Heretics of DooM (WIP)

Post by Xim »

This looks pretty cool. I will defiantly want to play this once it's done.
DavidB1000 wrote:Little confused over one point...
Must kill regularly, or else she'll die from becoming less demonic. Can achieve high jumps.
Um, what succubus myth is this from?
Succubi are as demonic as they come, and are about as likely to become less demonic, as Pepsi turning into Coca-Cola...

Just a little confused over that point.
That said, Looks good.
OMG have you never seen Megan Fox's Body???// Watch that and then you'll know about Succubi!!1 :P

In all seriousness, I don't think it's that big of a deal. If it makes fun game play than who cares?
pucy100

Re: Heretics of DooM (WIP)

Post by pucy100 »

This wad rocks!! :lol:
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Naniyue
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Re: Heretics of DooM (WIP)

Post by Naniyue »

Most of the time, my updates will just be in the first post in the Progress section, but I will make a new entry, such as this one, whenever there is something noteworthy, or simply interesting.

First, I believe I have worked out a way to insure that your character cannot use the weapons of another class, yet still be able to sell them to a merchant. I won't divulge any details, however, until I am 100% certain.

Secondly, the Conjuror can now summon an Archvile! Don't get too close to the flame though, or you WILL get hurt! The Archvile automatically uses its resurrection ability, as well. For some reason, though, it doesn't seem to climb the steps on the first level of DooM II, so I need to perform further tests.

Screenshot:
Image

GOSH, it's FUN seeing them fly, isn't it?

EDIT: In response to earlier posts -
The succubus loses demonicness simply because I thought it would be a neat idea, and a different take on what is normally seen in character classes. Also, she will be clothed, so no worries.

EDIT 2:
I've added some more music, compressing the non-midi tracks as much as possible. I hope to add some old game system formats, such as GYM or SPC, but I won't do that until such options are part of a stable release.
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The Ultimate DooMer
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Re: Heretics of DooM (WIP)

Post by The Ultimate DooMer »

Check the archie's height, and also the height of the steps in map 01 and any monster blocking lines that may be present.
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NeuralStunner
 
 
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Re: Heretics of DooM (WIP)

Post by NeuralStunner »

The outermost lines of the triangle staircase there are set to block monsters. (Don't ask me why, they just did it that way.) You'll need to use the [wiki]Compatibility options[/wiki]' compat_noblockfriends in your MapInfo to fix that. (Look into AddDefaultMap to make it universal. :wink: )
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Zhs2
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Re: Heretics of DooM (WIP)

Post by Zhs2 »

Naniyue wrote:I've added some more music, compressing the non-midi tracks as much as possible. I hope to add some old game system formats, such as GYM or SPC, but I won't do that until such options are part of a stable release.
SPC playing code is already part of 2.3.1.
Naniyue wrote:The succubus loses demonicness simply because I thought it would be a neat idea, and a different take on what is normally seen in character classes. Also, she will be clothed, so no worries.
>:C
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Mr.Green
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Re: Heretics of DooM (WIP)

Post by Mr.Green »

Naniyue wrote:Also, she will be clothed, so yes worries.
Fixed.
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Naniyue
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Re: Heretics of DooM (WIP)

Post by Naniyue »

Thanks for the advice about monster lines and mapinfo. I'll see what I can do, but isn't compat_noblockfriends for development versions only at the moment? I'm trying to work strictly with the official release, but I guess I can switch, if that's what it takes.

Right now I'm getting all the weapons done and RPGified. They are mostly a mix of stock id/Raven ones and variants thereof, including some Daggerfall sprites. I'm also working on some altfire shield attacks/defenses for the Valkyrie.
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XutaWoo
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Re: Heretics of DooM (WIP)

Post by XutaWoo »

Problem with that adddefaultmap idea: MAPINFO can't affect previous MAPINFO entries, just override them.
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Naniyue
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Re: Heretics of DooM (WIP)

Post by Naniyue »

I've put aside the Archie for the time being. Just like on a test, if you don't know the answer, skip it and come back to it later. :roll: However, I do wish to say thank you again to those who have offered assistance in this area. Further such posts are warmly welcome. :D

The main reason for this posting, though, is that I may be switching the mod from DooM II over to Hexen, simply because I do not have the patience to replace all those darn patches that don't fit a fantasy theme. Unfortunately, this means an older version of Oblige would have to be used to make random, and less detailed, levels. On the positive side though, it might cut down on the total filesize for the mod, since I use many Hexen resources. It would also make me more inclined to design a "town" for the main hub, though I still plan to implement my traveling merchant idea.

EDIT: After some experimentation, I am remaining with DooM II, at least for now.
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