Heretics of DooM (01-09-2018)
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Please read the full rules for more details.
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.
Re: Heretics of DooM (PB1UH) & Citadel Sampler!
Actually, the Iron Lich is in a generator that replaces the Pain Elemental with both it and an RPG version of the PE. The RPG cacodemon and sorceror are in their own generator replacing the original cacodemon.
I chose to include the Iron Lich because it fits the mod, but also has always been very scary to me. I could raise the amount of XP it gives, I suppose.
Speaking of monsters, are there any others from Realm 667 you'd like to see included? I do intend to make a couple more from Daggerfall myself, but that's very time consuming, so I'm in no rush.
I'm off Wednesday, and so can do some tweaking if necessary.
Keep the comments/suggestions comin'!
I chose to include the Iron Lich because it fits the mod, but also has always been very scary to me. I could raise the amount of XP it gives, I suppose.
Speaking of monsters, are there any others from Realm 667 you'd like to see included? I do intend to make a couple more from Daggerfall myself, but that's very time consuming, so I'm in no rush.
I'm off Wednesday, and so can do some tweaking if necessary.
Keep the comments/suggestions comin'!
Re: Heretics of DooM (PB1UH) & Citadel Sampler!
New ideas! *with a light bulb above my head*
Spell level up for Wizard (maybe I paid too much attention for this guy ):
- Fireball spell:
+ Level 2: damage factor 1.5X (get this on level 4).
+ Level 3: two shots at once for double damage and double mana cost (get this on level 7).
- Ice spell:
+ Level 2: small splash radius, like 2 Imps stand close together (get this on level 5).
+ Level 3: medium splash radius, 1.5X the previous radius (level 7)
- Acid breath:
+ Level 2: no attack delay (level 9)
- Energy Ball:
+ Level 2: the splash can't be blocked by walls (level 9).
- Lightning spell:
+ Level 2: chain-lightning effect (level 12).
Doomguy weapons level up:
- Pistol:
+ Level 3: piercing rounds (like railgun rounds).
- Super Shotgun:
+ Level 3: smaller spread.
- Rocket Launcher:
+ Level 2: tracking rockets (like the Revenant's ones).
That's all. Thanks for reading.
Spell level up for Wizard (maybe I paid too much attention for this guy ):
- Fireball spell:
+ Level 2: damage factor 1.5X (get this on level 4).
+ Level 3: two shots at once for double damage and double mana cost (get this on level 7).
- Ice spell:
+ Level 2: small splash radius, like 2 Imps stand close together (get this on level 5).
+ Level 3: medium splash radius, 1.5X the previous radius (level 7)
- Acid breath:
+ Level 2: no attack delay (level 9)
- Energy Ball:
+ Level 2: the splash can't be blocked by walls (level 9).
- Lightning spell:
+ Level 2: chain-lightning effect (level 12).
Doomguy weapons level up:
- Pistol:
+ Level 3: piercing rounds (like railgun rounds).
- Super Shotgun:
+ Level 3: smaller spread.
- Rocket Launcher:
+ Level 2: tracking rockets (like the Revenant's ones).
That's all. Thanks for reading.
Re: Heretics of DooM (PB1UH) & Citadel Sampler!
Commander:
I agree that the wizard could use some strengthening. While I don't think I can implement the entire list (without driving myself crazy), I'll see what I can do.
Ghost:
I'm glad the ammo balance seems to be better.
It would be great if someone could fix the Valkyrie class for me. I like the concept, but making it work has been difficult.
I agree that the wizard could use some strengthening. While I don't think I can implement the entire list (without driving myself crazy), I'll see what I can do.
Ghost:
I'm glad the ammo balance seems to be better.
It would be great if someone could fix the Valkyrie class for me. I like the concept, but making it work has been difficult.
Re: Heretics of DooM (PB1UH) & Citadel Sampler!
The merchant's interface should be a menu. The Y/N cause some weird bug... say, sometimes when I answer no, the new and the old option keep flashing back and forth. It really makes me dizzy.
Re: Heretics of DooM (PB1UH) & Citadel Sampler!
Only press the merchant menu button once. When you see the "See you again soon" message, then it is safe to bring it up again.
I know it should be a menu, but I'm feeling a little overwhelmed with all this modding. I do intend to update the Wizard, though.
I know it should be a menu, but I'm feeling a little overwhelmed with all this modding. I do intend to update the Wizard, though.
Re: Heretics of DooM (PB1UH) & Citadel Sampler!
Preview:
The Marines can reach a pistol level of four, increasing damage.
The Wizard and Conjuror can learn FlameSeek, replacing their default fireballs. Has mild tracking ability and does a bit more damage.
Other stuff in the works. Stay tuned!
The Marines can reach a pistol level of four, increasing damage.
The Wizard and Conjuror can learn FlameSeek, replacing their default fireballs. Has mild tracking ability and does a bit more damage.
Other stuff in the works. Stay tuned!
Re: Heretics of DooM (PB1UH) & Citadel Sampler!
About the menu thing, I think you should ask Kyle873 how to do that. He created a nice menu system.
Re: Heretics of DooM (PB1UH) & Citadel Sampler!
Currently trying to update the wizard and menu system. May take a while, though.
In the meantime, here are some suggested mapsets to use with HoD:
Hex on u
Hellground
Chasm Addon
Ettin Ettiquette
Sacrifice in Blood
The Dark Priest
In the meantime, here are some suggested mapsets to use with HoD:
Hex on u
Hellground
Chasm Addon
Ettin Ettiquette
Sacrifice in Blood
The Dark Priest
Re: Heretics of DooM (PB1UH) & Citadel Sampler!
Preview :
The Wizard and Conjuror now have seeker fireballs as the fireball alt-fire. Costs slightly more, but does more damage and has mild seeking ability.
The Wizard's acid breath now has an altfire, producing larger, more powerful acid clouds.
Acid Breath delay is removed once one reaches level 8.
To cut down on total posts, unless there is a major update, or a response to someone else's post, I will simply edit my latest one.
The Wizard and Conjuror now have seeker fireballs as the fireball alt-fire. Costs slightly more, but does more damage and has mild seeking ability.
The Wizard's acid breath now has an altfire, producing larger, more powerful acid clouds.
Acid Breath delay is removed once one reaches level 8.
To cut down on total posts, unless there is a major update, or a response to someone else's post, I will simply edit my latest one.
Re: Heretics of DooM (PB1UH) & Citadel Sampler!
Another big bug. When you buy ammo for Heretic, the ammo count will be set to zero (!?). Maybe you forgot to set the ammo count in the coding.
And I've been thinking. What about a new character, Patrick Galloway from Clive Barker's Undying?
Here's a gameplay video.
http://www.youtube.com/watch?v=KDsfQ-sf ... ure=relmfu
If you like it, please make it.
And I've been thinking. What about a new character, Patrick Galloway from Clive Barker's Undying?
Here's a gameplay video.
http://www.youtube.com/watch?v=KDsfQ-sf ... ure=relmfu
If you like it, please make it.
Last edited by commander on Sun Nov 11, 2012 9:30 pm, edited 1 time in total.
Re: Heretics of DooM (PB1UH) & Citadel Sampler!
OK, that's fixed for next release. Any other bugs, lemme know!
Re: Heretics of DooM (PB1UI) & Citadel Sampler!
New release:
Fixed merchant bugs as stated above.
Wizard, Conjuror, and Marine weapon changes as stated above.
Succubus attack sprites (mostly) fixed.
I'm working on a new menu system, but have made little headway, so the old one will be it for a while.
I have considered new classes in the past, but wish to keep them generic, not based on an existing character. Previous ideas were:
Lost Wehrmacht Soldier
Samurai
Ninja
I'm honestly in no rush to add such yet, though. I still need to fix the Valkyrie anyway.
Fixed merchant bugs as stated above.
Wizard, Conjuror, and Marine weapon changes as stated above.
Succubus attack sprites (mostly) fixed.
I'm working on a new menu system, but have made little headway, so the old one will be it for a while.
I have considered new classes in the past, but wish to keep them generic, not based on an existing character. Previous ideas were:
Lost Wehrmacht Soldier
Samurai
Ninja
I'm honestly in no rush to add such yet, though. I still need to fix the Valkyrie anyway.
Re: Heretics of DooM (PB1UI) & Citadel Sampler!
Personally I would prefer depth rather than breadth with the classes. Like more skills, more weapon levels, etc.
Re: Heretics of DooM (PB1UI) & Citadel Sampler!
I wouldn't mind a little more depth myself. What would you like to see, specifically?
EDIT: I'd LOVE to see a skill tree and such like in LOCS II, but it's beyond my ability to make something like that.
EDIT: I'd LOVE to see a skill tree and such like in LOCS II, but it's beyond my ability to make something like that.
Re: Heretics of DooM (PB1UI) & Citadel Sampler!
I've mostly been playing Marine, so I can't really speak for the others, but I'd like to see more weapon levels, since if you're playing a huge level or a megawad you level them pretty quickly. Same goes for having just the 4 skills, maybe take a look at DnD feats or something for ideas? Like Toughness for a retroactive health boost each levelup, etc.