What Is Order & Chaos?
-Order & Chaos' twist on Heretic's gameplay is such: You have entered a world where the very atmosphere itself slowly eats away at your health, and health pickups are extremely rare. All is not lost, though; your weapons siphon life from killed enemies, and your health maxes out at 500. Armor is also more plentiful; in fact, armor pickups ranging from a meagre 1 point to as many as 128 points now replace health artifacts and most powerups, and the max amount of armor you can have is 500.
-When health is low, don't give up hope! If your health dips below fifty points, your weapons will be temporarily boosted, granting them effects similar to vanilla Heretic's Tome of Power. Your weapons stay powered-up until you health hits seventy-five If your health drops below twenty-five, firing speed will be boosted as well, and will continue to be increased until your health reaches fifty.
-On Difficulty 3, enemies will continue to spawn in as you play the stage, similar to Doom's "Nightmare" difficulty. The player must judge whether its better to expend more ammo to build up health, or dash on by and avoid losing possibly more health engaging in a protracted battle.
The Armory:
Spoiler:
Note: The Staff and Firemace do not appear in Order & Chaos, as the remaining five weapons have been boosted in ways that make the aforementioned weapons obsolete.
ORDER WEAPONS:
Enchanted Gauntlets:
Armored gloves made from the magic metal mythril. Tap primary fire to claw at enemies. Perform a three-hit combo to finish with an attack that channels tendrils of magic power into the victim, dealing heavy damage. Press and hold secondary fire to perform a sustained version of the magic lightning attack, but keep in mind this attack will drain energy from the gauntlets.
Dwarvenwand:
When asked about the Elvenwand, Grondar, a master Dwarf weaponsmith, smiled and put down his mead. "Aye, 'tis a fine weapon" he said reverently. "If ye be wanting a wand that's slow, weak and inaccurate all at once!" he finished, with a roar of laughter. When asked how he would change this revered wand of the elves, Grondar answered by flourishing a wand of his own; the Dwarvenwand. What the weapon lacks in name originality, it more than makes up for in battle prowess. Through months of experimentation, Grondar created a wand with pinpoint accuracy and faster rate of fire. Due to problems with magick stress on the gem, the autofire feature has been removed, but the astute user can achieve a fast rate of fire by tapping the trigger. The secondary fire launches four bursts at an even faster rate. Grondar neglects to mention that this mode is inefficient with its ammo usage; possibly the one drawback of the weapon.
Ethereal Crossbow:
In 799, the castle of Winghelm came under attack by an army of golems. The ammo of the archers was running out, and the munitions room was found to be empty... except for a large store of Phoenix Eggs, a newly invented explosive intended to be thrown by hand. No one alive in the castle was trained in their usage, so the remaining archers rigged a launching mechanism to their bows, and sucessfully foiled the siege. The weapon was improved upon and is now found in the turrets of many a castle. Phoenix Eggs are at once durable and fragile; they can ricochet off hard surfaces, but rupture violently on contact with enemies. Being subject to gravity, they arc, allowing trained users to fire one into a crowd of foes.
Dragonclaw:
Said to be crafted from the magick-tainted talons of an elder dragon, this weapon fires magic blasts at a rapid pace and is capable of sustained fire. The secondary fire launches projectiles that pierce enemies and reflect off walls.
Phoenix Rod:
A golden rod with wings reminiscent of the immortal bird, the Phoenix Rod promises a quick death for anything standing in its way. The primary fire launches projectiles with a greater splash damage than seen previously in rods of this make, and the secondary fire spews flames at enemies. This attack draws from the gem at the rod's tip, and these energies slowly recharge as the weapon is held. Attempting to perform the attack when the rod is drained will cause it to use the primary ammo instead.
Hellstaff:
A weapon fit for a battlemage, the Hellstaff is said to be capable of sending its victim straight to the netherworld. Primary fire launches crimson blasts at a high rate of fire. Secondary fire launches a projectile that, on impact, summons a scorching crimson rain to deal more damage. While the weapon is powered up, the primary fire launches two blasts per attack, and secondary fire launches three energy shields that block attacks and fire back at approaching enemies.
CHAOS WEAPONS:
Death Gauntlets:
Cursed gauntlets with a resemblance to the Gauntlets of the Necromancer. The preimary attack sends tendrils of deadly energy into enemies, but drains power from the gauntlets which will recharge over time. The secondary attack can be charged up to deal devastating amounts of damage.
Wand of Corruption:
This weapon was once an elvenwand, before the warm glow of its magic gem was replaced with the sickly green gem it now houses. Its magic blasts are strong, but deal unpredictable amounts of damage and drain ammo at a faster rate. The secondary fire launches a crystal of supercondensed magic energy that rips straight through enemies.
Bloodhunger Crossbow:
Modified Ethereal Crossbow that fires two bloodbolts at a time, resulting in a spread of nine magic projectiles. Secondary fire launches a Bloodspike, a magic projectile that travels along the ground and seeks enemies, sending spikes of energy above it. The Bloodspike is useless against any foe not on the ground, or not at least flying very close to it.
Demonclaw:
A weapon said to be forged from the talons taken from a demon while it was still alive, the Demonclaw rapidfires blasts of magic energy.
Wyrmrod:
Built around the reanimated heart of a dark dragon, the foes who stand in the way of this rod will feel the unchained fury of the feared wyrm. Primary fire launches slow-moving blasts that gain speed before streaking towards their target. Secondary fire launches globs of lava in a wide spread.
Dominion Staff:
This captured Hellstaff has been modified to give it abilities more fitting of an agent of Chaos. Primary fire works similarly to the classic Hellstaff, but the secondary fire will summon two shadow gargoyles who will fight your enemies and raise dead ones to fight with you, albeit at the cost of their own life.
Screenshots:
Spoiler:
This golem is about to get a nasty suprise.
Combo finisher of the Ethereal Gauntlets.
The charge punch of the Death Gauntlets.
Changelog:
Spoiler:
Version 2:
-Max health is 500; really no point in having it higher.
-Monster variants from Legions have been added.
-Explosion sound for Phoenix Eggs fixed.
-Powered altfire for the Hellstaff has been changed; the barriers no longer ignore pitch and can be placed more freely. A second tap of secondary fire while barriers are deployed destroys them, which creates an explosion damaging surrounding enemies.
-Altfire & powered altfire for the Demonclaw have been changed.
-Altfire & powered altfire for the Dominion Rod changed; the gargoyles no longer resurrect enemies (was probably too confusing, since friendlies didn't look any different), and you can kill the summoned gargoyles by pressing secondary fire again, which creates an explosion damaging surrounding enemies.
-Large & Small Roulette Ammo pickups will randomly pick another ammo type to give if the first is maxed out.
Version 2.1:
-Wraithknight throws two axes instead of three.
-Fixes to Ironlich-replacement random spawners on difficulty 1.
-Randomized spawners should now be working properly on difficulty 2.
-Nerfed the Vampire's flame attack; takes more time for it to explode.
-Puppetmasters no longer incorrectly go translucent after doing their spreadshot attack.
-Puppetmaster's spreadshot projectile death state fixed.
Version 2.2:
-The Demonclaw altfire now properly takes away ammo, and when powered, fires 3 homing bouncers for the same ammo cost as the original.
-The Bloodhunger Crossbow can be switched immediately after firing a shot.
-The Death Gauntlets now use the appropriate puffs when charge punching while powered.
-Dynamic lights added to monsters & projectiles that were missing them
-Fixes to randomspawners.
-Lighter weapons (gauntlets and claws) have different bob styles.
-The first frame of projectile sprites for the Order class' Hellstaff and the Chaos class' Dominion Rod are now randomized, so that it looks a little better when firing a continous stream of projectiles.
Important Note:
Order & Chaos now requires a recent subversion (SVN) of GZdoom to work properly. As of 5/31/12, the newest SVN is r1398, and that will be sufficient to run Order & Chaos. Go to the DRDTeam SVN Repository for the download.
Version 2 is now out! Check the first post for the download:
Additions/Changes/Fixes:
-Max health is 500; really no point in having it higher.
-Monster variants from Legions have been added.
-Explosion sound for Phoenix Eggs fixed.
-Powered altfire for the Hellstaff has been changed; the barriers no longer ignore pitch and can be placed more freely. A second tap of secondary fire while barriers are deployed destroys them, which creates an explosion damaging surrounding enemies.
-Altfire & powered altfire for the Demonclaw have been changed.
-Altfire & powered altfire for the Dominion Rod changed; the gargoyles no longer resurrect enemies (was probably too confusing, since friendlies didn't look any different), and you can kill the summoned gargoyles by pressing secondary fire again, which creates an explosion damaging surrounding enemies.
-Large & Small Roulette Ammo pickups will randomly pick another ammo type to give if the first is maxed out.
Re: Heretic: Order & Chaos V2 Released! 5/3/12
Posted: Fri May 04, 2012 1:14 am
by ShadesMaster
An interesting way to play!!!! I like the recolours for the Chaos versions, and fuctionality as well!
Re: Heretic: Order & Chaos V2.1 Released! 5/11/12
Posted: Fri May 11, 2012 3:40 pm
by amv2k9
Version 2.1 is now out! Check the first post for the download.
Version 2.1 Changelog:
-Wraithknight throws two axes instead of three.
-Fixes to Ironlich-replacement random spawners on difficulty 1.
-Randomized spawners should now be working properly on difficulty 2.
-Nerfed the Vampire's flame attack; takes more time for it to explode.
-Puppetmasters no longer incorrectly go translucent after doing their spreadshot attack.
-Puppetmaster's spreadshot projectile death state fixed.
Re: Heretic: Order & Chaos V2.1 Released! 5/11/12
Posted: Fri May 11, 2012 4:35 pm
by Average
I love the idea of this. Is there any chance of a ZDoom version, at all?
Re: Heretic: Order & Chaos V2.1 Released! 5/11/12
Posted: Fri May 11, 2012 5:14 pm
by amv2k9
Average wrote:I love the idea of this. Is there any chance of a ZDoom version, at all?
Ehh, maybe maybe not. IIRC it works as-is, but the bigger problem is I use a lot of direct color translation to get color ranges not found in the Heretic palette. And that looks ugly in ZDoom.
Re: Heretic: Order & Chaos V2.2 Released! 5/31/12
Posted: Thu May 31, 2012 5:20 pm
by amv2k9
Version 2.2 is now out! Check the first post for the download.
Version 2.2 Changelog:
-The Demonclaw altfire now properly takes away ammo, and when powered, fires 3 homing bouncers for the same ammo cost as the original.
-The Bloodhunger Crossbow can be switched immediately after firing a shot.
-The Death Gauntlets now use the appropriate puffs when charge punching while powered.
-Dynamic lights added to monsters & projectiles that were missing them
-Fixes to randomspawners.
-Lighter weapons (gauntlets and claws) have different bob styles.
-The first frame of projectile sprites for the Order class' Hellstaff and the Chaos class' Dominion Rod are now randomized, so that it looks a little better when firing a continous stream of projectiles.
Re: Heretic: Order & Chaos V2.2 Released! 5/31/12
Posted: Wed Jul 17, 2013 4:21 pm
by amv2k9
Download now hosted @ Mediafire.
Re: Heretic: Order & Chaos V2.2 Released! 5/31/12
Posted: Mon Apr 10, 2017 8:43 pm
by MaxRideWizardLord
Just 51kb? :O How it does contain all these weapon sprites in there?
Re: Heretic: Order & Chaos V2.2 Released! 5/31/12
Posted: Mon Apr 10, 2017 8:46 pm
by amv2k9
MaxRideWizardLord wrote:Just 51kb? :O How it does contain all these weapon sprites in there?
Because it doesn't. It uses special lumps like TEXTURES to reference & manipulate the Heretic IWAD assets.
Re: Heretic: Order & Chaos V2.2 Released! 5/31/12
Posted: Mon Apr 10, 2017 9:09 pm
by MaxRideWizardLord
amv2k9 wrote:
MaxRideWizardLord wrote:Just 51kb? :O How it does contain all these weapon sprites in there?
Because it doesn't. It uses special lumps like TEXTURES to reference & manipulate the Heretic IWAD assets.
cool stuff, nice that all these special attacks just fit in that tiny file. would love to see other weapon mods from you!
Re: Heretic: Order & Chaos V2.2 Released! 5/31/12
Posted: Mon Oct 09, 2017 6:19 pm
by WindSoar27
for some odd reason i cant get this mod to work i have the most recent GZDoom Devbuild 3.3 and right when its about to load my PC gives me this weird error that says "GZDoom has Stopped Working a : A problem caused the program to stop working correctly windows will close the program and notify you if a solution is Available" which doesn't make any sense never had any sort of problem like this before and it always happens RIGHT when GZdoom and the Mod is about to Load is this just some weird PC error or have i done something wrong loading the Mod?
Re: Heretic: Order & Chaos V2.2 Released! 5/31/12
Posted: Wed Oct 11, 2017 11:31 pm
by Gideon020
This has happened to me as well, can't seem to find the problem either.
Re: Heretic: Order & Chaos V2.2 Released! 5/31/12
Posted: Tue Mar 13, 2018 12:13 am
by worldendDominator
Here's a version that works in fresh GZDoom. Probably. Report if something's still broken.