Heretical Doom v1.5 - Cyberdemons and Maulotaurs, oh my!
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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.
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.
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Re: Heretical Doom v1.1 - Updated Monster Addon!
I haven't hit start game yet, so not yet.
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Re: Heretical Doom v1.1 - Updated Monster Addon!
I've found quite a severe bug. If you happen to use the full power healing spell with the Staff, and accidentally change weapons during the spin animation, you are permanently set to not move, unless you change back to the Staff and cast the healing spell one more time.
Re: Heretical Doom v1.1 - Updated Monster Addon!
Whups, thats quite a bug I should be able to have it fixed no problem in the next patch though.
looooooooooooot of work going into the staff for next update. I'm sure everyone will be quite pleased
looooooooooooot of work going into the staff for next update. I'm sure everyone will be quite pleased
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Re: Heretical Doom v1.1 - Updated Monster Addon!
Tried to run on 3.3.1, but no go: https://imgur.com/aYUMe3D
Re: Heretical Doom v1.1 - Updated Monster Addon!
yeah, i see that, on the engine update that released today. unfortunately i need a bit more info to fix it.
turns out it was from a single line that has since been moved to the monsters addon. Just use 3.3 until I have the next version out soon(er than I hoped)
turns out it was from a single line that has since been moved to the monsters addon. Just use 3.3 until I have the next version out soon(er than I hoped)
Re: Heretical Doom v1.2 - Making Melee Fun Again!
Pretty big update, as always check out the first post for the download and update notes!
Re: Heretical Doom v1.2 - Making Melee Fun Again!
Oh boy I can't wait to try this shit! Also, love the FOTNS references!
Re: Heretical Doom v1.2 - Making Melee Fun Again!
Great update!
It feels even closer to a true HeretiDoom experience, and i'm glad you corrected the pallete issue
It feels even closer to a true HeretiDoom experience, and i'm glad you corrected the pallete issue
Re: Heretical Doom v1.2 - Making Melee Fun Again!
fun fact: I'm colorblind, so I didnt even notice until Reikall pointed them out to me.RedoLane wrote:Great update!
It feels even closer to a true HeretiDoom experience, and i'm glad you corrected the pallete issue
he corrected the base sprites, and then I used them to redo the new animations.
Glad you're enjoying it so far though! As always, any feedback is always welcome as you delve deeper into it
Re: Heretical Doom v1.2 - Making Melee Fun Again!
quick offtopic, but I had to read twice the "redo" part
Anyway, I haven't got the chance to check it yet, but it looks promising.
Which mapset would you recommend to test it with?
Anyway, I haven't got the chance to check it yet, but it looks promising.
Which mapset would you recommend to test it with?
Re: Heretical Doom v1.2 - Making Melee Fun Again!
Scythe 2 is always my goto, but Moonblood Megawad and BTSX are also good picks as well. You can get pretty powerful in long wads and there are mechanics to "avoid" death exits, so almost anything is fair game.
That said, ZEpisodic can be used with it to play through all 5 episodes of Heretic or all 4 of Doom 1 and continue snowballing by the end.
....if you do that, I'd highly recommend using a monster mod to make things more difficult though
That said, ZEpisodic can be used with it to play through all 5 episodes of Heretic or all 4 of Doom 1 and continue snowballing by the end.
....if you do that, I'd highly recommend using a monster mod to make things more difficult though
Re: Heretical Doom v1.2 - Making Melee Fun Again!
I'll probably use Shades of Doom with it, but not with ZEpisodic. Yeah, maybe Moonblood could be a great choice, so i'll go with that.Ryuhi wrote:Scythe 2 is always my goto, but Moonblood Megawad and BTSX are also good picks as well. You can get pretty powerful in long wads and there are mechanics to "avoid" death exits, so almost anything is fair game.
That said, ZEpisodic can be used with it to play through all 5 episodes of Heretic or all 4 of Doom 1 and continue snowballing by the end.
....if you do that, I'd highly recommend using a monster mod to make things more difficult though
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Re: Heretical Doom v1.2 - Making Melee Fun Again!
...I tried using the Heretical Doom Monsters pk3 with the compatibility patch pk3 on Hexen and Chex Quest, but the monsters remained as they were!
Re: Heretical Doom v1.2 - Making Melee Fun Again!
So after playing for a while, I noticed a few problems in hand:
- Even though I know what the Mystic Urn does, I can't use it at all. While checking it, you should add this item to the post's description, since it's missing from there.
- I get it that you're trying to use a ancient-accent text for the mod as a whole for the heretic feel, but when it comes to the level system messages and some item pickups, it only uses normal styled text. Do you plan to rewrite that?
- this is just my personal opinion, but I don't think mana should be refilled automatically. it decreases the challenge since you can use the spells with a simple-to-gain amount of mana.
- The gauntlets' altfire power has a too high level requirement(31), so when it comes to short maps, there's almost no chance to use that power. i'd suggest nerfing the level requirement to 25.
Aside all that, i'm having a lot of fun, especially with the new melee combos
- Even though I know what the Mystic Urn does, I can't use it at all. While checking it, you should add this item to the post's description, since it's missing from there.
- I get it that you're trying to use a ancient-accent text for the mod as a whole for the heretic feel, but when it comes to the level system messages and some item pickups, it only uses normal styled text. Do you plan to rewrite that?
- this is just my personal opinion, but I don't think mana should be refilled automatically. it decreases the challenge since you can use the spells with a simple-to-gain amount of mana.
- The gauntlets' altfire power has a too high level requirement(31), so when it comes to short maps, there's almost no chance to use that power. i'd suggest nerfing the level requirement to 25.
Aside all that, i'm having a lot of fun, especially with the new melee combos
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- Posts: 619
- Joined: Wed Nov 17, 2010 6:35 pm
Re: Heretical Doom v1.2 - Making Melee Fun Again!
Actually, the Urn is consumed automatically!RedoLane wrote:So after playing for a while, I noticed a few problems in hand:
- Even though I know what the Mystic Urn does, I can't use it at all. While checking it, you should add this item to the post's description, since it's missing from there.
- I get it that you're trying to use a ancient-accent text for the mod as a whole for the heretic feel, but when it comes to the level system messages and some item pickups, it only uses normal styled text. Do you plan to rewrite that?
- this is just my personal opinion, but I don't think mana should be refilled automatically. it decreases the challenge since you can use the spells with a simple-to-gain amount of mana.
- The gauntlets' altfire power has a too high level requirement(31), so when it comes to short maps, there's almost no chance to use that power. i'd suggest nerfing the level requirement to 25.
Aside all that, i'm having a lot of fun, especially with the new melee combos