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For Doom, Heretic, and Hexen ----------------------------------------------- GET IT NOW HERE AT MEGA!! (Version 0.92) ----------------------------------------------- GoogleDrive Mirror! (Version 0.92) ----------------------------------------------- Discord channel Invite:https://discord.gg/rxsKfFp PLEASE NOTE ^^ THIS IS A TEMPORARY INVITE, IT WILL AUTO-KICK YOU AFTER YOU LEAVE. If you think you'll leave lots of Discord comments, PM me for a permanent invite. ----------------------------------------------- Hexen Walpurgis is...
A gameplay mod that works with Doom and Heretic, straight out of the Box!
Focused on giving everything three fire-modes without needing any extra resources, just balancing them around standard blue and green mana/ammo consumption.
Will have upgrades for each of those afformentioned fire-modes (think Trailblazer)~ I will point out that not all of these are implemented yet, though.
Strong and fun, but balanced. Extra care has been put into making everything have punch and impact and be fun to use but not the level of overkill. I'm a mad perfectionist when I get going; so repeatedly testing something over and over whilst I tweak values is not unusual.
Gothically medieval, with a taste of moderate-high fantasy. Magic is meant to semi-common in the world, whether through artifacts, or mystical items.
Based around play where you get used to using both your arsenal and your inventory items in tandem. Flechettes and Discs of Repulsion are really useful now; so use them!
Rigorously playtested with custom doom, heretic, and hexen wads to get a feel for how it plays with them; and to see if I can find reason to switch between my arsenal all the time (which is the sign of a good arsenal, in my opinion).
Is named this way because... well, "Hexen" are witches from germanic folklore. Walpurgisnacht is a grand festival for witches in general. So as a festival of new content for Hexen related shenanigans; its doubly relevant.
----------------------------------------------- Find out about the four classes and their Weapons!
Spoiler: Classes and their Weapons!
----------------------------------------------- Don't forget to bind yourself a 'Reload' key. In Walpurgis, this key is your third fire mode. Various inventory items can also be assigned hotkeys. Comes with its own version of Widescreen Status Bar, you will not need your own. Please turn off Alternate HUD in GZDoom to get get the best experience with the UI. ----------------------------------------------- Other optional (but recommended) mods to run in your GZDoom.ini: Nashgore Vengeance OR Universal Gibs for your bloody splatter needs. Tekish's HUD addons for general helpful convienience.
Walp is compatible with Pistol Starter if you like starting levels afresh, and this optionally allows you to keep inventory items (and upgrades) between levels. -----------------------------------------------
[0.92] 'What's on the Menu?' -------------------- IT'S WALPURGIS's FIRST BIRTHDAY!! -------------------- +New!: A much requested feature; I figured out the ZScript needed in order to make keys appear attached to the main HUD so you no longer have to switch to the map screen to check which ones you have. +New!: The main menu is also revised with more specific options for the mod, along with a new lightbringer prism selection icon. Also, thanks to Jimmy's and Kinsie's Font topics; I've added in a couple of unique fonts for the mod to use. +New!: Huge Overhaul to the Walpurgis Options Menu to increase its usefulness and readability, and cluster options together. It is also now accessible from the main menu, and is your one-stop-shop for the mod. +New!: The Mod now has a titlemap. Its quite simple, with just a little wizards atelier type place and the title, as I'm not much of a mapper. If you're a good mapper and want to contribute one, let me know! The music is a cropped and edited version of 'The Jester Affair II' by Everattic, and lends a creepy magical waltz feel to the menu. +New!: Druid Wolf sprites completely re-done. All attack modes also updated to increase its potency. The primary fire now punches as well as slashes and its overall DPS is about 30% higher than before to make it slightly stronger than Timon's Axe Primary for the Myrm (stronger because the Druid is squishier and doesn't have Vorpal Slashes!). The Secondary Ice Comet activates about 10% quicker, and the Tertiary Slam is has a 10% wider AOE impact zone and jumps the player slightly higher if they're on the ground when executing it. +New!: The Magister gets his alternate in-slot (2) weapon, Aestus! This is the first one to go in. Right now, it cannot be upgraded, so Ancient Grimoires used on it will be wasted. > Primary fire shoots Small Fireblasts at a reasonably fast rate. > Secondary fire lets loose a rolling ball of molten rock. It can drop off edges and climb stairs, and has gravity, but explodes on walls. > Tertiary fire creates a whip of flames, and lashes up close. This is slow and short-ranged, but extremely powerful. By default, it will spawn randomly along with Algor, but if you'd prefer to disable either of them, you can do so in the Walpurgis Options. +New!: Character walk sprites updated to better reflect how they are in the mod rather than using the old Hexen sprites in the case of the Myrmidon, Crusader, and Magister. The Druid's sprite was also cleaned & improved. +Tweak: Heretic Clinks now jump at you if you're outside of their melee range, and their melee attack is now a double slash. +Tweak: The Lightbringer now has a set of overlays for each of its fire modes to give it more oomph and character. +Tweak: The Testing Map, Walpurgisnacht, has been made iwad neutral. It now only requires stuff provided inside the mod itself. A small amount of OTEX by Ukiro is used to make this possible. It also gained a non-Hexen music track, 'Celtic Fever', by Matthias Verbinnen. +Tweak: Kraters of Might now restore 100 of each mana, rather than 200. Mostly because they actually spawn more often than one first realises. You can now hold 9 in inventory rather than 5, though. +Tweak: New Transparant background keysprites for Doom and Hexen (Heretic already had them) added to be compatible with new keys on hud, above. +Fixed: The Crusader's damage reflection on his Icon had apparently stopped working at some point. It now works again. +Fixed: If you had a map with custom floor flats, there would be no footstep noises. A failsafe to use Stone Step noises in that event has been added. +Fixed: Hebiko Sceptre Secondary Fire was checking the wrong mana type and could refuse to work if you had less than 12 Aetherial Mana (rather than Verdant) despite it not needing any. Fixed. +Fixed: Hexen Ending always showed the Myrmidon. This has now been fixed, and a version of the chessboard with the Druid has also been added. All the versions also have punctuation added, and text slightly re-written. +Fixed: Hexen/Heretic Chaos Device did not give the correct pickup message. Fixed. +Fixed: Heretic Mummy would drop unusual items sometimes rather than mana. Fixed.
Spoiler: Credits
-------------------------------------------------------------------------------- CREDITS: -------- >> Several Code snippets (mostly heavily modified) and some sprites are by 4Page. >> Titlemap music is a cropped and edited version of 'The Cadaver's Waltz', jointly made by mrgrimsdale & Jimmy. >> Footsteps ZScript by DenisBelmondo, edited by myself. >> FireHammer sprites are by DEAD_FiSH. >> Widescreen HUD sprites on Mace, Fists, Axe, Hammer, and Quietus taken from Cronos Unleashed by Rip and Tear, with edits by myself. >> Smooth BloodScourge by DavidG (Itsnaturetodie). >> AxeThrow Sprites, as well as base mage hands, cleric scalemail, and numerous others by Neoworm; edited by myself. >> Edits to my Kick Sprite by SallazarSpellcaster. >> Crux Calicus Vortex Sprites are modified explosions (!) from Russian Overkill. >> Some Firestorm & Quietus projectile sprites from Rise of the Triad. >> Quietus alternate swing/stab sprites by Lord Lothar. >> Quietus Torpedo sprite originally from BulletEye, edited by myself. >> Quietus Tertiary swing sprite idea from QCDE, remade by myself. >> Boots sprite, and Ice Spear sprite from Wrath of Chronos. >> Whip Sprite changed into Grapple Chain for Myrmidon originally from High Noon Drifter, edited by myself. >> Glacial Spike from Hisoutensouken, ripped by Random Talking Bush, edited by me. >> Frozen Doom Monsters by myself, Frozen Heretic Monsters by Neoworm. >> Initial code idea for hotkeys by Lagi. >> Basic sprite for Axe/Sword Decal taken from Trailblazer and edited by me. >> Widescreen Split Statusbar (ZScript) by 3saster and Nightfright, edited by me. >> Font [GargoyleWing] by Jimmy. Font [Midway] by Kinsie. >> The Testmap and TitleMap use OTEX by Ukiro. >> Music Credits: Bosa, Everattic, and Matthias Verbinnen (All from Newgrounds). >> Sounds by Kevin Schilder, Chia Chin Lee, Drew Markham, Tommccann, Robinhood76, Humanoide9000, Grant_Evans, Partners In Rhyme, and 4Page. >> Some Sounds obtained from Soundbible.com, GameSounds.xyz, and a couple were taken from Wrath of Chronos and Russian Overkill. >> Druid Voice Samples remixed from Turok II and Fire Emblem Fates Voices. >> A handful of sounds were remixed from Nox, and Turok II, though edited.
If you are missing from the Credits and your stuff was used, vast apologies, please contact me either at the GZDoom forums, or at DoomWorld (I am eharper256 in both places). --------------------------------------------------------------------------------.
----------------------------------------------- When I was a kid, and still now, I've always been a fantasy nerd, so Hexen was always one of my favourite Doom spinoffs: I've long wanted to create something for it, something similar to what Heretical did for Heretic, but the initial step forwards was always something I was lethargic about. After all, I'm not much of a natural coder; my skills lie in spriting and writing by default.
Fortunately for me; 4page in this very forum recently released a mod called HexArcana' in a similar vein, which I enjoyed quite alot. Huge props to them; because apparently this was the kick up the ass I needed to start proper Decorate usage and get cracking. What started as me simply adding the Lightbringer (from Hexen 2) to HexArcana, spiralled massively out of control, and it turned gradually from spinoff into full-fledged mod of its own.
It now shares very little with HexArcana as its been gradually shaped by my vision of what I wanted in a Hexen mod. I'm not exactly the best Doom player in the box, so my design philosophy is rule of cool over practicality, and making the mod that I want to play! That really shows in how its developed.
The three revised classes are now the Myrmidon (Fighter); the Crusader (Cleric), and the Magister (Mage). It also adds a fourth class, the Druid, with lots of custom-sprite work! ----------------------------------------------- Streamer Videos: Thanks to MotiTerminus for covering Walpurgis in Playtesting Stream #4.
^ Starts at 01:19:00. The link above this video takes you directly to that timestamp. The forum widget doesn't support specific timestamps sadly. Covers playing Vanguard with the Crusader and the Magister! ----------------------------------------------- Also Thanks for struukduuker for covering my Walp! Check out his Myrmidon video here:
I made a gameplay video with a sp map which suited the theme of this mod imo. I love this mod! Been playing through a couple of wads with it and have been enjoying it, this could become one of my fav mods. Keep up the good work!
----------------------------------------------- Official Vids: DRUID VIDEOS
A video of the final Druid in Action, playing the first three levels of Doom! ----------------------------------------------- MAGISTER VIDEOS Playing Lullaby by Danlex
Testing the Magisters new ultimate, the Agnus Abyssus!
Mad props to you! This looks amazing! I'm genuinely jealous. Looking forward to trying this out, though and exploring this. I already see quite a few things in there that I have no idea how you did them. I'm very impressed with how things look! I was really planning on adding Doom support to Hexarcana at least, but I might not be able to. Which would be a shame.
I've managed to get Doom Support in so far as replacing the items correctly and its entirely playable right now, but the lack of a statusbar is vexxing. I especially need to finely tune the balance (especially for the Myrm/Fighter) as, of course, Doom very much expects you to always be toting a gun. Zombies explode from a single punch in the face which is funny, but I expect they may need their health rebalanced for this mod. XD
eharper256 wrote:Glad to hear you like the look of it.
I've managed to get Doom Support in so far as replacing the items correctly and its entirely playable right now, but the lack of a statusbar is vexxing. I especially need to finely tune the balance (especially for the Myrm/Fighter) as, of course, Doom very much expects you to always be toting a gun. Zombies explode from a single punch in the face which is funny, but I expect they may need their health rebalanced for this mod. XD
eharper256 wrote:Glad to hear you like the look of it.
I've managed to get Doom Support in so far as replacing the items correctly and its entirely playable right now, but the lack of a statusbar is vexxing. I especially need to finely tune the balance (especially for the Myrm/Fighter) as, of course, Doom very much expects you to always be toting a gun. Zombies explode from a single punch in the face which is funny, but I expect they may need their health rebalanced for this mod. XD
Yup, Chaingunners might need a replacement especially; they're annoying for Doomguy, never mind the Myrmidon. It's something I'm going to have to check with a full Scythe or Ancient Aliens playthrough or something.
Another fun fact with Doom conversion; lots of the base Doom levels are un-completeable without crouching with the basic Hexen characters; I had to reduce their height: Doomguy is actually quite a shortass (or the Chronos people are all relative giants). XD
Whoah wrote:Oooooo this looks cool. The Magister especially looks kickass! I'm gonna have to keep an eye on this one
Thanks; the Magister is pretty cool indeed, I wanted him to feel more like a powerful wizard and I'm well on the way to that.
Oh, this looks very interesting indeed. I really like the idea of summoning up to 4 ice spears and throwing them at once, but still being able to throw one or two in a pitch. Will keep an eye out for release.
Jarewill wrote:Oh, this looks very interesting indeed. I really like the idea of summoning up to 4 ice spears and throwing them at once, but still being able to throw one or two in a pitch. Will keep an eye out for release.
Yep, thanks for the assist on the pitch calculation on getting that to function as it now does; I'm very proud on how its turned out; 'tis very satisfying to use.
Terensworth wrote:Well dayum, now I've got another fine bit of Hexen to look forward to, as a guy who really enjoyed Hexarcana in all it's iterations, I'm excited!
Well, I was missing the Fighter class preview, the Myrmidon, so here it is.
Most notable in this video is his new Uppercut on the Gauntlets (though I didn't get to use the secondary in this tight space), and numerous improvements to Timon's Vorpal Axe (it gained 'Vorpal' because of that new shortranged but awesome secondary fire!)
No new videos today; but I've been spriting quite a bit; and there's been some good results of that.
First of all; the re-sprite for the Magister's "Fulgur"; Lightning Mastery, which is what used to called Arc of Death in the original Hexen: It has three completely revised modes which are badass; and the normal sprites just didn't look right... so I've been adding a load.
My favourite is this one: For going Full Sithy EmperorLightning Hose on your foes!! ---------------------------------------------- Also, I came to the conclusion that the Wraithverge was WAAAAY too evil a weapon for the Crusader to be using, its flat out Necromancy, after all. The Hexen Cleric must worship a weird god; considering the Serpent Staff and Wraithverge, to be honest. Or I guess he's just a pragmatist.
Anyway; no longer! Joining the Lightbringer; we have the Crux Calicus(lit. Aetherial Cross in Latin, I believe): Its got nothing to do with ghosts any more, and has both rapid-fire bouncing photon blasts and a holy fire launcher. It's pretty powerful, as to be expected of an ultimate weapon. As you can see, it is effectively a re-skin of the Wraithverge; this is to help with status bar woes, but I think it looks pretty different, eh?
Of course I'm jealous! Not only does this look like it has some really cool mechanics, but HOT DAMN those are some tasty looking sprites. I did a bit of sprite work for mine. Probably the worst parts of my mod.
Blackgrowl wrote:I'm loving the possibility of this mod, let's see how well it goes with HexArcana.
Thanks! I'm happy with how its going. Hopefully it'll be interesting different experience.
4page wrote:Of course I'm jealous! Not only does this look like it has some really cool mechanics, but HOT DAMN those are some tasty looking sprites. I did a bit of sprite work for mine. Probably the worst parts of my mod.
Thanks; as I work with Photoshop alot I'd consider myself decent at it. I can't say I'm better than that, as there are still some people who are just complete naturals for it that honestly baffle me with their l33t skills.
Anyways; here's another video of me testing the Crusader again:
The Mace is totally different; it gained gained chainmail sprites, sideswing sprites, and also a new Secondary Fire; the Holy Smite, where the Crusader spends a second pouring his power into the mace, and then using it to blast back enemies. It can help you out of a tight spot! We also see use of his new blueberry flavoured Flechette, which coughs out a blast of stunning blue flames. Each class has a new flechette!
Well, you're certainly better than me. Though I guess I did something pretty ok, since it looks like you're using the Electrosplosion sprites that I made. I'm loving the way this looks and super stoked to see more!