Walpurgis 0.94 (For Doom/Heretic/Hexen) [NEW! 0.94 RELEASE!]

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Re: Hexen: Walpurgis [Heretic also added!]

Postby eharper256 » Fri Jan 31, 2020 12:21 pm

AvzinElkein wrote:What was the solution to your problem?

Apparently I was overthinking it. Doom uses a different font. I just needed to convert Hexen's HUD font to PNG and shuttle it across to my PK3. Literally the stupidest thought I had was the correct one. :shock:
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Re: Hexen: Walpurgis [ITS OUT! COME GET IT!!]

Postby eharper256 » Sat Feb 01, 2020 8:42 am

Last edited by eharper256 on Sat Feb 01, 2020 10:57 am, edited 1 time in total.
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Re: Hexen: Walpurgis [ITS OUT! COME GET IT!!]

Postby Jarewill » Sat Feb 01, 2020 10:34 am

Congratulations on release!

However, I've noticed a few issues with it.
Spoiler:

Now, I really like all various weapons of all three classes.
This really is a very nice mod and I'm gonna play more of it later for sure.

Also I swear the Lightbringer's reload prism is the Last Prism from Terraria.
On the topic of it, I like how it amplifies the base attacks from the Lightbringer when you shoot it, at first I thought it was a normal shield, but turns out no. :D
If it would shoot in the proper direction the player shot at it, it would be nicer. I assume it goes into a special pain state when being hit by Lightbringer attacks, so maybe make it face the target and rotate 180 degrees and then fire?
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Re: Hexen: Walpurgis [ITS OUT! COME GET IT!!]

Postby eharper256 » Sat Feb 01, 2020 11:12 am

Oh fuck. Here's me throwing in that blood sprite the last second just in case it was needed and forgetting to rename it. I pushed a fix for that. Re-download it from either of the links.

Spoiler:


The Prism is from Terraria? Huh... well it was free sprite I found from a google search and then I edited it to shift colours.

Actually, it works by...
Spoiler:


Anyways, glad you're enjoying it!
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Re: Hexen: Walpurgis [ITS OUT! COME GET IT!!]

Postby Jarewill » Sat Feb 01, 2020 11:49 am

Understandable.
However the Magister still feels too slow for me, but it's just me.

Interesting about the Lightbringer prism, I actually used it when there were no enemies in sight, so I thought the projectiles only went in one direction instead of after enemies.
And I checked, and the prism does look like a higher-resolution version of the Terraria's one:
Spoiler:


Another issue I've noticed is when playing Doom, the Axe's lightning puffs still retain the pallete from Hexen, but since Doom has it's own pallete, it looks like this when playing Doom:
Spoiler:
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Re: Hexen: Walpurgis [ITS OUT! COME GET IT!!]

Postby Crudux Cruo » Sat Feb 01, 2020 12:12 pm

I'm quite loving this! I'd love it more with an expanded arsenal, if i'm being honest though.

Mini review:

Fighter
Gauntlets are decent, lasso is kind of neat, kick should stun or something.
Axe is darn near perfect.
Hammer primary is a little underwhelming. i should be able to one shot a ettin with a slower attack, i would hope.
Quietus primary combo is a little slow at first and then speeds up? i don't like this. Tertiary fire is underwhelming. This basically feels like a "BFG with benefits" right now.

Cleric
Mace does about what i would expect it to do
Lightbringer is a pretty awesome weapon!
Flame magic is really a great improvement from original, but the tertiary attack takes a huge amount of health... don't like that at all. and it doesnt even do a lot of damage.
wraithverge feels a lot less useful than it should be. I like the shield tertiary attack. The primary attack is economical and interesting. the secondary is GOOD. but feels a little lack luster for some reason.

Mage
Force power is cool, but it would be nice if i could bat away projectiles with it too. makes logical sense, doesnt it?
Ice is decent. primary is insanely more powerful, but short range. long range is good but can be tricky to land. tertiary is very useful.

Lightning is extremely disappointing. It looks cool but is ineffectual. Primary is pretty weak.
would be nice if projectiles either passed through or jumped from one monster to another in an area to balance it out.
The plasma ball has too much gravity, too slow and too little impact damage. perhaps if you CHARGE this attack for a different effect, like no charge being a speedy individual ball with high damage, or a giant plasma ball with the beam lightning, and things in between, this might be useful. as it is now, it's really lame.

bloodscourge is badass. BAD-ASS. like, perfect.

If more content were to be added, i'd like to see...

Warrior:
An extra sword.
Cleric:
An extra melee weapon, probably a flail
Mage:
longer ranged magic, maybe earth/poison based?
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Re: Hexen: Walpurgis [ITS OUT! COME GET IT!!]

Postby eharper256 » Sat Feb 01, 2020 1:48 pm

Jarewill wrote:Another issue I've noticed is when playing Doom, the Axe's lightning puffs still retain the pallete from Hexen, but since Doom has it's own pallete, it looks like this when playing Doom:
Spoiler:

Another one that escaped the Great Purge of the Palette I see. Well, this one's a little less important, but I'll get it fixed in the next patch. Thanks for finding it.

Crudux Cruo wrote:I'm quite loving this! I'd love it more with an expanded arsenal, if i'm being honest though.

Thanks. Hexen is hard to do with an expanded arsenal; there's alot of hacks you have to do to get around the 4 weapons limit to my knowledge, which is why I went for three fire modes.

Crudux Cruo wrote:Gauntlets are decent, lasso is kind of neat, kick should stun or something.
Axe is darn near perfect.
Hammer primary is a little underwhelming. i should be able to one shot a ettin with a slower attack, i would hope.
Quietus primary combo is a little slow at first and then speeds up? i don't like this. Tertiary fire is underwhelming. This basically feels like a "BFG with benefits" right now.

Haha, the Hammer primary is a point of serious contention to be honest. I fiddled with it alot during the last week. Right now it can 1-shot an Ettin about 50% of the time, which I decided was a good level; already at this point it already nukes all the low-tier Doom and Heretic monsters in one strike, and the Ettin is meant to be a HP sponge. But its designed to be a completely different flavour to the axe in melee since I wanted everything to feel different. As the axe has considerably less ranged power, I figured the Hammer is interesting contrast, since the secondary and tertiary are finally really excellent ranged options for the Myrm.

The same logic is meant to apply to Quietus. The slow to fast thing is actually realistic for using a greatsword; swinging one relies more on momentum than strength. It's not a good panic button if you're in tight quarters (that is basically the axe's big niche!) but in a big melee with space to move, dancing between targets and keeping up the combo speed, its downright disgusting (the damage also goes up as well as the swing speed!). Don't underestimate that tertiary; after its little hover, it homes in targets it can see. To use Quietus, you need space. If you don't have it, switch to the axe!

Crudux Cruo wrote:Mace does about what i would expect it to do
Lightbringer is a pretty awesome weapon!
Flame magic is really a great improvement from original, but the tertiary attack takes a huge amount of health... don't like that at all. and it doesnt even do a lot of damage.
wraithverge feels a lot less useful than it should be. I like the shield tertiary attack. The primary attack is economical and interesting. the secondary is GOOD. but feels a little lack luster for some reason.

Glad you like the Lightbringer, I was happy with how it turned out!

Tertiary of the Firestorm Font doesn't hurt you at all? I just tested it. Are you sure you didn't happen to get hit by another attack at the same time?
EDIT: Crap, I forgot my GZDoom Autoexec has "splashfactor 0.4" in it; so it didn't affect me in testing. I'll see if I can make it friendly again. Thanks for finding that.

I mean, replacing Wraithverge is a hard task; its a crazy OP weapon in general. The Crux Calicus has big shoes to fill. But I kinda get what you're saying about the secondary. Its powerful, but it looks a bit wonky. Improving its look is actually already on my list, but getting its function right was the priority for this release.

Crudux Cruo wrote:Force power is cool, but it would be nice if i could bat away projectiles with it too. makes logical sense, doesnt it?
Ice is decent. primary is insanely more powerful, but short range. long range is good but can be tricky to land. tertiary is very useful.

Lightning is extremely disappointing. It looks cool but is ineffectual. Primary is pretty weak.
would be nice if projectiles either passed through or jumped from one monster to another in an area to balance it out.
The plasma ball has too much gravity, too slow and too little impact damage. perhaps if you CHARGE this attack for a different effect, like no charge being a speedy individual ball with high damage, or a giant plasma ball with the beam lightning, and things in between, this might be useful. as it is now, it's really lame.

bloodscourge is badass. BAD-ASS. like, perfect.

It is logical, but I wanted to reserve the projectile batting away to the Discs of Repulsion; its their main thing, after all. Not to mention, it would make the Force Blasts a bit OP, if you could spam them to make yourself invulnerable to non-hitscans.

Rippers are very hard to balance in general (which is what the shards use); so yes, the low range is intentional. Secondary has problems in tight spaces for sure; but for sniping you should probably consider using Force Blasts.

Primary Lightning feels weak I guess because the Ice is so powerful. But, yes, I may well enhance it slightly, I kind of agree after playing through some of Darkmere just now. The Plasma Ball isn't supposed to be thrown directly at targets; and its not meant to have impact damage. Fire it over them; and the rays will fry things as it sails past (a bit like how you want a Doom 2016 BFG to stay in the air as long as possible). Always aim it upwards; and remember it has a minimum range. It has a learning curve to use, but its really powerful!!

Glad you like Bloodscourge.

Its funny the extra stuff you mentioned mostly already has resources available. Originally I was planning to give the Crusader a spear; but getting good base sprites for one is implausible (I'd have to take the extended Heretic Staff sprites and merge them with the Trident sprite thats floating around, which is alot of work to make it look good, so I abandoned that idea, and focused on making Firestorm badass. XD
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Re: Hexen: Walpurgis [ITS OUT! COME GET IT!!]

Postby Whoah » Sat Feb 01, 2020 5:31 pm

Yeh the Crusader's firestorm tertiary does indeed deal damage to the player
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Re: Hexen: Walpurgis [ITS OUT! COME GET IT!!]

Postby eharper256 » Sat Feb 01, 2020 6:27 pm

Whoah wrote:Yeh the Crusader's firestorm tertiary does indeed deal damage to the player

Yup. After investigating it seems I accidently assigned the wrong damage type to it and didn't make it friendly (lol). I didn't realise in testing because my GZDoom autoexec was reducing all splash damage by 60%~ in actual fact the Tertiary attack of the Firestorm Font explodes about 30 times dealing 1-2 damage. 40% of 2 damage is 0.8, of course, and that was getting rounded down by my config (lol).

Speaking of which: 4page, this is probably why Firestorm never damaged me in HexArcana 1.1 either, lol. :lol:

Anyways, its fixed now. I'll push this in a new version I'll release tommorow morning (along with a couple of other fixes and changes). Must sleep now...
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Re: Hexen: Walpurgis [ITS OUT! COME GET IT!!]

Postby 4page » Sat Feb 01, 2020 7:20 pm

That actually explains a lot. Ah well, it works better the way it is now anyways. XD
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Re: Hexen: Walpurgis [ITS OUT! COME GET IT!!]

Postby eharper256 » Sun Feb 02, 2020 4:40 am

Version 0.71
-----------------------------------------------
Changelog
+Fixed: Fixed palette issue with Thrown Axe in Doom.
+Fixed: Firestorm Font Tertiary damaged the player; when it shouldn't have. Fixed.
+Fixed: Flechettes didn't have an 'inter-hub' amount defined so you lost all
but 1 of them when changing levels in Doom/Heretic. Fixed.

+Balance: Quietus Tertiary Damage increased by around ~10%.
+Balance: Algor Primary Damage reduced by around ~7%.
+Balance: Algor Secondary, spears should be very marginally closer together
when fired off, closer to the crosshair centre than before.
+Balance: Fulgur Primary Damage increased by around ~10%.
+Balance: Fulgur Secondary had its mass reduced by 10% to fly slightly longer.

+Tweak: Myrmidon now gives his bigger ouch noise at 75 HP rather than 50 HP, and
his critical ouch noise at 50 HP. Scaled as he has higher high HP and
this makes more sense. Crusader and Magister still at 50/25.
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Re: Hexen: Walpurgis [ITS OUT! 0.71 Update]

Postby eharper256 » Mon Feb 03, 2020 4:21 am

Version 0.72
New Video! I go around causing needless cruelty to Cyberdemons with the classes ultimate weapons. XD

--------------------------------------------------------------------------------
[0.72]
--------
03/02/2020
+New!: Crux Calicus' Secondary Fire got new sprites and considerable tweaking,
making it look and feel a fair bit more badass and less wonky. (see the video!)

+Balance: Bloodscourge's secondary had its cost tweaked. As it go off a random
amount of times, it now sucks 1 mana of both types each time it
sets off a new chain. As a result, you no longer get shortchanged
if you're unlucky (or vice-versa, get a crazy long chain on the cheap!).
It still has an upfront cost of 10 of both types (but not 36!).
+Balance: Magister actually justifies his higher magic meter: he can now carry
300 of each mana type by default, rather than 200! Keep in mind this
does mean Kraters of Might are no longer guaranteed full mana restores.
--------------------------------------------------------------------------------
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Re: Hexen: Walpurgis [ITS OUT! 0.72 New Update]

Postby Whoah » Mon Feb 03, 2020 10:58 am

So I was playing scourge of vicerus with the crusader, and there was one tiny issue I had with his weapons. The lightbringer is an absolute mana vacuum. For instance, the primary fire takes about 4 mana per shot, I believe, and takes me about 2 shots to kill an ettin, or 3 to 4 to kill a centaur, not counting misses or the centaur's shield. This means it takes me at least 8-16 mana to kill one enemy. However with the firestorm, the primary takes much less mana, and can kill these enemies much much faster. Basically, I was finding myself above 180 green mana and below 30 blue mana the majority of the time, so I believe mana costs for both weapons may need to be tweaked a bit.

By the way, as an aside, you blew me away with that lightbringer. I was kinda iffy on it at first because I was never too big on the design, but holy shit is that a fun to use weapon! Great job, man
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Re: Hexen: Walpurgis [ITS OUT! 0.72 New Update]

Postby HLRaven » Mon Feb 03, 2020 1:08 pm

Wooo it's out! what a treat when il come home
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Re: Hexen: Walpurgis [ITS OUT! 0.72 New Update]

Postby Blackgrowl » Mon Feb 03, 2020 3:25 pm

I love you.

This mod is way better than I expected.
Normally, I hate the mage, but you just made him SO good. I really like how his weapon 3 (Shock Magic) spawns a Thunderstorm as third attack, it reminds me of "Orcs Must Die!", one of my favourite games.

There are some functionalities I prefer from HexArcana, especially the Warrior though.

I really hope you have plans for new monsters or at least changes to monsters, maybe new weapons too and perhaps new sounds.

If it's not too much to ask, could you take the "Torch" functionality from https://www.moddb.com/mods/cronos-unleashed? I think the author allows use of his own sources. The "Torch" in Cronos Unleashed uses proper light, emitting dynamic shadows if enabled, unlike the default that just fullbrights the screen.
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