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Re: Walpurgis 0.94A (For Doom/Heretic/Hexen) [0.94A Release!

Posted: Thu Nov 25, 2021 1:36 am
by eharper256
PresBarackbar wrote:Oh that looks terrific!
Thanks! I might edit the Legion Eagle a bit more, get it an outstretched talon or something, but otherwise, I'm quite happy with how they've turned out. :)

Also, Nimlouth over at the Discord made a Walpurgis patch for ZMovement. You can get it here:
https://www.mediafire.com/file/y375jyfh ... 1.pk3/file

Re: Walpurgis 0.94A (For Doom/Heretic/Hexen) [0.94A Release!

Posted: Fri Nov 26, 2021 10:34 am
by eharper256
Time for another really old video to be updated! This time, the last version of this one was so long ago that it didn't even include Agnus Abyssus and the Druid, so it was in dire need of re-take!

That's right, its time to troll Cybie!

We also get to see the Cyberdemon's new rockets again, and another thing I've added in 0.95, revised intermission and epilogue text from the perspective of your Walpurgis character, whom, when playing in Doom, is assumed to have finished the Hexen campaign and jaunting between worlds with their Chaos Sphere to smite more evil. Fun times!

Re: Walpurgis 0.94A (For Doom/Heretic/Hexen) [0.94A Release!

Posted: Tue Nov 30, 2021 6:23 pm
by eharper256
I WOULD LIKE YOUR HELP EVERYONE! How would rank the cast of all three games on a tier-basis??
[imgur]http://i.imgur.com/23v0vof[/imgur]
This tier list will affect the upcoming new Dimensional Instability mode.How DI mode works is that for any given monster, a replacement will be randomly selected from its list (from ANY of three games Walp supports, so Doom, Heretic, and Hexen Monsters will be interchangeable between games!). This will also include all of the available Elite Variants (of which there are alot of new ones this version!), but first I want to make sure the list of the main cast is settled in place.

So, how does this look to you at the moment? Do I need to move anything up or down? Introduce a whole new tier? Let me know your thoughts!

Bosses are also excluded as they won't be replaced, and Monsters that start as flyers will only change to other flyers of course. There will also be other settings in place to mess with the lists further too!

Re: Walpurgis 0.94A (For Doom/Heretic/Hexen) [0.94A Release!

Posted: Wed Dec 01, 2021 12:03 pm
by eharper256
Dimensional Instability Mode is now ready for me to show to everyone! Check it out!

I don't know what's going on, but it seems entertaining. XD

As you can tell, this mode results in quite alot of crazy combinations, and if you really want to go mad with the challenge, you can switch off the tier-list as well, and see any monster spawn at any time without regards to difficulty.

You'll also be able to see a fair few of the new elites and monsters that are making their way into this version (25 of them!), as well as some other changes like several revised sprites for projectiles with new Lightning and Fire sprites I've put together as well as many new monster projectiles that have been re-drawn by me for consitent quality across the board.

If you still have any opinions regarding the above tier-list, please let me know.

Re: Walpurgis 0.94A (For Doom/Heretic/Hexen) [0.94A Release!

Posted: Wed Dec 01, 2021 2:52 pm
by SallazarSpellcaster
eharper256 wrote:I WOULD LIKE YOUR HELP EVERYONE!


The randomizer looks great. I'd suggest moving the Ettin to low tier though - they're more or less as durable as pinkies, not as easy to bring down initially.

Re: Walpurgis 0.94A (For Doom/Heretic/Hexen) [0.94A Release!

Posted: Thu Dec 02, 2021 2:29 am
by eharper256
SallazarSpellcaster wrote:
eharper256 wrote:I WOULD LIKE YOUR HELP EVERYONE!


The randomizer looks great. I'd suggest moving the Ettin to low tier though - they're more or less as durable as pinkies, not as easy to bring down initially.

Thanks.

Yeah, the Ettin was a bit of a contention point; they are very much fodder in Hexen, but they're also fairly durable.

I made that choice mostly because there would hardly be any Fodder-Tier spawns in Hexen, and I was trying to increase variety if you were to use DI in Hexen: especially since Walpurgis Pinkies have 200 HP, slightly extended melee range, and a Jump Attack; to an Walpurgis Ettin having 180 HP and not having anything special. I'm sure I'll um and arr about it for the next few days though and Ettin might slide back to Low-Tier. :)

Re: Walpurgis 0.94A (For Doom/Heretic/Hexen) [0.94A Release!

Posted: Thu Dec 02, 2021 11:51 am
by eharper256
Speaking of Hexen, here's another new video:

Since I already had to expand the elite spawner system to account for DI mode, I've also taken this opportunity to add in simultaneous random spawns for the Heretic and Hexen cast to increase their variety.

You might have seen some of these guys already in yesterday's video, and they were showing up there in Doom due to the DI Randomiser. The Satyrs/Goats now spawn 50/50 with Ettins, usually being slightly faster but slightly less HP (with the Chainmail Satyr appearing as the elite, like the Chainmail Ettin, and having vorpal slashes). Centaurs and Slaughtaurs sometimes become Death Knights and Archers, and these two will also appear instead of Ghost Mummies/Ghost Knights in Heretic, since the Ghost effect has no meaning in Walpurgis.

You can also see further proof of "The Great Monster Projectile Touch-Up Project" that this patch has been host to. :)

This is a map from the second hub of "4 Weeks of Pain" by Ryath, which is among the best Hexen Megawads (though there aren't many!). You can get it here: http://www.doomworld.com/idgames/levels ... 0-9/4weeks

Re: Walpurgis 0.94A (For Doom/Heretic/Hexen) [0.94A Release!

Posted: Fri Dec 03, 2021 3:36 am
by Lagi
so whats going on with this smoke screen at 4:00? its some monster attack? cool idea

Re: Walpurgis 0.94A (For Doom/Heretic/Hexen) [0.94A Release!

Posted: Fri Dec 03, 2021 11:31 am
by eharper256
Lagi wrote:so whats going on with this smoke screen at 4:00? its some monster attack? cool idea
Yep, its the attack of the new Ash Serpent (the grey one you see for a moment before the cloud), providing a obnoxious smoke cloud that monsters don't care about but which inhibits player aim.

Re: Walpurgis 0.95 (For Doom/Heretic/Hexen) [0.95 IS OUT!]

Posted: Sat Dec 04, 2021 9:44 am
by eharper256
As promised, here's 0.95!!

Get it here at MEGA

Get it here at GoogleDrive

Changelog

Code: Select all

 [0.95]
'Creature Feature'
--------------------
04/12/2021
+New:       Dimensional Instability Mode: A randomiser spanning three games!
		
		==> DOOM ELITES ADDED <==
+New:	Osseomancer is the Elite for Doom's Cacodemon and Pain Elemental. It 
		is able to spit out grusome decapitated heads, which bounce around for
		a short while before settling in place. If you come close to a head,
		it will explode in a shower of corrupted blood. The 'mine-heads' last a 
		while and often attempt to fling themselves around as well, seriously
		restricting where you can safely step in a fight, making this floating
		menace a priority target before it controls the battlefield.
+New!:	Hell Chevalier is the Elite for Doom's Hell Knight; he is faster with
		more HP and more RED. He flings three Green Fireballs in quick succession
		each of which are mildly more damaging than standard Baronballs. 
+New!:	Ufetubus is the Elite for Doom's Mancubus. Sporting a black and purple
		theme, he fires two purple missiles that explode into deadly purple
		gas clouds that linger for a few seconds. Several of them together can 
		provide some quite terrible area denial.
+New!:	Hellion is the Elite for Doom's Demon/Pinky. Also sporting a fetching red
		colour scheme, his main feature is his relentless short-range lunging.
		Unlike regular pinkies which you can often dance around even up close,
		if you let this variant get the jump on you he can be quite dangerous.
+New!:	Pyre-Master is the Elite for Doom's Archvile. Also in blazing red, his
		Fire Attack requires you to keep moving (or find cover as usual) as all 
		areas affected by the initial flame in their vicinity will soon erupt 
		into a MIRV-like cloud of death. He can also still resurrect like a normal
		Archvile. He has slightly less HP to compensate for his attack, and if
		used smartly, he's easy to goad into setting fire to his allies with
		it due to its AOE nature, like a Cyberdemon.
+New!:	Magicaco is the Elite for Doom's Lost Soul. This Cacodemon has much
		less HP and no ability to fire projectiles, but instead gains a mastery
		of illusion. He can create static Cacodemon Illusions, reduce his
		own appearance to just a mouth, and teleport around to charge at you
		from lots of annoying angles. And his bites are painful!
+New!:	Special Forces Zombie is the Elite for Doom's Sergeant Zombie. He can
		strafe, and often crouches when firing (reducing his hit-box). Also, if 
		you remain close to him, he will repeatedly fire at you. Also has a
		spiffing Level 3 helmet. Which makes absolutely no difference to you, 
		since you're not using guns anyway (lol).  
+New!:	Cybercommando is the Elite for Doom's Chaingunner Zombie. He's upgraded
		his chaingun for a Heavy Laser Cannon, of course. Though slightly slower
		moving than the normal version, his suppression fire has little equal.
+New!:	Pistol Zombie is the new standard version of the Basic Zombie in Doom. 	
		The old Rifle zombie that was previously the default is now the Elite 
		version, and has slightly more HP. Pistol Zombie only fires a single 
		shot rather than a triple burst.
		
		==> HERETIC ELITES ADDED <==
+New!:	Black Drakahn is the Elite for Heretic's Weredragon. He's tougher and 
		fires three fireballs in quick succession. Walks slightly slower, but
		the already dangerous Weredragon shots are made far worse by this guy.
+New!:	Gorgon is the Elite for Heretic's Ophidian. I edited the standard sprites
		that are typically used by this to be darker and scaled. Its most notable
		feature is it supporting other monsters by using a monster version of
		the Hebiko-Sceptre's Charm Beam. If it gets you, are briefly paralysed
		and frozen in place, halting your movement (but not attacks) entirely.
+New!:	Stygian Imp is the Elite for Heretic's Flying Imps. He is extremely
		evasive, and hard to get a bead on. He fires blue magic missiles and
		uses his agility to harass you, though he's still not super dangerous.
NOTE:	Also see New Monsters below; as some Heretic Spawns now include them.
		
		==> HEXEN ELITES ADDED <==
+New!:	Magma Serpent is the Elite for Hexen's Green Serpent; he can shoot 
		small meteors from afar, and up close will breath flames, making him a 
		dangerous ranged support monster.
+New!:	Ash Serpent is the Elite for Hexen's Brown Serpent; he's a support
		creature that will vomit up extremely annoying ash clouds that will
		inhibit player vision for quite some time, covering his group from
		attacks. In the rare case you do get hit by him directly, the shot can
		also cause some nasty damage, though.
+New!:	Fetid Geist is the Elite for Hexen's Wraith; he moves quicker and spits
		out balls of venomous power. A direct hit will do some severe damage.
+New!:	Wyvern Whelp is the Elite for Hexen's Afrit. As you might imagine, its
		a small version of the Wyvern boss, with a recoloured sprite, and acts 
		like a more powerful Afrit, firing a salvo of four firedarts and having
		more HP and mobility.
NOTE:	For Centaurs and Ettins, see new monsters below.
		
		==> BRAND NEW MONSTERS <==
+New!:	New Monster: The Jaegar, added. This is a resprited and recoloured version
		of the Hexen II Undead Archer. He will spawn in place of Heretic Ghostly
		Nitrogolems, and sometimes in the place of Hexen Slaughtaurs, to give more
		variety to the cast of these games. His normal green shots are fast and
		powerful, and his blood-red shots have erratic but sometimes unnerring
		homing properties. Be careful of them suddenly hitting you from behind!
+New!:	New Monster: The Blackguard, added. This skeleton knight will spawn in
		the place of Heretic Ghostly Skeleton Knights and sometimes in the place
		of Hexen Centaurs. He has a good melee attack, and can also fire vorpal
		slashes similar to the Myrmidon, but in sinister red.
+New!:	New Monster: The Lizard Warrior, added. He can spawn in the place of the
		Hexen Stalker Serpents. He can submerge and stay low profile in water,
		before leaping out to attack you (sometimes onto land as well). 
+New!:	New Monster: The Necromancer Cultist, added. He can spawn in the place
		of Wraiths rarely in Hexen, and in the place of Beasts rarely in Heretic.
		He can endlessly summon skeleton minions like a Doom Pain Elemental, and
		can also raise dead enemies like a Doom Archvile, making him a scary
		supporter. Fortunately, he's not too fast nor tough, and will avoid 
		summons in favour of shooting you with weak shots if you're too close.
+New!:	New Monster: The Skeleton Minion, added. He is normally only summoned
		by the Cultist, but Dimensional Instability mode can occasionally throw
		him out as a fodder unit. He only has a slow melee attack and doesn't
		move too fast, but has above-average HP and if you're not careful, alot
		of allies marching with him!
+New!:	New Monsters: The Satyr Warrior & Satyr Gladiator. These guys are made
		to give some more variety to Hexen's usual rank and file: the Ettin, and
		will appear in the place of them half of the time, with the Satyr Gladiator
		appearing in place of the Ettin Sergeant when an elite spawn occurs.
		In general, they have slightly less HP than their counterparts, but
		move and attack somewhat faster in compensation.
		
		==> OTHER MONSTER RELATED CHANGES <==
+New!: 	Burning to Death Animations added for all standard monsters from Doom,
		Heretic, and Hexen. Some elites don't have them yet, will come soon.
+New!:	{The Great Monster Projectile Revision}
		In all cases, I've tried to keep a similar feel with the new projectiles!
		>>	Cyberdemon gets new rockets and effects. They're mildly more 
			dangerous than before since they also blast you away like a big 
			rocket should! It also has a new remixed sound-effect that mixes
			the classic Doom one with a more modern one.
		>>	Skeleton Knight's Axes get a makeover with better directional
			frames of animation and sparklies.
		>>	Iron Lich gets new sprites for all of his attacks to make sure
			they look up to standard with other projectiles we have now.
			The column of flame is especially impressive, IMHO. :D
		>>	D'Sparil Disciple's (Floating Wizards) purple ring shots get 
			updated, along with a new shooting noise.
		>>	Weredragon (Beast) gets a new Fireball, with very impressive trail
			that still evokes its old smokyness but now makes it awesome. 
		>>	Revenant Rocket gets a new sprite. It already had new effects, but
			these are now attached to a rocket rather than a mystic 8-ball. 
		>>	Arachnotron Plasma and Hexen Bishop Plasma now use a new, shared
			and updated sprite.
		>> 	Hexen Slaughtaur gets to re-use a blue bolt sprite also made for
			the New Stygian Imp in Heretic.
		>>	Hexen Afrit and Brown Chaos Serpent shots get slight revisions.
+Tweak:	Heretic Mummy gets new sprites that look more like a Mummy, less yellow.
+Tweak:	Doom Shotgun Zombie now has a animation for cocking his shotgun.
+Tweak: Doom Chaingun Zombie now has a rev-up animation for his chaingun.
		
		==> NON-MONSTER NEW STUFF <==
+Tweak:	All Doom, Doom II, Plutonia, and TNT intermission and ending text 
		has been re-written from the perspective of your Walpurgis character, 
		who at this point is assumed to have cleared at least Hexen and hence
		achieved demi-godhood with the Chaos Sphere.
		This joins the earlier text already added for Heretic and Hexen.
+Tweak:	Footstep sounds for {ALL} OTEX Flats added. Since its being used in a
		fair few levels now. I might get around to CC4 and others later.
+Tweak:	Keeping up with the Joneses, I created a brand new sexier base set of 
		sprites for Fulgurs lightning, so it looks better than ever. Also
		slightly improved the primary's tracking once again; you should now 
		always be able to move forwards at full speed whilst zapping enemies
		without bolts dissappearing. Though going all Leroy Jenkins with the 
		Magister is generally still ill-advised anyway. :D
+Tweak:	Firestorm Font's Secondary got some new flaming burst graphics so it'll
		look less spiky and more like I always wanted it to look. This also
		affects some other flames like Aestus' Meteor and Hammer's Shockwave.
+Tweak:	Terrain splash definitions added for all Doom, Heretic, Hexen, OTEX flats.
+Tweak:	A bunch of new GLDefs/Dynamic Lights for projectiles were added.
+Tweak:	Updated Split Status bars with new sprites to improve their looks. 
+Tweak:	New Animated Menu Logo.

+Fixed:	Blood colours for Walp monsters set so that gore mods paint the correct
		gib colours (i.e. Green Baron blood, Blue Caco blood). 
+Fixed:	Sounds that were previously .wav have been remuxed to .ogg to reduce
		their filesize. This has resulted in a 20~ish Megabyte saving, though
		this has then been eaten back up with lots of new content (lol). 
+Fixed:	Tradactus' double burst fire had the wrong explosion animation. It wasn't
		too noticeable in that frenetic fight so I didn't see it in test. Fixed.
		Also tweaked his ability to summon Wraiths, which should now be more
		reliable rather than failing about 80% of the time.
+Fixed:	Kraters of Might would sometimes show their old sprite. Fixed.
+Fixed:	Removed the 'Zap' sound produced on Electric Pain. Its not very noticable
		and if a monster was in an Electric Pain state and then died to another
		type of damage (usually from infighting), that noise would persist in
		a rather annoying fashion after death.
+Fixed:	The Elite spawning system broke the A_BOSSDEATH action used by iwad
		levels to lower and raise floors. A workaround has been put into place
		to prevent this issue, so these levels will work properly again! (along
		with any pwads that also use this feature)
		
+Balance:	Primary Fire of Druid's Dagon Cane cost increased by +1 Aether Mana.
			It does a similar amount of damage to the Lightbringer, but was
			33% cheaper before, so this puts it on a similar balance.
+Balance:	Gas clouds from Druid's Hebiko Staff Tertiary and Flechette made
			around 15% less powerful as they were super-strong for the cost.
+Balance:	Tertiary Fire of Aestus for Magister (Whip) cost reduced to 10, and
			made the animation another 2 frames faster.
+Balance:	Thrown Baselard Hitbox tweaked slightly to be closer to its sprite.
+Balance:	If you don't like the change to Revenant Missile Homing in Walp, you
			can now always spawn classic revenant shots with the Menu Option.

Re: Walpurgis 0.95 (For Doom/Heretic/Hexen) [0.95 IS OUT!]

Posted: Sun Dec 05, 2021 10:25 am
by eharper256
New video:


This is one of my favourite levels from one of my favourite Megawads, Birthday Bash by Milkman. It's got a fine ability for taking standard Doom Tropes and turning them on their head and having fascinating gimmicks. You can see the topic for this here: https://www.doomworld.com/forum/topic/1 ... l-release/

In case you're wondering, 0.96 will return to sorting out the rest of the upgrades and the Crusader's Slot-2 extra weapon.

0.95 was a needed and interesting diversion to help speed up cranking out the elites, fix some issues with that system and introduce the new randomiser mode, Dimensional Instability, because the monster alterations were a little lacking up until this point and pushing out two or so per patch felt both distracting and rather 'filler-ish' content.

DI mode and Doomed Souls Modes together should seriously help up the ante for players looking for more challenging content with Walpurgis, and as someone who loves randomisers in general for freshening up older games you love (especially Fire Emblem and Zelda randomisers, which I really enjoy), I wanted to get DI mode sorted.

I'm not sure if there's honestly demand for it (probably not, lol), but if there is, I might consider splitting off DI mode into its own mod in the future.

Finally, in other news, I released an update for my aging 'HD Smooth Fluids' mod. You can check that out here. It was becoming rather broken with newer GZDooms, but I've fixed all its issues and also made it WadSmoosh friendly.

Re: Walpurgis 0.95 (For Doom/Heretic/Hexen) [0.95 IS OUT!]

Posted: Sun Dec 05, 2021 3:36 pm
by The Nameless Watcher
Lovely stuff!

Sadly a bug to report. With dimensional instability the spawners don't seem to disappear. I can still see them with a health bar mod. This broke "Dead Simple" until I console killed the spawners manually.

I will say the dimensional instability stays true to its name. It's all kinds of crazy (in a fun way)

Re: Walpurgis 0.95 (For Doom/Heretic/Hexen) [0.95 IS OUT!]

Posted: Mon Dec 06, 2021 2:58 am
by eharper256
The Nameless Watcher wrote:Lovely stuff!

Sadly a bug to report. With dimensional instability the spawners don't seem to disappear. I can still see them with a health bar mod. This broke "Dead Simple" until I console killed the spawners manually.

I will say the dimensional instability stays true to its name. It's all kinds of crazy (in a fun way)
Bah, I knew the Bossdeath problems would still rear their ugly head. :x

Technical Explaination
Funnily enough, them staying around is intentional and is part of the fix for them when playing with just the normal elites (you'll find it works perfectly without DI). For whatever reason, BOSSDEATH triggers only work if they are called by the direct replacement actor, which in my case is the spawner. So I have to pretend the spawner is a monster (albeit, an invisible, invincible, actionless one, because anything that's not a Monster doesn't die in game terms when destroyed), and then get the monster that the spawner spawns to call a KILLMASTER prompt when it, itself dies, which in turn allows the BOSSDEATH to go off. Of course, with DI selecting a random new monster, that monster may not have a KILLMASTER prompt, breaking the whole sequence. And the GZDoom flags like +MAP07BOSS also won't work, as they can trigger multiple times (hilariously I managed to wall off the switch in one case when testing this flag). :)

tl;dr- Dead Simple is actually a complicated pain in the ass when using replacement monsters. :x

And it means I'm going to have to re-define the death state of every single monster in all three games and all the elites just to include a +KILLMASTER prompt. :cry:

Ah well, in the meantime, you can indeed either use "Kill Monsters" from the console or jump up to the switch (lol). Thanks for the report nonetheless. :)

Re: Walpurgis 0.95 (For Doom/Heretic/Hexen) [0.95 IS OUT!]

Posted: Wed Dec 08, 2021 12:03 pm
by eharper256

Just another quick video of me testing OBSIDIAN, the automatic procedural Doom map-generator, which has come along quite far since its early days (when it was called OBLIGE and OBADDON, which this one is forked from)!

It now makes some quite interesting maps, especially when you make short bundles or single episodes and set its linearity setting to 100%, so its worth a look if you're on the prowl for more maps to play.

Check it out here: viewtopic.php?t=71457

If some bizarre reason you want this generated wad specifically, I also uploaded that to here: https://mega.nz/file/wctERZyY#VcIcwYJQB ... snE5y8D8NM

Hope you're all enjoying the 0.95 release!!

Re: Walpurgis 0.95 (For Doom/Heretic/Hexen) [0.95 IS OUT!]

Posted: Sat Dec 11, 2021 4:36 am
by eharper256

Another quick video since we were lacking in Crusader videos lately, and I saw this set of short vanilla texture Boom maps by Enterim come out yesterday and I was immediately onto that, because I love short and punchy mapsets.

You'll see the first three of them in this video.
You can get this wad here: https://www.doomworld.com/forum/topic/1 ... -for-boom/