Walpurgis 0.96A (For Doom/Heretic/Hexen) [GZDoom 4.8.0 Fix]

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eharper256
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Re: Walpurgis 0.96 (For Doom/Heretic/Hexen) [0.96 RELEASE!]

Post by eharper256 »

ChiliPimp wrote:I started a Cyrgoth's Revenge playthrough as Myrmidon on my YT channel if anybody's interested.
https://www.youtube.com/watch?v=YLA0sdkSMZI

Thanks for the playthrough! Though as a British person, I can say you're a monster for putting corned beef on a McDonalds. :shock:
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ChiliPimp
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Re: Walpurgis 0.96 (For Doom/Heretic/Hexen) [0.96 RELEASE!]

Post by ChiliPimp »

eharper256 wrote:
ChiliPimp wrote:I started a Cyrgoth's Revenge playthrough as Myrmidon on my YT channel if anybody's interested.
https://www.youtube.com/watch?v=YLA0sdkSMZI

Thanks for the playthrough! Though as a British person, I can say you're a monster for putting corned beef on a McDonalds. :shock:

Glad you enjoyed it, and yes my food intake can be pretty cursed at times.
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eharper256
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Re: Walpurgis 0.96 (For Doom/Heretic/Hexen) [0.96 RELEASE!]

Post by eharper256 »

ChiliPimp wrote:Glad you enjoyed it, and yes my food intake can be pretty cursed at times.

Weird food might be good for your mana regen, but its not good on your HP, so watch it. :)

Good to see everyone's enjoying the 0.96 patch and there's only relatively minor bugs~ not that I let major ones through or anything, but there's always that slight worry that all your tests will somehow miss ~something~ :roll:

So I guess its time for that usual obnoxious reminder: if you like Walp, please vote for it and your other favourites on m8f's Top Community Works List! :wink:
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SallazarSpellcaster
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Re: Walpurgis 0.96 (For Doom/Heretic/Hexen) [0.96 RELEASE!]

Post by SallazarSpellcaster »

Hello!

I've made a playthrough as Parias on Hexen + Deathkings, so I got a feel for his weapon, especially the Spear, here are some thoughts! - Full disclosure: I played using Doomed Souls mode, with It's So Raven monster preset because I really hate myself enjoy the challenge!

First off, the spear: GODS ABOVE the damned spear! As others have mentioned before, it's perfect right out of the gate. It offers an excellent mixture of tactical and defensive options, while giving a much-needed improved melee weapon. Its secondary I found especially useful, as it's the first true fire-and-forget weapon; being able to summon ghostly spears while circle-strafing and dodging projectiles while knowing they'll strike true is a blessing.

Crux Calicus' first and third upgrades are useful but circumstantial - the hovering shield is particularly useful during large engagements when the game becomes a bullet hell, while the first upgrade simply makes its primary fire a more viable long-term option. Secondary is ancillary - the vortex is already ridiculously powerful enough, so a little more, while appreciated, usually goes unused because monsters are dead before it triggers. Fun fact: Heresiarch's shield doesn't protect it against the singularity's damage - managed to one-shot the bloody bastard, which was nice.

The one issue I had with the Crusader is something I believe I mentioned once before: His Icon of the Defender sat unused in my inventory. Especially in Doomed Souls mode, where every bit of health counts, it finds little to no use; being surrounded by monsters who whittle down health even through damage reduction is ultimately counterproductive - I found it preferable to pop an Ambit Incant and launch multiple Crux Calicus singularities, or letting loose with Firestorm, over using the icon. Before, I believe I suggested letting Parias' Icon work as vanilla, offering raw invulnerability, but as I played this time around, I may offer a different suggestion: You may consider making it analog to Ilitheya's, but boosting and regenerating armor rather than health; since armor beyond 100 takes the full brunt of damage, it's a viable option for jumping into the fray, surrounded by enemies, while still being a risk that armor may drop too low and still get injured, offering a cost-benefit scenario.

One thing I noticed is that Disciples of D'sparil dropped upgrades - I understand these were originally Tomes of Power, which works nicely and led me to a different suggestion for both Doom and Heretic: You may consider having the spawns for Tomes of Power and backpacks spawn Pnakotic Manuscripts with a high chance, and upgrade items with a very low chance; this is meant to balance the number of upgrades that spawn on both games, since the base games and certain megawads can include a large number of these items from the get-go, giving players every upgrade almost from the beginning.

I've been having fun with this update. Soon, I may commence a playthrough as the Myrmidon to get a feel for his new upgrades. Keep up the great work!
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eharper256
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Re: Walpurgis 0.96 (For Doom/Heretic/Hexen) [0.96 RELEASE!]

Post by eharper256 »

SallazarSpellcaster wrote:Hello!

I've made a playthrough as Parias on Hexen + Deathkings, so I got a feel for his weapon, especially the Spear, here are some thoughts! - Full disclosure: I played using Doomed Souls mode, with It's So Raven monster preset because I really hate myself enjoy the challenge!

Thanks as always for the feedback! You're an absolute madlad for using Dimensional Instability and Doomed Souls on the already frustrating Deathkings. :shock:

SallazarSpellcaster wrote:First off, the spear: GODS ABOVE the damned spear! As others have mentioned before, it's perfect right out of the gate. It offers an excellent mixture of tactical and defensive options, while giving a much-needed improved melee weapon. Its secondary I found especially useful, as it's the first true fire-and-forget weapon; being able to summon ghostly spears while circle-strafing and dodging projectiles while knowing they'll strike true is a blessing.

I'm glad everyone likes it; the Lightbringer is a tough act to follow, but I'm happy to have managed it. :)

SallazarSpellcaster wrote:Crux Calicus' first and third upgrades are useful but circumstantial - the hovering shield is particularly useful during large engagements when the game becomes a bullet hell, while the first upgrade simply makes its primary fire a more viable long-term option. Secondary is ancillary - the vortex is already ridiculously powerful enough, so a little more, while appreciated, usually goes unused because monsters are dead before it triggers. Fun fact: Heresiarch's shield doesn't protect it against the singularity's damage - managed to one-shot the bloody bastard, which was nice.

The Crux Calicus was indeed a challenge to find sufficient upgrades for, especially the vortex as you notice. Making it bigger is arguably a downgrade, making it cheaper would be too strong. I tried extra energy pulses and lashes but that made it way too strong. So the spherical manifolds at the start and end were the only viable solution in the end, but there's only so much you can add. :?

Its the reason that right now, Ultimate upgrades are still costing 1 upgrade item rather than 2 as originally planned; they are kinda like 'win-more' buttons for most encounters and I wanted to see how people felt they stood on the usefulness scale.

Yep, nothing in Hexen is immortal to G-Forces from the Vortex, lol. Whereas since Doom has no fall damage, its actually less effective there.

SallazarSpellcaster wrote:The one issue I had with the Crusader is something I believe I mentioned once before: His Icon of the Defender sat unused in my inventory. Especially in Doomed Souls mode, where every bit of health counts, it finds little to no use; being surrounded by monsters who whittle down health even through damage reduction is ultimately counterproductive - I found it preferable to pop an Ambit Incant and launch multiple Crux Calicus singularities, or letting loose with Firestorm, over using the icon. Before, I believe I suggested letting Parias' Icon work as vanilla, offering raw invulnerability, but as I played this time around, I may offer a different suggestion: You may consider making it analog to Ilitheya's, but boosting and regenerating armor rather than health; since armor beyond 100 takes the full brunt of damage, it's a viable option for jumping into the fray, surrounded by enemies, while still being a risk that armor may drop too low and still get injured, offering a cost-benefit scenario.

I suppose its the only icon without a big HP recovery or saving mechanic, though I find it super-useful myself (you'll see it being used to fire the spectral spears ultra-fast in my most recent video in fact) as the Zeal component was always its big feature, briefly turning Parias into an offensive murdering class with the double attack speed, 50% damage reduction, and damage reflection. The Mystic Ambit for him was meant to be the defensive option since it instantly gives two sets of stacking bracers worth of armour which is otherwise impossible, so I'd have to clear that effect from the Ambit to make the Icon armour-focused.

I was actually considering removing the Ambits entirely, as they muddy the water a bit with the Icons in Hexen. One use scroll/wand/utility items unique to classes are eventually planned, and the Ambit spawner would instead drop a handful of those. In this case, some of the Ambit effects might migrate across in lesser forms to the Icon.

SallazarSpellcaster wrote:One thing I noticed is that Disciples of D'sparil dropped upgrades - I understand these were originally Tomes of Power, which works nicely and led me to a different suggestion for both Doom and Heretic: You may consider having the spawns for Tomes of Power and backpacks spawn Pnakotic Manuscripts with a high chance, and upgrade items with a very low chance; this is meant to balance the number of upgrades that spawn on both games, since the base games and certain megawads can include a large number of these items from the get-go, giving players every upgrade almost from the beginning.

Another one of those clear signs I don't play enough Heretic; I forgot Disciples can drop tomes. :x Yeah, I'll make them force drop Manuscripts instead, and think about altering item spawn for those. If you have suggestions on how these sort of things end up in Heretic megawads I'll happily listen since balancing it is always a bit whack.

SallazarSpellcaster wrote:I've been having fun with this update. Soon, I may commence a playthrough as the Myrmidon to get a feel for his new upgrades. Keep up the great work!

Thanks again.
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eharper256
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Re: Walpurgis 0.96 (For Doom/Heretic/Hexen) [0.96 RELEASE!]

Post by eharper256 »

Here's another quick video covering MEKANISM by WOMP the CAT. Check it out!

Pretty fast paced lightweight techbase levels with purple.

You can get this mapset here:
https://www.doomworld.com/forum/topic/128109/
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Facínora
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Re: Walpurgis 0.96 (For Doom/Heretic/Hexen) [0.96 RELEASE!]

Post by Facínora »

I was going to let you know about my videofeaturing Walpurgis, but you found it first!
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eharper256
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Re: Walpurgis 0.96 (For Doom/Heretic/Hexen) [0.96 RELEASE!]

Post by eharper256 »

Facínora wrote:I was going to let you know about my videofeaturing Walpurgis, but you found it first!

Did a coincidental ego-search last night to sweep up videos I hadn't seen before on youtube, so it was reasonable timing I guess. :)

Not using your tertiary fire modes there was kind of not helping you out (haha), and the HeXFantasy Monsters pack was causing some bizarre combos since you didn't turn off my spawners, but it was a pretty cool vid. :shock:

Thanks for covering Walp, and if you do any more videos, feel free to post links to them in the forums or the discord for more exposure.
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Re: Walpurgis 0.96 (For Doom/Heretic/Hexen) [0.96 RELEASE!]

Post by eharper256 »

So, here's something fun I've been working on randomly a little bit at a time since the release last week:
Image
Yup, my personal vision of how everyone looks when unmasked/unhooded!
(In case its not clear, from left to right, this is Baratus, Daedolon, Illitheya, and Parias).

Probably needs a few errant pixels hunted down and maybe a few more tweaks and bits of shading (I've changed Illitheya's arms a gazillion times already lol), but overall I'm pretty happy with how it turned out! :)
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ChiliPimp
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Re: Walpurgis 0.96 (For Doom/Heretic/Hexen) [0.96 RELEASE!]

Post by ChiliPimp »

eharper256 wrote:So, here's something fun I've been working on randomly a little bit at a time since the release last week:
Yup, my personal vision of how everyone looks when unmasked/unhooded!
(In case its not clear, from left to right, this is Baratus, Daedolon, Illitheya, and Parias).

Probably needs a few errant pixels hunted down and maybe a few more tweaks and bits of shading (I've changed Illitheya's arms a gazillion times already lol), but overall I'm pretty happy with how it turned out! :)


Oh my...... :wub:
PresBarackbar
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Re: Walpurgis 0.96 (For Doom/Heretic/Hexen) [0.96 RELEASE!]

Post by PresBarackbar »

eharper256 wrote:Yup, my personal vision of how everyone looks when unmasked/unhooded!
(In case its not clear, from left to right, this is Baratus, Daedolon, Illitheya, and Parias).



Wow those look AMAZING!
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eharper256
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Re: Walpurgis 0.96 (For Doom/Heretic/Hexen) [0.96 RELEASE!]

Post by eharper256 »

ChiliPimp wrote:Oh my...... :wub:

PresBarackbar wrote:Wow those look AMAZING!

Thanks! :)
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eharper256
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Re: Walpurgis 0.96 (For Doom/Heretic/Hexen) [0.96 RELEASE!]

Post by eharper256 »

Here's maps 1-4 of Blood Flash 2 by Hayden49:

Short and punchy levels with some nice secrets, which are always my favourite kind. :)

You can get this WAD here:
https://www.doomworld.com/forum/topic/128224
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Re: Walpurgis 0.96 (For Doom/Heretic/Hexen) [0.96 RELEASE!]

Post by CyborgParrot »

Pretty great gameplay Mod!

This combined with Nash Gore makes it feel like a complete Brutal Hexen
Spoiler:


BTW what Map Packs/WAD's do you recommend playing this with? Preferably fantasy themed/styled ones I'm looking for (tho feel free to recommend ones that go great with a Fantasy Texture Mod)

Sorry if what I said sounded confusing
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eharper256
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Re: Walpurgis 0.96 (For Doom/Heretic/Hexen) [0.96 RELEASE!]

Post by eharper256 »

CyborgParrot wrote:Pretty great gameplay Mod!

Thanks, glad you're enjoying it!

CyborgParrot wrote:This combined with Nash Gore makes it feel like a complete Brutal Hexen please don't kill me for saying that

Lol, don't worry, I don't mind Brutal Doom (I still use Tomtefar's addon for it on occasion when I'm tired of Walpurgis or Argent). :)

CyborgParrot wrote:BTW what Map Packs/WAD's do you recommend playing this with? Preferably fantasy themed/styled ones I'm looking for (tho feel free to recommend ones that go great with a Fantasy Texture Mod)

Funnily enough I tried to get some recommendations myself on Doomworld for this last year. Topic is still here: https://www.doomworld.com/forum/topic/1 ... doom-maps/
More recent ones not on that list I can recall include 10x10, Elysium's Curse and Azazel's Second Descent. You can also check out my youtube playlist:
https://www.youtube.com/playlist?list=P ... rQcigAaSwh

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