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.
Upgrades for each of those afformentioned fire-modes!! (think Trailblazer)
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. Also, Nimlouth over at the Discord made a Walpurgis patch for ZMovement. -----------------------------------------------
[0.96] 'One-Stop Upgrade Shop' -------------------- 19/03/2022 +New!: Huge back-end update to the upgrading system. It will now pause the game and halt movement, and allow you to preview what the upgrade does before applying it to your weapon. You can also back out from all stages of the menu by pressing the USE key. Uses bigger text and overlay base rather than the rather barebones thing that existed before. With this update of the system, its now possible to add in alternate means of upgrading. +New!: Which leads us to a new optional mode: Pnakotic Manuscripts Mode. This removes Upgrade Items, and replaces them with items that function in a similar fashion to Heretic Tomes of Power. When used from inventory, a Pnakotic Manuscript gives you ALL upgrades at once for 30 seconds. As usual, you can enable this mode from the Walpurgis Options menu. +New!: When upgrading your basic [1] slot weapon, you now only require ONE single Upgrade item to get ALL of the upgrades for it; giving you a three for one deal, and making this a competitive choice against always updating your mana-using weapons first. +New!: The Crusader gets his alternate in-slot (2) weapon, the Storm Sect Spear! This is the final one to go in. > [Primary Fire] is a mana-free spear thrust and swipe combo, that also automatically shield bashes foes that are too close! The spear has a long range (as you might expect) compared to most melee weapons. >> Upgrading this will make the spear attack faster, with 10% higher damage caused per hit as well. > [Secondary Fire] summons a spectral partisan. It will wait a moment in place before selecting a target (priotising targets in front of where you spawned it) and sailing off to detonate in its face. >> Upgrading this will make the fire mode cost +3 more, but two projectiles will be summoned at once, and if you hold the alt-fire button, all partisans currently out will wait until you release the alt-fire button to launch them all in a simultaneous barrage! > [Tertiary Fire] will spawn a magic circle in front of you, which will gradually charge with energy, and then detonate around two seconds later in a dome of crackling holy lightning. >> Upgrading this will make it cost +2 more per cast, but the circle will wait and detonate only when there are enemies nearby. It will also have a larger AoE and 10% more damage. By default, this will spawn randomly along with The Lightbringer, but you disable either of them in the Walpurgis Options if preferred.
>> NEW MYRMIDON UPGRADES +New! {{Ventus Gladius [2] Primary}}: Every 4-6 swings, you'll perform a very strong Dual-Strike with both blades, eviscerating weaker enemies and seriously hurting stronger foes. {{Secondary}}: Wind Blades fired by the Gladii travel faster and pierce through enemies, knocking them back whilst ripping away at them, giving the Dual-Gladius vastly increased AoE crowd-control abilities. {{Tertiary}}: Charges the Blast Tornado at slightly over twice the usual speed, allowing you to more quickly deal massive close range blasts. +New! {{Quietus [4] Primary}}: Changes the momentum mechanic: no longer any delay to reach maximum speed and damage on the swings. {{Secondary}}: When the Torpedo detonates, it will also send out several waves of an Aurora-type effect that deals additional damage and propel foes away. {{Tertiary}}: Each Blazing Fusilade swing will fire off +50% more fireballs than usual, creating a rather large volley of them.
>> NEW CRUSADER UPGRADES +New! {{Crux Calicus [4] Primary}}: The Primary fire instead fires twin-linked shots for concentrated hits. Though this reduces the rapid fire effect of the primary, the twin shots are 25% more mana efficient and still deal the same damage as before, making it quite brutal. {{Secondary}}: The Secondary Vortex now also explodes with a spherical manifold of stellar fire on both its creation and collapse, in the off-chance anything is still alive after the vortex. XD {{Tertiary}}: The Tertiary no longer creates a static wall, but a full 360 degree halo around you instead, which follows you as you move about. It does last about 2 seconds less overall, and each piece has slightly less health, though. +Tweak: Mace Charge Attack (Upgraded Mace Tertiary) was made stronger and more worth your time in addition to its previous reliability update a few patches back. As usual this update, comes with the other [1]'s too.
>> NEW MAGISTER UPGRADES +New! {{Agnus Abyssus [4] Primary}}: The Primary Fire will launch 33% more homing darkblades every wave, further increasing its potency. {{Secondary}}: The Secondary Fire will cause the unleashed Hellfire to explode a second time, creating more devastation each wave. {{Tertiary}}: When you Teleport with a created Hell-Gate, you will blast away enemies on arrival, and the cost for placing the gate in the first place will be completely refunded.
>> NEW DRUID UPGRADES +New!: {{Baselard [1] Primary}}: Stabs and Swipes do additional bleed damage. {{Secondary}}: You will now throw two baselards in quick succession and can hold down the fire button to continually throw them. {{Tertiary}}: Not strictly an upgrade, applying a Azurinthine to upgrade this fire mode allows Illitheya to summon her Mystical Falcon Familiar, Turul. Turul stays close until you see enemies, at which point he zips off to provide remote fire support with flurries of deadly pinions. He stays out even when changing weapons, though you can use the Baselard Tertiary Fire again to toggle his summoning. <<NOTE: YOU NOW GAIN ALL 3 Baselard upgrades for a single Azurinthine!>> +New! {{Dagon's Cane [2] Primary}}: The Water Ball of the primary fire gets extra pressure, exploding with more force on impact and briefly stunning foes. {{Secondary}}: The Geyser erupts with double the water in a secondary blast, giving it wider radius, blast, and somewhat higher damage. {{Tertiary}}: The Tsunami Surge has a wider line that it cuts with as you charge, and deals more damage based on your speed. +New! {{Ichival [4] Primary}}: When using Sniper Mode, you'll now concentrate for the time-slow and zoom at twice the usual speed. Arrows fired will deal around 15% more damage and knock foes not killed back. {{Secondary}}: The Artillery Arrow will now have its projectiles fire off an additional arrow of light if they impact the terrain during flight or from missing a monster, covering an additional area in a hail of arrows. {{Tertiary}}: The Bouncing Blazer will now unleash triple the usual amounts of napalm each time it bounces, turning tight rooms into extreme burning death.
>> OTHER CHANGES +New!: New Elite Monster: The Harpy Screecher. Replaces Heretic Imp (Basic), and has similar behaviours of charging at you and clawing, though will stop to re-target if it is misses, and tends to be more damaging. Also makes an ungodly amount of bird screeching noises to annoy you. +New!: New Exertion sounds and Passive Auto-Taunt system for all classes, to add to player immersion. If you don't like this and prefer the old style silent protagonists (or changing the taunt rate, which is quite low by default), you can alter this in the Walpurgis Options as usual. +New!: Also added extra pain sounds; and failed use sounds, to match above. +New!: When browsing Inventory Items, the currently focused item on the quickbar will have a short description of its effect. Ideal for those not familiar with Item effects, and QoL for everyone in general. +New!: Walpurgis now gives you a reminder if you start a new map without having fullscreen mode on, telling you to correctly use the custom HUD. The option to enable this is also made much more visible at the top of the Walpurgis Options menu to help prevent confusion for new players. +New!: Slashing and piercing weapons now actually inflict a bleeding status on monsters. You'll see them splatter for a couple seconds after being hit. This only does very minor damage in most cases, but can helpfully invoke pain states. The Druid's Baselard deals much larger bleeds as its niche thing now (and making it sorta more realistic, as that is its thing iRL) rather than dealing poison damage. +Tweak: Tertiary Fire for the Druid's Dagon Cane got additional visual flair that makes it look more impressive (more swirl, bubbles, and splashes). +Tweak: Secondary Fire (Artillery Arrow) for Druid's Ichival now fires in a spiral pattern rather than a eight pointed star shape. Because coolness. +Tweak: Tertiary Fire for Myrmidon's Vorpal Axe (Thrown Axe) now has extra visual flair, with trailing lightning and sparklies as it flies. +Tweak: Tertiary Fire for Myrmidon's Ventus Gladii (Whirlwind Blast) now actually creates a Whirlwind for better visuals once more. +Tweak: Primary Fire for Algor (Ice Shards) now has additional hand animations (8 extra frames) to make the whole thing look alot smoother. +Tweak: Requested Feature~ You can now choose a 4th option for [2] Weapon spawning, picking one of the options and then only this one spawns from then on. +Fixed: Dimensional Instability mode broke levels with BOSSDEATH flags like E1M8 and MAP07. The spawners now correctly inherit the required info to trigger BOSSDEATH flags, regardless of the monster spawned. +Fixed: Ichival Primary time-slow when sniping, if sustained for 5+ seconds, would sometimes not be removed immediately upon releasing the arrow. This issue has now been fixed, and time-flow will resume immediately, making the focus feel much smoother!! +Fixed: Stygian Imp could sometimes create an insurmountable corpse when dying due to a missing call. Fixed. Also had Red Blood, Fixed to Blue. +Fixed: String for Doom Automap was missing a semi-colon, so its pickup text was garbled and mixed with Morph Ovum (lol). Fixed. +Fixed: Cybercommando spawner never actually spawned a Cybercommando! Fixed. +Fixed: Though Hexen Geists were replaced by the new spawners and could become Fetid Geist Elites, this didn't affect Geists that started buried in the ground (which is actually the majority of them in Vanilla Hexen...) The buried version has been given a new revised spawner to fix this. As a bonus, buried Geists are now harder to spot, come out quicker, and throw dirt around in a better looking manner when unearthing. +Fixed: Lightbringer Prism could be thrown around by Cyberdemon Rockets. Fixed. +Fixed: Satyr Gladiator inherited Ettin's XDeath State when gibbed. Fixed. +Fixed: The Crux Calicus Vortex has Orbiter effects to indicate where the dangerous area of supergravity begins, but it wasn't too accurate before. It's now much tighter and closer to where it should be, so beware when crossing the starry border! +Fixed: The Myrmidon can now fire Quietus Torpedoes up close and not worry about murdering himself with them. Rather needed with the upgraded Torpedo, lol. +Fixed: A handful of sounds somehow escaped last patches big conversion to OGG from WAV. Those have now been done as well. Every 100K saved, eh?
Spoiler: Credits
-------------------------------------------------------------------------------- CREDITS: -------- >> Several Code snippets (mostly heavily modified) and some sprites are by 4Page. >> 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. >> 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. >> Some bases for Burning Monster deaths, and Rockets, from Project Brutality. >> Hell Chevalier sprites by Carnevil. >> Improved Mummy Sprite by WARDUST. >> Clapping Baron and Imp Shoot Animations by DavidG (Itsnaturetodie). >> Initial code idea for hotkeys by Lagi. >> Basic sprite for Axe/Sword Decal taken from Trailblazer and edited by me. >> Some base monster sprites by Captain J, Captain Toenail, Zedek, Uboa. >> 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, Halcyon Phoenix X, Matthias Verbinnen (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). --------------------------------------------------------------------------------.
Thanks to John Suitepee for covering Walpurgis 0.95, playing the Vanilla Hexen iwad with Walpurgis! -----------------------------------------------
Here's a video from Rayburn, showing him playing Walpurgis 0.95 in conjuction with their own monster mod, MMDoom. ----------------------------------------------- Official Vids: DRUID VIDEOS
Playing Heresy by Endless, Remilla Scarlet et. al. in 0.95!
Playing Wonkels Wad in 0.95! ----------------------------------------------- MAGISTER VIDEOS
Testing Dimensional Instability Mode!
Playing DBK01 in 0.94 ----------------------------------------------- MYRMIDON VIDEOS
Playing Zone 400 in Doom.
Playing Apostate in Heretic. ----------------------------------------------- CRUSADER VIDEOS
Playing Vow of Vengeance by BRI
Playing 2048 units of /vr/ ----------------------------------------------- GENERAL VIDEOS Trolling the Cyberdemon! Showing all the Class Ultimate Weapons!
-----------------------------------------------
Re: Hexen: Walpurgis [Beta release nearly ready!]
Posted: Sun Jan 19, 2020 7:15 pm
by 4page
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.
Re: Hexen: Walpurgis [Beta release nearly ready!]
Posted: Sun Jan 19, 2020 8:09 pm
by eharper256
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
Re: Hexen: Walpurgis [Beta release nearly ready!]
Posted: Sun Jan 19, 2020 8:17 pm
by AvzinElkein
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
Oooooo this looks cool. The Magister especially looks kickass! I'm gonna have to keep an eye on this one
Re: Hexen: Walpurgis [Beta release nearly ready!]
Posted: Mon Jan 20, 2020 4:01 am
by eharper256
AvzinElkein wrote:
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.
Re: Hexen: Walpurgis [Beta release nearly ready!]
Posted: Mon Jan 20, 2020 8:36 am
by Terensworth
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!
Re: Hexen: Walpurgis [Beta release nearly ready!]
Posted: Mon Jan 20, 2020 8:57 am
by Jarewill
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.
Re: Hexen: Walpurgis [Beta release nearly ready!]
Posted: Mon Jan 20, 2020 2:44 pm
by eharper256
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!
Good to have you onboard. XD
Re: Hexen: Walpurgis [Beta release nearly ready!]
Posted: Tue Jan 21, 2020 3:31 am
by eharper256
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!)
Re: Hexen: Walpurgis [New Beta Preview Stuff!]
Posted: Wed Jan 22, 2020 1:16 pm
by eharper256
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?
Re: Hexen: Walpurgis [New Beta Preview Stuff!]
Posted: Thu Jan 23, 2020 3:38 am
by Blackgrowl
If I was 4page, I'd be jealous too. I'm loving the possibility of this mod, let's see how well it goes with HexArcana.
Re: Hexen: Walpurgis [New Beta Preview Stuff!]
Posted: Thu Jan 23, 2020 3:45 am
by 4page
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.
Re: Hexen: Walpurgis [New Beta Preview Stuff!]
Posted: Thu Jan 23, 2020 4:33 am
by eharper256
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!
Re: Hexen: Walpurgis [New Beta Preview Stuff!]
Posted: Thu Jan 23, 2020 5:09 am
by 4page
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!