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

PostPosted: Sun Jan 19, 2020 5:17 pm
by eharper256
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For Doom, Heretic, and Hexen
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GET IT NOW HERE AT MEGA!! (Version 0.94)
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GoogleDrive Mirror! (Version 0.94)
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Discord channel Invite: https://discord.gg/4XyyQtUqHU
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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.
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Find out about the four classes and their Weapons!
Spoiler: Classes and their Weapons!

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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.
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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.

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Spoiler: Changelog 0.94


Spoiler: Credits


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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!

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Streamer Videos:
Thanks to MotiTerminus for covering 0.92 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!
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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!

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Official Vids:
DRUID VIDEOS

Playing Chainworm Kommando in 0.94!


Playing Sucker Punch II by Rook in 0.93!
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MAGISTER VIDEOS

Playing Lullaby by Danlex in 0.92


Testing the Magisters new ultimate, the Agnus Abyssus!
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MYRMIDON VIDEOS

Playing Zone 400 in Doom.


Playing Apostate in Heretic.
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CRUSADER VIDEOS

Fighting the new version of Tradactus in Hexen


Playing 2048 units of /vr/
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GENERAL VIDEOS
Showing off New Icons of the Defender for each class!

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Re: Hexen: Walpurgis [Beta release nearly ready!]

PostPosted: 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!]

PostPosted: 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!]

PostPosted: 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

There's also the fact that no enemies in Hexen have hitscan attacks, while the zombiemen, shotgun guys, and heavy weapon dudes have hitscan.

Re: Hexen: Walpurgis [Beta release nearly ready!]

PostPosted: Sun Jan 19, 2020 10:00 pm
by Whoah
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!]

PostPosted: 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

There's also the fact that no enemies in Hexen have hitscan attacks, while the zombiemen, shotgun guys, and heavy weapon dudes have hitscan.

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!]

PostPosted: 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!]

PostPosted: 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. :D
Will keep an eye out for release. :wink:

Re: Hexen: Walpurgis [Beta release nearly ready!]

PostPosted: 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. :D
Will keep an eye out for release. :wink:

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!]

PostPosted: 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!) :twisted:

Re: Hexen: Walpurgis [New Beta Preview Stuff!]

PostPosted: 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 Emperor Lightning Hose on your foes!!
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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!]

PostPosted: 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!]

PostPosted: 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!]

PostPosted: 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. :geek:

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!]

PostPosted: 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!