Heretics of DooM (01-09-2018)

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-Ghost-
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Re: Heretics of DooM - It's ALIIIVVEEE!!!!! (12-11-2017)

Post by -Ghost- »

Cool, an update! I always thought this mod was pretty fun.
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mutator
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Re: Heretics of DooM - It's ALIIIVVEEE!!!!! (12-11-2017)

Post by mutator »

can this work with doom2?
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Naniyue
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Re: Heretics of DooM - It's ALIIIVVEEE!!!!! (12-11-2017)

Post by Naniyue »

It's meant for DooM II, so no worries there! It works with the latest GZDooM just fine!

I'm sorry for the long wait, but at least I'm working with this again. I'm halfway done with the new class. Afterward, I'm going to focus on monsters and sprite/texture changes.
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-Ghost-
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Re: Heretics of DooM - It's ALIIIVVEEE!!!!! (12-11-2017)

Post by -Ghost- »

I noticed for the Lost Marine that the pistol, shotgun, and supershotgun have no muzzle flash sprite while firing. Pickups are a little wonky too, I was unable to pick up a slot 3 weapon until a shotgun zombie dropped one. I can pick up ones enemies drop, even if it's a crossbow, but not a shotgun already placed on the map.
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Naniyue
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Re: Heretics of DooM - It's ALIIIVVEEE!!!!! (12-11-2017)

Post by Naniyue »

Yeah, I stupidly introduced a bug. I believe I've fixed it, but I'll test more before I release the next version.

Yes, I do need to add muzzle flashes.

EDIT (12-29-2017):

The new class is 90% finished. I just need to fix a couple of things and add the bonus and secret abilities.
The new Daggerfall based monster, however, is done! Yay!!!! :D
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Naniyue
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Re: Heretics of DooM (12-29-2017)

Post by Naniyue »

Ta daaa!!!! (Check first post!)

I'm sure there are plenty of things to change and mistakes to fix.

I need help with the mod's balance. Please try to play with and without using the shop, and let me know how fair the enemies, and overall game, feel.

TTFN!
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-Ghost-
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Re: Heretics of DooM (12-29-2017)

Post by -Ghost- »

Thanks for fixing the muzzle flash issue!

I've run through the first few levels of Doom 2 (Ultraviolent difficulty) with some of the classes. So far it feels like the Heretic has it the easiest, since there's always ammo and a lot of his particular weapons/ammo tend to drop. Lost Marine feels better now, though still tight on ammo sometimes. Being able to pick up crossbows is a little confusing, since if it's a map pickup you get a shotgun, but if it's from an enemy you just pick it up and get nothing. Warrior felt pretty tough due to the lack of a ranged weapon at the start and needing 2-3 hits to kill most of the enemies; you end up eating a lot of damage while trading blows. Hellblazer felt pretty powerful, though the lack of long range in his starting attack felt like it balanced things somewhat.

This was all without using the merchant to try and get a feel for the item drops/enemy spawns.

One other thing I've noticed is a lot of the pickup messages aren't very descriptive. Ideally it'd be nice if everything had an exact pickup message, particularly the gold pickups to say "Picked up a bag of 10 gold" etc. Some items don't seem to have any particular message and just say you got a pickup, which can be confusing if you pick up a lot of items at once in a room. I'll try and play through some more with the other classes and using the shop as well to see how things feel.
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Naniyue
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Re: Heretics of DooM (12-29-2017)

Post by Naniyue »

Thank you VERY much for the feedback!

Yes, I do need to make more descriptive pickup messages. I had put a couple of game references in there, but they don't really help. I'll see what I can do.

I am going to remove that crossbow drop. It's definitely funky.

I felt myself that the Marines were lacking in ammo, but I had not foreseen such ease for the Heretic. I'll make some changes to the ammo drops.

Have you tried using the Warrior's ice fist? I should probably add a blue tint to the pickup image. I think an axe drop by the undead knights would help.

I want to add one or two more monsters. There's another Daggerfallesque one I have in mind, but are there any you particularly wish to see?

Now that the Hellblazer is here, I suppose a few enemy burn states are in order.

Again, thanks for the feedback! I know there's still a lot to do, so stay tuned!
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-Ghost-
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Re: Heretics of DooM (12-29-2017)

Post by -Ghost- »

I guess the drops depend on what you're going for. A mod like Samsara just makes a generic pickup for each slot, like a box of slot 1 ammo, slot 2 etc, which does work, but visually isn't very interesting since it is fun to pick up shells, arrows, wand crystals, etc.

The randomness can make it hard to determine what the true drops are; Lost Marine wasn't too bad when I played, but I generally got a shotgunner or two per group to help keep things moving, whereas sometimes you'd only get archers or golems or something and get nothing.
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Naniyue
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Re: Heretics of DooM (12-29-2017)

Post by Naniyue »

Now that the bulk of the technical stuff is done (thank God!), I'll be focusing primarily on play balance. I'm going to test each class myself, and adjust things accordingly. Expect an update in about a week. Of course, feel free to report anything bad or good that you come across in the meantime.
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Naniyue
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Re: Heretics of DooM (01-09-2018)

Post by Naniyue »

Update! Check first post!

Added modified DBTBlood, as well as some sprites and sounds from FreeDooM II for more graphical and aural variety. Fixed pickup messages, added some basic intermission text, and adjusted item drops.

Happy DooMing!
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-Ghost-
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Re: Heretics of DooM (01-09-2018)

Post by -Ghost- »

Ammo pickups feel better now, felt more in like with normal Doom 2 amounts when I played through the first few levels. It looks like the chainsaw pickup is messed up though; I grabbed the treasure that's normally a chainsaw behind the map start in Map01 and temporarily got a chainsaw as the marine, but couldn't select it again after I'd switched away from it.
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Naniyue
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Re: Heretics of DooM (01-09-2018)

Post by Naniyue »

Sorry about that! I had removed the gauntlets of execution, and have been debating what to put in their place, so I guess I must have left a hole in the code. Glad the ammo pickups are better balanced now, though.

Would the classic chainsaw be OK, or would you prefer something else? I suppose I could put in the classic gauntlets for the Heretic, Conjuror, Wizard, and Warrior, but for the remaining classes I'm not sure.
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-Ghost-
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Re: Heretics of DooM (01-09-2018)

Post by -Ghost- »

I like how you've been getting other sprites and generally polishing stuff up. I think that's what the mod needs right now, just better sprites, animations, effects, etc. The HUD is a little clunky looking as well, since the armor system has been simplified. Would it be possible to just have the class sprite with different colored armor over it or a shield next to it or something?

The chainsaw should be okay if everyone else has a melee weapon, though I think you should keep finding more/better sprites to make the classes feel more flashy and special.
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Naniyue
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Re: Heretics of DooM (01-09-2018)

Post by Naniyue »

Then more polish is what will be next! Give me some time, though.
I don't plan on changing the HUD. It was greatly influenced by HQuest, and was tough to get working correctly.
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