Hell-Forged (updated to v1.11 - development paused)

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How do you feel about the difficulty of Hell-Forged Maps on UV (Grandmaster)?

Poll ended at Mon Dec 20, 2021 11:26 am

Too Easy
2
9%
Somewhat Easy
1
4%
Just Right
5
22%
Somewhat Hard
12
52%
Too Hard
3
13%
Impossible
0
No votes
 
Total votes: 23

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Amuscaria
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Re: Hell-Forged - (0.9 Alpha released! P.296.) Testers Neede

Post by Amuscaria »

Gez wrote:Also: that sure is a secret. I'm so glad I teleported in here. Now, how do I get out?
[imgur]https://i.imgur.com/8Bvl99W[/imgur]
I don't remember putting a teleporter that goes there... O_o gonna need to check the map when I get home.

@Captain J: In maps HF1-M5 and up, the Green skull is always marked by a Skull texture between the Blue and Yellow Rooms. :mrgreen:
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Re: Hell-Forged - (0.9 Alpha released! P.296.) Testers Neede

Post by Gez »

Finished. There's a locked goodie door that closes and can't be activated again, the one next to the big block of purely decorative sloped building. (BTW you can parkour to get on top of it, and from there jump to that goodie place before getting the blue key.)

The teleporter that can get you stuck is the one on the east of the big door where you get the black key. And I suspect it was intended to instead lead to the teleport pad in the secret room to the north, the one where stepping away from said teleport pad raises a big lift to get back there and grab the three soulspheres. Because there's nothing that leads there.
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Amuscaria
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Re: Hell-Forged - (0.9 Alpha released! P.296.) Testers Neede

Post by Amuscaria »

@Gez: All issues you've mentioned has been fixed. Thanks again for the in-depth testing and reporting! :D

I've changed the Green secret a bit. Now allows you to unlock an additional Green Forge that lets you pick what power-up you want to spawn inside the Hellsmith Arena, as well as a good stash of goodies. I've also made some changes to the Hellsmith - He no longer goes invulnerable and summoning his Effigies from being pained if he's <1000 HP. Instead, when his health is below 1000, he has 2 additional attacks that has a low chance of trigger => one that summons the Effigies *he can only have 4 out at a time), or he goes into a 5-second regenerative state where he's still vulnerable, but regenerates 400 250 500 HP over 5 seconds. This should make him a lot easier to kill overall.
------------------------------------
UPDATE: (v 0.9a)

Updated to 0.9a, fixes most (if not all) of the bugs mentioned, as well as implements Comet1337's "Piercer" Zscript projectile.

Changes:
Spoiler:
Link: https://uofi.box.com/s/4bap6myk2wdetux0xtac6pm3knshgqyk
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Jimmy
 
 
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Re: Hell-Forged - (0.9a Alpha released! P.299.) Testers Need

Post by Jimmy »

Cool, I will hopefully get some time to properly test this new version pretty soon.

What I might do is dump some flash thoughts as I finish each map - should ensure you get a steady stream of feedback from me rather than being kept waiting for me to finish everything for ages. :P

I'm currently running through HF1M1, as I've done a few times now, but am keeping a highly critical eye out. Will get back to you soon.
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Amuscaria
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Re: Hell-Forged - (0.9a Alpha released! P.299.) Testers Need

Post by Amuscaria »

@Jimmy

Awesome! Thank you for taking the time. :)
----------------------------------------------------
Update: 0.9b uploaded

Fixes a game-breaking bug in HF1M4 where if you don't hit the red-switch last, the Arena cannot be entered, making you unable to beat the level. Or you can rocket-jump right up to the exit bridge and end the map right after you enter the map.

Comet1337 fixed a bug with the piercer projectile, as well as added a 'slow' variant for the Mauler's shrapnel blast.

Link: https://uofi.box.com/s/xa1syghgzhxt84zwhqlcjep0ajegeyro

----------------------------------------------------
Which font does the End stats numbers and % use? Replacing the Bigfont doesn't seem to change them. I supposed I could just make a duplicate set of lumps that uses the same name as the Doom stuff, but rather not duplicate if I don't have to.

[imgur]https://i.imgur.com/cH4PeWb[/imgur]
Last edited by Amuscaria on Sat May 04, 2019 7:33 pm, edited 2 times in total.
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Re: Hell-Forged - (0.9a Alpha released! P.299.) Testers Need

Post by Talon1024 »

Amuscaria wrote:Which font does the End stats numbers and % use? Replacing the Bigfont doesn't seem to change them. I supposed I could just make a duplicate set of lumps that uses the same name as the Doom stuff, but rather not duplicate if I don't have to.
It's called IntermissionFont.
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Korell
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Re: Hell-Forged - (0.9b Alpha released! P.299.) Testers Need

Post by Korell »

Are the enemies meant to hurt you that much on the Knight (Hey, Not Too Rough) difficulty? The mod looks great and the weapons are interesting, but that difficulty balance, ouch.
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Amuscaria
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Re: Hell-Forged - (0.9b Alpha released! P.299.) Testers Need

Post by Amuscaria »

@Korell

The enemies are all vanilla damage. O_o I didnt touch them at all. The new enemies are all scaled to Doom's. The difficulty only control how many enemies/items are in the map, not the damage, just like vanilla Doom.
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Captain J
 
 
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Re: Hell-Forged - (0.9b Alpha released! P.299.) Testers Need

Post by Captain J »

Maybe the Armor items you pickup are not that protective? Seems like i still took hefty damage no matter how many Armor Point i've got.
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Re: Hell-Forged - (0.9b Alpha released! P.299.) Testers Need

Post by Blue Shadow »

The armor pieces are just armor bonuses with different amounts of armor points. They all have the same damage absorption of 50%, like Doom's combat armor. Having higher armor points doesn't grant more protection.
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Re: Hell-Forged - (0.9b Alpha released! P.299.) Testers Need

Post by Arctangent »

Blue Shadow wrote:Having higher armor points doesn't grant more protection.
Well, it doesn't change the percentage of damage absorbed, but by nature of Doom's armor system, having less armor than half the damage you're taking means you don't get the full 50% damage reduction. So if you're consistently walking around with low armor, then yeah you're not going to be able to appreciate the fact that every armor pickup basically gives you vanilla blue armor.

Overall, though, advanced monsters in Doom just hurt. Always worth remembering that a single revenant rocket can legitimately take you from 80 to 0 if you roll poorly enough on the damage variance.
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Korell
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Re: Hell-Forged - (0.9b Alpha released! P.299.) Testers Need

Post by Korell »

Maybe it's a balance issue with the type of monsters and the weapons and armour you get early on, then, but on playing through the first three levels on Knight (Hey, Not Too Rough - my usual go to for a first time play of a mod/levelset) I was getting wrecked a hell of a lot more than I would expect. Sometimes I'd even resurrect and get killed again almost instantly. It certainly detracted from the fun, for me, which was a shame as the weapons and graphics are pretty great.
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Re: Hell-Forged - (0.9b Alpha released! P.299.) Testers Need

Post by comet1337 »

there are no stimpack equivalents, and the medkit equivalent heals only 20
health is rather scarce outside of secrets
increase botteled lifeforce health gain from 20 to 30?

also some enmies come with various amounts armor that have 100% absorb rate, which prevents them from going into their pain state until its taken down
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Amuscaria
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Re: Hell-Forged - (0.9b Alpha released! P.299.) Testers Need

Post by Amuscaria »

comet1337 wrote:
also some enmies come with various amounts armor that have 100% absorb rate, which prevents them from going into their pain state until its taken down

Hm did not know that. I will readjust. How much healrh does a monster need to lose per tic before the pain state kicks in? Which then i need to ask, does the NORADIUSDMG flag apply to the armor too, or just the health?

The health works fine as is. The health bonuses keeps me above 100 almost all the time, and the 3 weapons allow you to actively regain health.
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SpaceyStrife
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Re: Hell-Forged - (0.9b Alpha released! P.299.) Testers Need

Post by SpaceyStrife »

I played through the first four maps for the first time since testing version 0.6. Overall the balancing feels more fair; It feels like there's enough ammo and health in the maps now to reach 100% kills on Grandmaster without relying too much on melee attacks.

I can understand why the game still feels brutal to some - the nature of the weapon arsenal and the more sparse health/armor pickups means that you need to take a more methodical approach to combat, taking extra time to think about which weapons you should use for the most efficient outcome. (Using demons and spectres as blood bags to refill health and blood ammo is a vital part of my strategy.) I feel fine with it since that's already how I'm used to playing Doom but those who are accustomed to using weapons based solely on the number of monsters and their location are at a disadvantage, because you also have to factor in weapon weakness and resistances and whether or not you need healing.

Regarding armor, perhaps it would be worthwhile for the full armor bonus to kick in as long as you're hit with more than 0 armor rather than if you have enough armor to absorb the attack? Considering that armor pickups are less frequent than in Doom (due to the absence of 1% armor bonuses), I think that would still be fair. Being able to survive one extra hit in an encounter can make a difference.
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