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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.
@Gez: All issues you've mentioned has been fixed. Thanks again for the in-depth testing and reporting!
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 400250 500 HP over 5 seconds. This should make him a lot easier to kill overall.
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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:
v.0.9a Alpha) (May 2019)
►Added Tags to Weapons, Monsters, and Items.
►Added #s 0-9 for HF Smallfont, as well as a couple of other missing characters for both Big- and Smallfonts.
►Thanks to Comet1337, the piercing Nails fired by the Nailgun and Mauler has been redesigned:
• Piercing nails now inheret from their own projectile class: "Piercer" (Zscript by Comet1337)
• Nails now only hits and deals damage once, no matter the size of the enemy.
• Piercing and Molten Nails Damage changed to 6d3 (from 2d8).
• Mini-Nails damage changed to 3d3 (from 1d8 + Strifedamage).
• Mauler-Powered nails deal 12d3 (from 4d8).
• Monsters with resistance to ripper damage no longer does (Corpulent, Aracknight, Cacodemon, Pain Elemental, Infernal)
►Immolator Firebomb damage has been redesigned:
• Small fires no longer deal damage or interact. They are now decoration only.
• Main fire damage increased to 5 per tic (up from 1 per tic).
• The full radius damage has been increased to 64 (up from 32).
►Vorpal Blade attack speed increased to match the Templar Sword.
►Hellsmith has been tweaked:
• No longer has a 15-second invulnerable state while summoning Effigies.
• Hellsmith now has 2 more attacks if HP <1000 - Summon Effigies or regenerate 500 HP over 5 seconds.
• Can now step outside the Pentagram with increased droppoff and step height.
►Fixed the Big- and Smallfonts not working.
►Fixed a bug that allowed the Vorpal Blade to render the player invulnerable and reflective until used again.
►Fixed the non-functional dropitem of the Guardian (no longer drops anything).
►Fixed the missing NOTARGET flag from the Sentinel.
►Fixed a bug that caused the powered-up Mauler altfire to shoot a single unpowered shrapnel projectile.
►Fixed a bug on HF1M4 that made some Deathmatch area items spawn into the SP/COOP game, making them unattainable. All SP/COOP
Items now no longer spawn in SP. Should help with any potential lag.
►Fixed a bug that allowed the Red and Blue main switch to be activated without having their platforms lowered in HF1M7.
►Fixed various bugs on HF1M8. HF1M8 Green key secrets now unlocks an secret forge to spawn in powerups in the Arena.
►Fixed some minor bugs such as wrong textures or typoes.
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.
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.
Awesome! Thank you for taking the time.
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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.
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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.
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.
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.
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.
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.
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.
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.
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
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.
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.