RETRO HERETIC MAPS / H!ZONE [Re-Upload]

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NightFright
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Re: RETRO HERETIC MAPS / H!ZONE [Re-Upload]

Post by NightFright »

Besides GZDoom, there's Chocolate Heretic, Crispy Heretic, International Heretic and DSDA-Doom by now, at least. That's not little. Anyway, without a proper scripting language, reproducing this compilation in any other port is technically impossible, so I'll have to bury the idea for now.
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RKD
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Re: RETRO HERETIC MAPS / H!ZONE [Re-Upload]

Post by RKD »

NightFright wrote:Besides GZDoom, there's Chocolate Heretic, Crispy Heretic, International Heretic and DSDA-Doom by now, at least.
Well, that's certainly more than what I knew. :lol:
I wonder if most Heretic players go with GZDoom as I thought or if I'm wrong in that too.
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Re: RETRO HERETIC MAPS / H!ZONE [Re-Upload]

Post by Gez »

Problem with Choco and Crispy is that feature-wise they're barely a step above vanilla.

There's also Doomsday (which, fun fact, started as a Hexen port and actually got support for Heretic before it got it for Doom), Vavoom, DelphiDoom, and Doom Legacy.
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NightFright
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Re: RETRO HERETIC MAPS / H!ZONE [Re-Upload]

Post by NightFright »

True, forgot about those since I don't use them. Anyway, I think none of them have the features needed to duplicate this project for another port.
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Re: RETRO HERETIC MAPS / H!ZONE [Re-Upload]

Post by Gez »

Doomsday, Vavoom, and DelphiDoom all have either MAPINFO support or their own equivalent, as well as ways to define new actors. Vavoom compatibility might actually work out of the box because it supports many of ZDoom's stuff.

That said, it's just an FYI thing; I'm not requesting you to do any extra work.
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H!Zone v1.4

Post by NightFright »

An unexpected update! I've been wondering lately why I only did the H!Zone fixes for GZDoom and not for vanilla. So I started reorganizing everything accordingly. During my playthrough of the nine SP episodes in Crispy/International Heretic, a few more issues were found and fixed. To my surprise, at least one even had to be undone. As a result, we have two editions now - one for GZDoom, the other for vanilla-friendly ports (e.g. Chocolate/Crispy/International Heretic)!

H!Zone for GZDoom v1.4 (PK3, 4.3 MB)
H!Zone for Vanilla v1.0 (ZIP, 4.4 MB)

Notes:
- I tried to get the two editions roughly to the same level regarding fixes.
- Some things had to be done differently in vanilla. Due to the fact secret exits cannot be relocated and boss fights only work in their original map slots, some concessions (and map editing) had to be made.
- Vanilla edition couldn't have all episodes merged for technical reasons. I was able to group some of them together, though (2+3 and 7-9).
- I consider the three MP episodes redundant (even if one of them has 3 SP levels, which are quite lame) and therefore didn't include them in vanilla.
- You can still run the vanilla episodes in GZDoom as well, if you wish. They all include MAPINFO lumps.
- Four additional showstoppers have been fixed: One in E3M6, two in E4M3 and another in E9M9. No idea how these were able to escape from me before, but now they're gone.
- After seeing that picking up the blue key works in E6M3 when using Crispy Heretic, I decided to remove the Wings of Wrath from that map again. If it doesn't work in GZDoom, it's a port-related bug and must be fixed.
- Please check the included readme files (readme.txt inside of h!zone.pk3 or h!zone_vanilla.txt for the vanilla episodes) for more details, e.g. remaining issues, quality rating of each episode and more.


CHANGELOGS

GZDoom Edition (v1.4)
Spoiler:
Vanilla Edition (v1.0)
Spoiler:
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Re: RETRO HERETIC MAPS / H!ZONE [Re-Upload]

Post by plums »

Hey NightFright! Just finished playing through all of these. (I'm kitchen-ace on github in case you didn't realize.) Not bad overall, especially for their time, though Eps. 2-4 were pretty dull. There were still a few minor errors: the most severe one was E3M3 of Episode 4 had enemies stuck in ceilings that prevent other sectors from moving in vanilla, and is incompletable AFAICT. (though you did warn that you might get stuck if you don't get the blue key the "right" way, so maybe there is a solution somehow?) E3M2 of that episode also has some stuck enemies but they don't seem to affect anything. (That level is BS though, especially from wand start. And also seems to have nodebuilder errors in the ice section?)

Also for your warning about shooting the switch in Ep.1 E3M4: you can just aim up a bit and shoot the switch once you land. Remember even vanilla Heretic let you aim up and down!

Thanks for compiling this!
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Re: RETRO HERETIC MAPS / H!ZONE [Re-Upload]

Post by NightFright »

The third level in ep.4 needs to be done in a certain order. It is a very complex setup and I tried hard to figure it out without altering the map, which I couldn't. It all evolves around walking up the stairs to those small chambers resetting the staircase to the lower level with the keycard. I might consider removing this mechanic completely since otherwise this is easily the most frustrating map in the entire pack.

And true, I forgot about Heretic allowing to look up and down, so that map is actually quite beatable without reloading right away.

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