Walpurgis 0.99 (For Doom/Heretic/Hexen) [NEW RELEASE!!!]

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neto592
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Re: Walpurgis 0.98A (For Doom/Heretic/Hexen) [0.98A Hotfix!]

Post by neto592 »

This has been a while in the making, for sure, since things have been ultra-busy for me. But finally, I'm ready to show off the melee animations for the Crusader's new Arming Sword, which is tentatively called "Heavensever".
(...)
What do you think? And what do you think the other fire modes do with a name like this? :D

In my opinion, it would be difficult to come up with something.



→ Shadow/dark would be weirdest for the Crusader (also I dream of Necrodemoness a fifth character (Hexen 2 Necromancer + Hexen 2 Demoness))


→ Fire is already used by the other 3rd slot weapon.


→ Holy is already overused (by alternative 2nd slot weapon and the big bad 4th slot weapon).


→ About Ice, I was thinking in Diablo 2 Paladin frozen aura effect, but you are against Ice speed debuffs for Crusader. Although it is a tactical melee attack in my opinion as it also kin to a magic knight (which would increase the difference between Crusader and Fighter).


→ Wind would make too similar to Fighter's alternative 2nd slot one, which is also a sword weapon.


→ Void could be better, because of its name "Heavensever", but then again it's already used by the Fighter. At least, in this case, it's an Axe, not a sword.


→ Bleed would almost as weird as it is Shadow, and in this case, it is kind also already used by the Fighter new alternative 3rd weapon.


→ So I guess what is left is Lightning. After Holy damage, it would be what has more connection with the name Heavensever, in my opinion.
Although already appearing on Crusader 2nd spear weapon, at least it is not its main attack, and it could give an opportunity to create a "Punch of Heavens" of sorts (terrible name, I know, but since "Fist of Heavens" is already taken by Diablo 2 Blizzard...). The second attack could be that "Punch of Heavens" and the third one could be that super trust that I wished you put on the spear first attack as a mutated upgrade. :3:


Of course, I would prefer that you create something for the shield instead, since it's a 3rd slot weapon after all (sublimal message: please :wub: ). Something that could block for more than 4 frames this time, even if with the price of reducing or even impeding Crusader movement and costing mana as well.
I guess since firsts Zelda's games, I am too much of sword and shield characters fan. :P
PresBarackbar
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Re: Walpurgis 0.98A (For Doom/Heretic/Hexen) [0.98A Hotfix!]

Post by PresBarackbar »

I was just thinking that since the sword already has those red glow fx it would be kinda cool to see it be "blood" themed but not "bleeding" themed. Since the Crusader is Christian-esque there's a lot of sacred blood/blood of the lamb stuff you could do with it. I know the fire has a purification thing going already but it was something rolling around in my brain. I wonder if an alt fire for it could do self-damage or something in exchange for more power (making a sacrifice).
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eharper256
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Re: Walpurgis 0.98A (For Doom/Heretic/Hexen) [0.98A Hotfix!]

Post by eharper256 »

Here's the follow up video for Heavensever, giving you the answers: :D

The secondary fire mode is Dimensional Split! Swing the sword covered in hyperspatial energy, and bam, something halfway across the room loses it's head, typically making it explode in gibs if not hardy. This is quite different to the Myrmidon's Vorpal Axe slashes, since it has no interaction directly with the sword, and it is super precise, with no area of effect. It's amazing at sniping enemies at long distances, but not so great at area suppression (yes, indeed, that makes it basically the opposite of Firestorm).

The tertiary fire creates a Dimensional Shield over your actual shield. Whilst you sustain it, the shield negates ALL projectiles and travels with you. However, you cannot move forwards with it active, it doesn't fully stop AoE, it continually drains Verdant Mana, and it won't stop melee enemies flanking you, making it quite different to the Crux Calicus shield. That's not all, though. Let go of the fire button, and the shield deploys itself there. Now, if you deploy the second shield, the two will lock on to each other's co-ordinates (within reason and sight) and start hammering the space between with bolts, allowing you to create deadly walls of death you can lead enemies in to.
PresBarackbar
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Re: Walpurgis 0.98A (For Doom/Heretic/Hexen) [0.98A Hotfix!]

Post by PresBarackbar »

Wow that's even cooler than I could have imagined!
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eharper256
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Re: Walpurgis 0.98A (For Doom/Heretic/Hexen) [0.98A Hotfix!]

Post by eharper256 »

Yep, we also have the final second slot-3 for the Druid, the Protean Seed, which shifts her into a Dryad, coming in 0.99 to complete the set. In Dryad form, the Druid will access to more nature magic abilities and gets a staff:


We show the mostly complete secondary fire here, which is to fire spiky seeds. They work as a pseudo shotgun blast by themselves, bouncing off foes, but when they hit the floor, they germinate like Jack's beanstalk, and a giant spiky thorn will stab from the ground.

Things might slightly change for this (as always with these early previews)- I was planning on the seeds also sticking to enemies and making a plant burst from them, though the code for that is unfinished and complex!

I really like how the transformation sequence worked out for this. What do you think?
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eharper256
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Re: Walpurgis 0.98A (For Doom/Heretic/Hexen) [0.98A Hotfix!]

Post by eharper256 »

Really crazy question for everyone : If you could choose 2 of the following options, which would you have?
  • Locust Swarms that sap HP
  • Proximity Mines that unleash Grasping Vines
  • Uppercuts and Punches with Treant Fists
As you might guess, I'm having a hard time deciding what to give the Dryad Form. The stabby seeds already shown are awesome and are guaranteed to be in, but the Primary and Tertiary Fire are still up for grabs. :D
PresBarackbar
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Re: Walpurgis 0.98A (For Doom/Heretic/Hexen) [0.98A Hotfix!]

Post by PresBarackbar »

Ooh I love Swarms and Treant fists!
neto592
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Re: Walpurgis 0.98A (For Doom/Heretic/Hexen) [0.98A Hotfix!]

Post by neto592 »

Same opinion as the guy before me.

Locust Swarms Stealing HP is obviously nice!
And it would give a chance to test the mutated upgrade of Hebiko's Scepter secondary slot (the one that not steal life).


Treant Fists would reinforce the Druid fort (in my opinion) that is keeping changing between melee and range attacks given the best opportunity.


Also, I think Grasping Vines would be similar with her grenade/flask.



About the Crusader shield upgrade, thanks a lot for that! :D

That shield remembers me from Nitro mecha suit from an old SNES game called Metal Warriors. Specially that part when you could summon a temporary shield/barrier and shot from behind it. 8-)


EDIT: And about the stabby seeds I think it should be green or light brown.
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eharper256
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Re: Walpurgis 0.98A (For Doom/Heretic/Hexen) [0.98A Hotfix!]

Post by eharper256 »

So locust swarms are definately locked in, with overwhelming support. Grasping Vines and Treant Fists are tied though (which was actually my dilemna myself, lol). I'll give last second lurkers a chance to get in there with votes though.

Well, if its not resolved I guess we'll have to design both and see which ends up feeling and looking best, will take a bit longer but them's the chops.
neto592
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Re: Walpurgis 0.98A (For Doom/Heretic/Hexen) [0.98A Hotfix!]

Post by neto592 »

I guess Grasping Vines could be a mutated upgrade of Treant Fists then. :?
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eharper256
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Re: Walpurgis 0.98A (For Doom/Heretic/Hexen) [0.98A Hotfix!]

Post by eharper256 »

neto592 wrote: Fri Oct 27, 2023 8:37 am I guess Grasping Vines could be a mutated upgrade of Treant Fists then. :?
Well I don't think that will work, as the vines is spawning in a area that detects enemies and then entraps them and crushes them a bit like Magister's Vis upgrade. It's not a close combat thingy~ in fact if this were to be the selected one, chances are I'd move Seeds to Primary, have Vines as Secondary, and Swarms as Tertiary.
neto592
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Re: Walpurgis 0.98A (For Doom/Heretic/Hexen) [0.98A Hotfix!]

Post by neto592 »

In that case, I would like to ask that are you count votes from outside this topic because the two people that manifest here (me included) were in favor of a melee ability (Treant Fists over Grasping Vines).
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eharper256
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Re: Walpurgis 0.98A (For Doom/Heretic/Hexen) [0.98A Hotfix!]

Post by eharper256 »

neto592 wrote: Fri Oct 27, 2023 7:38 pm In that case, I would like to ask that are you count votes from outside this topic because the two people that manifest here (me included) were in favor of a melee ability (Treant Fists over Grasping Vines).
Yes, of course, lol, I'm not making votes out of thin air. Obviously, both you and PresBarackbar here want Fists and Locusts. Over at Doomworld, it's 1x Vines + Locusts and 1x just Locusts (lol). On the discord, it's 1x Vines + Locusts. So that's 5 for Locusts, 2 for both of the other options.

I know, Democracy sucks. :D
neto592
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Re: Walpurgis 0.98A (For Doom/Heretic/Hexen) [0.98A Hotfix!]

Post by neto592 »

I would like to ask a question:

Besides the monsters respawning, what are the differences between 4th and 5th difficulties?
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eharper256
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Re: Walpurgis 0.98A (For Doom/Heretic/Hexen) [0.98A Hotfix!]

Post by eharper256 »

neto592 wrote: Sat Oct 28, 2023 6:54 am I would like to ask a question:

Besides the monsters respawning, what are the differences between 4th and 5th difficulties?
Monsters do 20% more damage to you, some are affected by fastmonsters bonuses, slightly more aggressive, and they respawn (up to two times). You gain 50% more mana from each mana drop to help compensate.

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