Walpurgis 1.0 (For Doom/Heretic/Hexen) [GOLD RELEASE!]

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eharper256
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Re: Walpurgis 0.99 (For Doom/Heretic/Hexen) [1.0 SOON]

Post by eharper256 »

!!~HAPPY WALPURGISNACHT~!!
It's here! Walpurgis 1.0 is released!!
GET IT NOW HERE AT MEGA!! (Version 1.0)
-----------------------------------------------
GoogleDrive Mirror! (Version 1.0)

Here's the Changelog:

Code: Select all

 [1.0]
'Happy Walpurgisnacht!'
--------------------
01/05/2025
#@~@#	It's been a long road, but here we are, the 1.0 release!
	The final 1.0 upgrade is mostly about final polish and tweaks rather
	than big new content, but there's a handful of extras.
	Yes, it took over a year. I'll be honest; it shouldn't have taken this
	long, but I was rather depressed following the death of my grandad (whom
	was my father figure) and then just couldn't even bring myself to look at 
	Doom for a while due to	a bit of burnout. Sorry everyone!
+New!:	Bestiary Elites expansion Part II. Likely the biggest new feature for
	1.0; a higher selection of standard and elite enemy spawns to make your
	fights more interesting. These include the following:
	DOOM
	----
	++	Zombie Special Forces (Pistol)- Pistol Zombie Elite, if he can 
		see you, and is close, he will repeatedly fire his pistol.
	++	Zombie Laser Trooper (Rifle)- Basic Zombie Elite. Literally a normal
		Zombieman, but uses a laser rifle. Still fairly inaccurate, but if 
		he does hit you it will sting a bit.
	++	Before, Pistol Zombie was the default, and Rifle Zombie the elite,
		but now they spawn 50/50, with their own elite variants.
	++	Magog- Spikey Black Doom Imp that generates disgusting purple gases.
		He will shoot shots that explode in gas that's painful if you stand
		in it. When he dies, he also erupts in a similar cloud of gas, making
		it very inadvisable to fight him in tight close quarters.
		He joins the Vrock as an alternate elite for Doom Imps.
	++	Cacolich- Undead Cacodemon, he's quite tough, and very dangerous,
		shooting fast energy shots rapidly from a distance, but also breathing
		sickly green acid at you if you get close. He sometimes hovers around
		erratically as well. He tends to annoy other Cacos in Cacoclouds though.
	++ 	Before, Osseomancer was the Elite for both floaty bois, but now 
		he is the Pain Elemental Elite exclusive.
	HERETIC
	-------
	++	Hobgoblins- You might think they're little, but they're slippery
		swines, dodging around you to stick a dagger in your flank. They have
		a rather classic sound effect bank some people might appreciate too.
		These spawn 50/50 now with standard Mummies. D'Sparil is diversifying
		his forces- or rather, the goblins were probably just there one day. 
	++	Flying Imp Leader is made somewhat more aggressive; and is changed to
		have a black palette, so he matches his Elite version, and so that its
		easier to tell which Imps are more dangerous. He also uses a better
		fireball sprite, which was honestly long overdue.
	++	Ghast- A spikier, faster Mummy that can double swing if you're silly
		enough to stand next to him. He also splatters some acid on death.
		Ghasts are now used as the elite for Mummy, and as the replacer for
		Ghost Mummies as well, as the Ghost flag has no meaning in Walp.
	++	Cyclops- What it says, he's a meaty boi with a single eye, and of
		course, some idiot gave him a club that's on fire and causes explosions.
		Don't underestimate him; he's agile for a brute, and uses his scary
		strength to shoulder charge you and reduce you to cooked meat.
		He's used as the Elite for Clinks, since their behaviour is similar.
	HEXEN
	-----
	++	Orks- The green tide is here (lol). As alternatives to Centaur Sergeants
		and Captains (Slaughtaurs), Orks now join them as part of Korax's
		minions. Young Orks are a yellow-green colour and wear leather armour,
		and Orc Lords are viridian green and wear full-plate. Both of them
		use Spears and Greatshields, and are trained to lunge at or past you, 
		which can seriously shred you if you're not wary. The Lords can also
		summon red spectral spears to shoot at you in barrages at a distance.
			
+New!:	The Crusader gets a New Ultimate, The Astral Hammer of Saint Aria Alcyone.
	This replaces Crux Calicus, which was the oldest weapon in the mod that 
	hadn't been touched since the 0.7 era and kind of showed it. 
	The Hammer is, as you might of guessed, still star-themed. The central
	globe seems to contain flowing nebulae, or such. 
	It is very focused on keeping distance, utilising wide open space, and
	overwhelming area denial. If you're fighting in tight quarters, it's 
	likely more dangerous to yourself than the enemy! Use the Heavensever!
	++	The Primary swings the Hammer; and it erupts in blue stellar fire as
		you do so. It provides a decent melee strike (albeit not as long
		ranged as the spear, nor as reliable as Heavensever), but the real 
		bonus of it is the burst of flames it causes, which creep along the
		ground in front of you for a good distance, burning all that cross.
		This makes it a suitable area denial effect. 
		If upgraded, the melee swings will also punt enemies away a long 
		distance, and it generates even more Fire when swung (of course!)
	++ 	The Secondary flashes with power, and after a short delay, an area
		in the line in front of you is bombarded with falling stars. The
		bombardment continues until it reaches an obvious wall or stopping
		point. Keep in mind it will have limited effect in tight quarters
		and the stars can and will hit the Crusader himself if he's running
		forwards into their summon zone; though this is fairly standard for
		the hammer, it's a weapon that works best in wide open spaces.
		++ 	The Tertiary is Crux Calicus' old iconic Vortex! I couldn't really
		get rid of it. It is, however, buffed, since by default it's great
		in Hexen, but kind of mediocre in Heretic/Doom since crushing
		gravity doesn't do much there when there's no fall damage!
		Hence, it will now also fling boulders around! It does remain very
		dangerous to use in close quarters, of course.
		
+New!:	D'Sparil finally gets the boss upgrade treatment that he was lacking.
	Firstly, he gets some new sprites to match his disciples taste in robes. 
	His Chaos Serpent is now a very strange beast that can vomit huge volleys
	of Ice, Fire and Acid (usually 2-7 shots) repeatedly, making it a bit
	harder to deal with. His second phase has a new necrotic lightning
	animation, which fires a large barrage of seeking necrotic missiles. He
	also summons disciples and teleports more frequently to help, so like 
	Tradactus, you need to take him out swiftly or be overwhelmed.
	Oh, and he now taunts you, much like his brother Korax does. :D
		
+Tweak:	Drastically increased the responsiveness of the Upgrade interface. Due
	to a stupid bit of code I no longer know why I added (possibly debug?), 
	it would often force a delay of up to 20 game tics before doing anything
	useful; leading to awful lag in the interface. This has been fixed.
	Note that this increased resposiveness does mean it's also somewhat
	vulnerable to you accidently double-tapping, so do be aware of that. There
	is basic prevention in place for this but it will only catch fast taps.
+Tweak:	Gladius Wind Blades blast radius and blast speed reduced somewhat as on
	occasion it could be comically high for lightweight enemies. Has the 
	side effect of making foes stay in the damage zone slightly longer and
	so mildly increasing the damage of the blade (around 4%).
+Tweak:	Axe's Secondary Vorpal swings get a new badass keening sound effect to 
	really sell that VORPALness of them. Snickersnacksniksnak!
+Tweak:	Bardiche as a whole got a lot of work. The Primary swings are more 
	reactive, and force all but the heaviest enemies back with stagger.
+Tweak:	The Bardiche Mutated Primary is no longer atrocious; it fires a trio of
	much better projectiles now (though they no longer pierce). 
+Tweak:	The Bardiche's secondary fire Blood Spines have been overhauled so that 
	they can actually move further away from you rather than being locked to
	point blank. By default they can now get about 6-7 player lengths away
	and have mild targeting in a small frontal cone. They also ignore ledges
	and can rise or drop infinitely to get to a frontal target in the same
	way that the Druid's Geysers or Magister's Glacial Spikes can. This is 
	quite a huge buff for the Bardiche in Doom especially, where it was meh.
+Tweak: The Upgraded secondary fire, taking into account the above change, now
	can travel an infinite distance until it hits a wall. This is in addition 
	to it's usual damage increase, making it much more competitive upgrade
	option than before, where the Mutation was often better.
+Tweak:	In recompense, the Mutated Ball now flies slightly further and deals
	around 10% more damage to pierced targets.
+Tweak:	Finally, the range of corpse detonation when you attach the detonation
	effect to the Primary via the mutated Tertiary was nerfed. It was way too
	good, so it's about half the radius now.
+Tweak:	Lightbringers Mutated Primary Fire and it's Prism now interact in a wholly
	more sensible way that doesn't cause ridiculous lag. Obviously, it's also
	less of a wall of a death for monsters in addition to your PC, but them's
	the digs.
+Tweak:	Less obnoxious Sound FX for Heavensever secondary fire.
+Tweak:	Crusader's Flechette takes advantage of the new blue flame sprites I made
	for the hammer, and uses them for a beauty upgrade. 
+Tweak: Druid Dryad Secondary Upgrade (Cruorstalks) have been completely changed.
	Rather than stealing the Bardiche's Corpse exploding gimmick, they now
	explode in a barrage of spikes and spines after their initial rapid growth
	phase (which still works as before to impale monsters). 
+Tweak:	A few new sound effects (1 for Lightbringer, a new set for Flechettes, etc.)
+Tweak: Torches now flicker less, have slightly longer range, and are mildly brighter.
+Tweak: Skeletons summoned by necromancers get a new, better sprite, courtesy of
	Craneo's work. 
+Tweak:	Inspired the similar idea in Shades of Doom, I made it so skeletal enemies 
	that are hit throw bits of bones around (with my own new sprites). It's 
	pretty badass to slam into a skeleton knight or revenant with a sword 
	and have it explode into a pile of bones. :D
		
+Fixed:	Several minor spritefixes.
+Fixed: Fulgur's mutated primary fire could detonate on the player if they were
	diagonal running forwards, causing a big wad of self-damage. Fixed.
+Fixed:	Magister's Algor Ice-Shatter settings were not being respected. Fixed.
+Fixed:	In a rare case, when you enabled monster replacement but entirely disabled
	elites spawning in Hexen, Ettins would always be replaced with Centaurs
	for the entire level due to a silly typo. Fixed.
+Fixed:	Vrocks were immune to pain since they were missing the state. Fixed.
+Fixed: Spider Mastermind had become immune to being crushed by crushers, making
	Map 06 of Doom 2 really hard (lol). I figured out a weird ZScript fix for
	this. For whatever reason it now seems to die twice as a result... for 
	reasons I can't understand, but at least it dies!
+Fixed: GZDoom 4.12 onwards continues it's weird pixel adjusting thing, which 
	makes things tagged with FLATSPRITE egg-shaped. Oddly, this actually
	looks great on the whirlwind effects of the Gladius, but a bit shit on
	magic circles and stuff (magic egg!) so those were corrected.
		
+Balan:	Did a big pass on mana and HP item spawning in Heretic and Doom.
	In general, there is less given overall so that, when playing continuous
	you don't constantly end up overflowing with mana and HP items. 
	[Pistol] starts will also prove to be more challenging where they kind of
	were not before as well. Let me know how it feels to you.
+Balan:	The Crusader was made mildly slower moving to represent the fact he is
	more heavily armoured, and the Magister was given a very tiny speed boost
	to represent the opposite. Of course, neither of them will be taking speed 
	records off the Druid/Myrm anytime soon (and both of them are at least
	equivalent to Doomguy's base speed!).
+Balan:	The Crusader gets a	+5 to his maximum armour with everything equipped 
	(max 140 now). Doesn't sound a lot, but it can be a one extra 100%
	armour absorption instance, which no-one else can match.
+Balan:	The upgrade for Fulgur's Primary Lightning, the Chain Lightning mode
	is generally considerly wildly amazing, so I've doubled it's mana sustain
	cost to make it a little less overwhelmingly great.
+Balan:	Similarly, Algor's Ice Shards, whilst good, are rather expensive for
	their cost, so it was halved for them.
+Balan:	Furthermore, Aestus' Primary Mutation Meteor Bolts were generally way
	superior to the Upgrade Fast Bolts, so I've adjusted both so they're more  
	equally attractive options now.
+Balan:	Vis also had a nerf to it's damage as the knockback is super-good on it
	regardless of other considerations. It does about 10% less now.
+Balan:	The Druid's Base Armour is now 0, rather than 10, and she can also not
	reach quite as high a value as the others (max 100). This is actually a
	bit of a nerf for her, you'd be surprised how often 10% DR can help!
+Balan:	Dryad Form Primary Thorn blast travels further for both the baseline
	version and upgrade. It was a little short before, about 25% longer now.
+Balan:	The Treant Fists Mutation for Dryad was frankly a bit garbage. Looked
	cool, but a serious downgrade to a slow melee with low-damage just for a
	a decent if short-ranged stun. Not sure what I was thinking with this, 
	it barely out-damages the DPS of the Crusader spamming Shield-Bashes lol.
	The punches and shockwave have been improved, and it is now a zero
	cost melee attack, in case the Dog-Mode isn't enough for you.
+Balan:	Bosses made somewhat more resistant to stunlocking from acid attacks.
+Balan:	Very Minor Adjustments across the board for Monster stats.
+Balan:	Kraters of Might now only restore 80 of both mana, rather than 100.
Last edited by eharper256 on Fri May 09, 2025 10:55 am, edited 5 times in total.
PresBarackbar
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Re: Walpurgis 1.0 (For Doom/Heretic/Hexen) [GOLD RELEASE!]

Post by PresBarackbar »

The long-awaited 1.0! I had a feeling we'd see it on Walpurgisnacht
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Re: Walpurgis 1.0 (For Doom/Heretic/Hexen) [GOLD RELEASE!]

Post by eharper256 »

PresBarackbar wrote: Wed Apr 30, 2025 11:36 pmThe long-awaited 1.0! I had a feeling we'd see it on Walpurgisnacht
Yep, I could have technically released a bit earlier, but I took a couple of days off to cram extra stuff in so we could hit the thematic, lore-appropriate deadline for 1.0. :)

Here's a video of me playing it with Hermeticism, a pretty cool Heretic Megawad:


You can get this megawad here: https://www.doomworld.com/forum/topic/142374
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Re: Walpurgis 1.0 (For Doom/Heretic/Hexen) [GOLD RELEASE!]

Post by Crudux Cruo »

yay im downloading now! :D
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Re: Walpurgis 1.0 (For Doom/Heretic/Hexen) [GOLD RELEASE!]

Post by Crudux Cruo »

I just booted up shadows of chronos and was playing and... the new orc enemy could use some tweaking/cleaning up, much more challenging than normal centaurs. I'll edit my comments if anything else comes to mind but everything else seems fantastic.
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Re: Walpurgis 1.0 (For Doom/Heretic/Hexen) [GOLD RELEASE!]

Post by eharper256 »

A Hotfix has been posted replacing the previous download (there's always something, isn't there?) as the game freezes if you try to upgrade the Tertiary of the Crusaders New Hammer and use it.

Incidentally the problem was some stupid code inheritence confusing the vortex and made it try to spawn an infinite number of rocks in the same space (lol). I forgot that I left a thing in for testing and then didn't remove it.
Crudux Cruo wrote: Thu May 01, 2025 5:45 am I just booted up shadows of chronos and was playing and... the new orc enemy could use some tweaking/cleaning up, much more challenging than normal centaurs. I'll edit my comments if anything else comes to mind but everything else seems fantastic.
They are indeed quite challenging so I am going to be monitoring what people think of them. I can hotfix nerf them if everyone hates them. :D I kind of wanted something in Hexen that is truly dangerous up close, but perhaps I went too far.
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Re: Walpurgis 1.0 (For Doom/Heretic/Hexen) [GOLD RELEASE!]

Post by PresBarackbar »

Just downloaded the most recent version and am getting an error
Spoiler:
EDIT: Thanks for the reply!
Last edited by PresBarackbar on Fri May 02, 2025 1:21 pm, edited 1 time in total.
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Re: Walpurgis 1.0 (For Doom/Heretic/Hexen) [GOLD RELEASE!]

Post by eharper256 »

PresBarackbar wrote: Thu May 01, 2025 6:21 pm Just downloaded the most recent version and am getting an error
Spoiler:
Update GZDoom. You need at least Version 4.13.2.
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Re: Walpurgis 1.0 (For Doom/Heretic/Hexen) [GOLD RELEASE!]

Post by eharper256 »

Another Hotfix has been deployed for a strange issue that could occur with endless sound loops on the Crusaders Hammer Comet Drops.

Also, Orks Charge Attack has been nerfed by around ~25%.
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Re: Walpurgis 1.0 (For Doom/Heretic/Hexen) [GOLD RELEASE!]

Post by eharper256 »

Today I'm covering Morituri Te Salutant ("The Dying Salute You", in Latin), a greco-roman architecture level. What's more perfect for our favourite Legionairre to go wild in, eh?

A very beautiful single level with a pretty steep difficulty and focus on set-piece arena battles by EduardoAndFriends, it's was a pretty tough one (Gladius and Bardiche really coming in clutch for me here!) but fun high-stakes. Get it here: https://www.doomworld.com/forum/topic/145725
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Re: Walpurgis 1.0 (For Doom/Heretic/Hexen) [GOLD RELEASE!]

Post by Jareth247 »

Too bad I can't share my '80s fantasy metal music mod, because it goes GREAT with Walpurgis. Especially with either an apropos map pack and/or a vanilla graphics map pack with the Hexen II texture mod.
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Re: Walpurgis 1.0 (For Doom/Heretic/Hexen) [GOLD RELEASE!]

Post by eharper256 »

Jareth247 wrote: Fri May 02, 2025 4:01 pmToo bad I can't share my '80s fantasy metal music mod, because it goes GREAT with Walpurgis. Especially with either an apropos map pack and/or a vanilla graphics map pack with the Hexen II texture mod.
Due to copyrights? I can't think of anything else that might prevent you from uploading a collection like that.
----------------------------------

Another really small hotfix has been applied for ice shard sprites losing their transparency in a specific case with the Druids Dog Mode Ice Ball Upgrade. (This is as unimportant as it sounds, so unlike the first hotfix, don't worry about updating unless you care about this)

I will also take this opportunity to remind people that, if you like Walpurgis, please spend a few seconds voting for it and your other favourite mods in m8f's Top Community Works ranking. Thankyou!!
:wink:
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Re: Walpurgis 1.0 (For Doom/Heretic/Hexen) [GOLD RELEASE!]

Post by Jareth247 »

Yeah, it's a copyright issue. I literally just gutted the songs from another mod and just dumped the songs I used from the mod into it after renaming each one and editing the LANGUAGE.txt file.

I did the same thing for my Abney Park music mod, which was just supposed to be a general purpose steampunk mod, but I couldn't pare down the Abney Park tracks to make it fair to the other acts. Plus, there's only one steampunk map pack I'm aware of (one of the DBP ones). Though if there's a texture mod with a steampunk aesthetic, then I could use any map pack that uses vanilla graphics.
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Re: Walpurgis 1.0 (For Doom/Heretic/Hexen) [GOLD RELEASE!]

Post by PresBarackbar »

Now that I've actually gotten to play the new update I REALLY like it! The new enemies are fantastic.
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Re: Walpurgis 1.0 (For Doom/Heretic/Hexen) [GOLD RELEASE!]

Post by eharper256 »

PresBarackbar wrote: Sat May 03, 2025 1:31 pmNow that I've actually gotten to play the new update I REALLY like it! The new enemies are fantastic.
Thanks, glad you like it; I feel they fill in lots of little gaps. Especially in Heretic play, that feels really good now. :)
Jareth247 wrote: Sat May 03, 2025 11:12 am Yeah, it's a copyright issue. I literally just gutted the songs from another mod and just dumped the songs I used from the mod into it after renaming each one and editing the LANGUAGE.txt file
Yeah fair enough. Unfortunately those sorts of things will always have to be tailored for personal use rather than distribution. I actually have my own set of Doom music in a similar vein.
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