Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]

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JohnnyTheWolf
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Re: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]

Post by JohnnyTheWolf »

Fair enough. Health scaling actually works on vanilla bestiary, though: the value it is set to will still apply even with 'Walpurgis Bestiary" turned off.
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eharper256
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Re: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]

Post by eharper256 »

JohnnyTheWolf wrote: Sat Aug 23, 2025 7:09 am Fair enough. Health scaling actually works on vanilla bestiary, though: the value it is set to will still apply even with 'Walpurgis Bestiary" turned off.
Does it really? Huh.

Well I'm better at ZScript than I thought I was then. :lol:

I'll simply disable the required check for Bestiary in the next fix release if that's the case.

Damage multiplier, however, will definately not work without bestiary, I know I define that as part of each new monster.
JPC
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Re: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]

Post by JPC »

I have tested this mod with the HXDD and it seems to be working well without any issues so far. I wish there were more Heretic and Hexen mods that work well on the HXDD, as most are incompatible or have compatibility issues, such as Wrath of Cronos and Serpent Resurrection RPG Mod.
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eharper256
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Re: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]

Post by eharper256 »

JPC wrote: Sat Aug 23, 2025 8:54 pmI have tested this mod with the HXDD and it seems to be working well without any issues so far. I wish there were more Heretic and Hexen mods that work well on the HXDD, as most are incompatible or have compatibility issues, such as Wrath of Cronos and Serpent Resurrection RPG Mod.
Mainly because I built it for use of Doom Wadsmoosh in mind (since I use it, and it's similar), I commented on the HXDD project when it was being made, and Lemon is also at least aware of Walp and its code in general. I also don't use any especially weird and archaic scripting; some parts of WoC is like looking at hell from a programming perspective (a bit like Brutal Doom). :lol:

Anyways, glad you like it.
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eharper256
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Re: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]

Post by eharper256 »

Finally got around to picking up the new Nightdive iwad releases, and yes, they function perfectly well with GZDoom and Walpurgis.

I made a mini tutorial on how to use them too:
Image

Image

Image
Vestiges of Grandeur, however, seems to cause missing items to appear. Map 1 is fine besides those, but not sure if it breaks Map 2. It's readme talks about requiring EXDEF support, which I don't know if GZDoom yet supports.
neto592
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Re: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]

Post by neto592 »

Hi.

On the first post of this topic, I wasn't able to download the Walpurgis patch for Strange Aeons.


EDIT: I think there is a bug when playing Heretic with the Crusader.

When you hit a Ghast with a shield, the Ghast image reverts to a Mummy one.
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eharper256
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Re: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]

Post by eharper256 »

neto592 wrote: Sat Sep 13, 2025 8:06 pm Hi.

On the first post of this topic, I wasn't able to download the Walpurgis patch for Strange Aeons.


EDIT: I think there is a bug when playing Heretic with the Crusader.

When you hit a Ghast with a shield, the Ghast image reverts to a Mummy one.
I didn't make or maintain the Strange Aeons patch, so I've taken it off the front page. Such is the problems of using Mediafire for storage, I believe they auto-delete if no-one interacts with the download for a while.

Re Ghast: Oops yes it's missing a reference on the Stun-Hit code so it reverts to Mummy sprite. I'll fix that. Good catch.
neto592
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Re: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]

Post by neto592 »

eharper256 wrote: Sun Sep 14, 2025 2:17 am
neto592 wrote: Sat Sep 13, 2025 8:06 pm Hi.

On the first post of this topic, I wasn't able to download the Walpurgis patch for Strange Aeons.


EDIT: I think there is a bug when playing Heretic with the Crusader.

When you hit a Ghast with a shield, the Ghast image reverts to a Mummy one.
I didn't make or maintain the Strange Aeons patch, so I've taken it off the front page. Such is the problems of using Mediafire for storage, I believe they auto-delete if no-one interacts with the download for a while.

Re Ghast: Oops yes it's missing a reference on the Stun-Hit code so it reverts to Mummy sprite. I'll fix that. Good catch.

Could you tell me the Walpurgis Patch Stange Aeons uploader name, so I could PM ask him/her to upload it again?
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eharper256
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Re: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]

Post by eharper256 »

neto592 wrote: Mon Sep 15, 2025 8:49 pmCould you tell me the Walpurgis Patch Stange Aeons uploader name, so I could PM ask him/her to upload it again?
Your Google-Fu is weak, young padawan.

No seriously there's a search topic function here, one quick search got the original post for me:
viewtopic.php?p=1229111&hilit=strange+aeon#p1229111
neto592
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Re: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]

Post by neto592 »

eharper256 wrote: Tue Sep 16, 2025 1:25 am
neto592 wrote: Mon Sep 15, 2025 8:49 pmCould you tell me the Walpurgis Patch Stange Aeons uploader name, so I could PM ask him/her to upload it again?
Your Google-Fu is weak, young padawan.

No seriously there's a search topic function here, one quick search got the original post for me:
viewtopic.php?p=1229111&hilit=strange+aeon#p1229111

I did try to find the patch on net without avail, but it never occurs me that the creator of the patch made several posts here on this topic.

Anyway, thanks. I already send a PM to him/her.

By the way, are likely aware of Berserk Doom made a neural pack for Walpurgis, but just in case, this is a link: https://www.youtube.com/watch?v=r--cGgyAH9Q&t=342s.
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BerserkerNoir
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Re: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]

Post by BerserkerNoir »

Hello!
BerserkDoomer here, I made a few weeks ago an Upscale for your sprites.
Completely optional for "HIRES" enjoyers
all credits to eharper256, I only upscaled his spritework.
https://mega.nz/folder/VsgkEK6I#yXtcAaQ_kMsBV3TUjpNmBQ
A preview of it can be seen here:
https://www.youtube.com/watch?v=r--cGgy ... LCh4AaABAg
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BLSZDOOM
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Re: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]

Post by BLSZDOOM »

hey there,these enemies are pretty cool so would you consider making a enemy pack in the future?as much as i like walpurgis i think its a shame we dont get a non mage class that as acess to ranged weapons and is more of a hybrid in sense that it can use melee but at the same time there is a bow, a crossbow,throwing knifes or hatchets,javellins and even a archaic gun such as a flintlock pistol or a musket it could be a ranger of sorts or i dont know something like that.
neto592
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Re: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]

Post by neto592 »

BLSZDOOM wrote: Tue Sep 16, 2025 8:49 pm hey there,these enemies are pretty cool so would you consider making a enemy pack in the future?as much as i like walpurgis i think its a shame we dont get a non mage class that as acess to ranged weapons and is more of a hybrid in sense that it can use melee but at the same time there is a bow, a crossbow,throwing knifes or hatchets,javellins and even a archaic gun such as a flintlock pistol or a musket it could be a ranger of sorts or i dont know something like that.


Don't you consider the Druid a ranger class?
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eharper256
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Re: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]

Post by eharper256 »

BLSZDOOM wrote: Tue Sep 16, 2025 8:49 pmhey there,these enemies are pretty cool so would you consider making a enemy pack in the future?as much as i like walpurgis i think its a shame we dont get a non mage class that as acess to ranged weapons and is more of a hybrid in sense that it can use melee but at the same time there is a bow, a crossbow,throwing knifes or hatchets,javellins and even a archaic gun such as a flintlock pistol or a musket it could be a ranger of sorts or i dont know something like that.
I mean, Hexen in general is a high-fantasy, high-magic setting. Even our 'lowest' magic character, Myrmidon, is plenty magical with wind blades, corpse explosions, vorpal slashes and stuff from his weapons.

So yes, as neto says, the Druid is my ranger class. Going by Tabletop RPG Pathfinder 1e rules, Illitheya would be a hybrid Druid/Ranger (or Hunter) in any case since she combo uses a Bow and Baselards alongside her Transformations and natural magic powers. She even has a pet Falcon already, which is more ranger-y than druid-y.

It's the kind of place where no-one would think to invent gunpowder because why would you when a fireball is easier to use and more practical. :D

-------
Also, new Hexen 6-map community map-pack is out here: https://www.doomworld.com/forum/topic/155176
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BLSZDOOM
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Re: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]

Post by BLSZDOOM »

eharper256 wrote: Wed Sep 17, 2025 1:37 am
BLSZDOOM wrote: Tue Sep 16, 2025 8:49 pmhey there,these enemies are pretty cool so would you consider making a enemy pack in the future?as much as i like walpurgis i think its a shame we dont get a non mage class that as acess to ranged weapons and is more of a hybrid in sense that it can use melee but at the same time there is a bow, a crossbow,throwing knifes or hatchets,javellins and even a archaic gun such as a flintlock pistol or a musket it could be a ranger of sorts or i dont know something like that.
I mean, Hexen in general is a high-fantasy, high-magic setting. Even our 'lowest' magic character, Myrmidon, is plenty magical with wind blades, corpse explosions, vorpal slashes and stuff from his weapons.

So yes, as neto says, the Druid is my ranger class. Going by Tabletop RPG Pathfinder 1e rules, Illitheya would be a hybrid Druid/Ranger (or Hunter) in any case since she combo uses a Bow and Baselards alongside her Transformations and natural magic powers. She even has a pet Falcon already, which is more ranger-y than druid-y.

It's the kind of place where no-one would think to invent gunpowder because why would you when a fireball is easier to use and more practical. :D

-------
Also, new Hexen 6-map community map-pack is out here: https://www.doomworld.com/forum/topic/155176
i say this in order to have a class that is more inline with a shotter but would still be fantasy/medieval themed with archaic weapons,as for why invent gundpowder when magic is more "practical" magic is pratical for those who can wield it where has weapons such as bows or guns would be more practical for those who either cant wield or who are so talentless with it that it end ups being more trouble than its worth beside given that settings such as the pillars of eternetity plus warhammer fantasy exist and show you that you can have a fun world that has both magic and early gunpowder and lets not forget arcanum of steamworks and lagick obscucura that takes the concept of magic and technology and runs with it,at the end of the day its your mod and you do whatever you see fit i am only putting the idea out there for whoever is interested,if i was a modder and had any skill towards sprite animation and classic doom overall i would do it myself but saddly all i can do is do some very basic editing via slade that doesnt always work.
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