So many factors that it's hard to say for me tbh without playing with it in-game. Conceptually, I do think it could work, though, so I guess that's the answer you were looking for?
Hell-Forged - Episode 2 (canned)
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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ActionAlligator
- Posts: 137
- Joined: Sat Mar 18, 2017 6:34 am
Re: Hell-Forged - Episode 2 (Restarting Eventually)
Hmm, on the one hand sounds challenging and different, on the other not sure if it will be too annoying and punishing of mistakes. Obviously subjective, but for me it really depends on a lot of factors. Like, if it's a fast monster with lots of hp, 100% slow is probably way too much? If it's more normal speed and comparable hp to, say, a demon or a hell knight, that could work. Without knowing the monster's stats, can consider other balancing properties: maybe, for example, the slow starts at a lower % and climbs as it maintains sight? Or, alternatively, it can start attacking slowly and increase in speed as it maintains sight? Ofc, if it has a ~long and obvious pre-attack like the vile, then perhaps monster placement and map design alone will take care of imbalances. There's also things like attack range limits, longer AOE explosion delays, and so on that could completely change the difficulty.
So many factors that it's hard to say for me tbh without playing with it in-game. Conceptually, I do think it could work, though, so I guess that's the answer you were looking for?
So many factors that it's hard to say for me tbh without playing with it in-game. Conceptually, I do think it could work, though, so I guess that's the answer you were looking for?
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Doominer441
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Re: Hell-Forged - Episode 2 (Restarting Eventually)
Could the AOE be made to track the player only for a certain time, at which point it becomes locked in place so the player could still avoid it?
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DoomKrakken
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Re: Hell-Forged - Episode 2 (Restarting Eventually)
I remember the days of Demon Eclipse, the project that preceded this, which had a lot of the bestiary in conceptual form. I looked forward to seeing so many of the new ideas: monsters, items, and weapons, to result from the stated ideations listed on the Wiki well over a decade ago, when I first got into Doom.
Damn I feel so old...
Needless to say, I've been waiting a very long time. I'm so glad it's all finally coming to fruition now.
I do wish we could get angled-perspective versions of these weapons now, that'd be so badass... but I understand it'd be a lot of work for something that doesn't add much to the overall function.
In any case, coming from a longtime fan of Amuscaria and his projects, I look forward to seeing what else you got in store.
Keep it up, dude!
Damn I feel so old...
Needless to say, I've been waiting a very long time. I'm so glad it's all finally coming to fruition now.
I do wish we could get angled-perspective versions of these weapons now, that'd be so badass... but I understand it'd be a lot of work for something that doesn't add much to the overall function.
In any case, coming from a longtime fan of Amuscaria and his projects, I look forward to seeing what else you got in store.
Keep it up, dude!
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Trashbag
- Posts: 5
- Joined: Mon Jan 01, 2024 12:34 pm
Re: Hell-Forged - Episode 2 (Restarting Eventually)
I don't know when the project will start up again, but Hell-Forged Episode 1 is already my #1 Doom Partial Conversion EASILY.
This shit defined so much of the Doom modding scene. The unique take on weapon balancing, the GORGEOUS sprites that everyone and their damn grandma uses, the fascinating semi-open-ended level design...I'll wait for eventually as long as it takes. You cooked, man.
This shit defined so much of the Doom modding scene. The unique take on weapon balancing, the GORGEOUS sprites that everyone and their damn grandma uses, the fascinating semi-open-ended level design...I'll wait for eventually as long as it takes. You cooked, man.
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Amuscaria
- Posts: 6635
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- Location: Growing from mycelium near you.
Re: Hell-Forged - Episode 2 (canned)
Didn't want to make a new thread about this, so I'll but it here. This has been something that's been occupying my mind for some time, and I've been going back and forth about it for the past year or so. But I think now is a good time for me to put down Doom for good.
I've been Doom modding since I was 12 years old, ever since one of my dad's coworkers gave me all of his old CD rom games, one of those disks being a copy of Doom II. It's been a lot of fun and a learning experience. It kept me going in the darker parts of my youth, so it's no exaggeration to say that If not for Doom, I might not even be around. Years of college and graduate school failed to land me a solid job, but the scripting and reasoning skills I've learned from making wads got me into a software development career that I've occupied for a better part of my life. So time well spent.
But after 28 years, I think I'm finally "getting too old for this shit", as people say. I don't have the time to maintain a multiple hobbies, and I've chosen to focus on art for the past few years. That and too many adult responsibilities. It's been a pleasure to be part of the ZDoom, and Doom in general, community for much of my childhood and adult life.
Needless to say, any project and plans I've had up to this point is canceled. Since all of the HF 1 and 2 resources have already released under Creative Commons some years back, there isn't anything else that needs to be done, and no resources have been wasted.
I've been Doom modding since I was 12 years old, ever since one of my dad's coworkers gave me all of his old CD rom games, one of those disks being a copy of Doom II. It's been a lot of fun and a learning experience. It kept me going in the darker parts of my youth, so it's no exaggeration to say that If not for Doom, I might not even be around. Years of college and graduate school failed to land me a solid job, but the scripting and reasoning skills I've learned from making wads got me into a software development career that I've occupied for a better part of my life. So time well spent.
But after 28 years, I think I'm finally "getting too old for this shit", as people say. I don't have the time to maintain a multiple hobbies, and I've chosen to focus on art for the past few years. That and too many adult responsibilities. It's been a pleasure to be part of the ZDoom, and Doom in general, community for much of my childhood and adult life.
Needless to say, any project and plans I've had up to this point is canceled. Since all of the HF 1 and 2 resources have already released under Creative Commons some years back, there isn't anything else that needs to be done, and no resources have been wasted.
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SiFi270
- Posts: 461
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Re: Hell-Forged - Episode 2 (canned)
Sad to hear, but I'm grateful for everything you've given during your time in this community.
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Ganbare-Lucifer
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Re: Hell-Forged - Episode 2 (canned)
I am deeply sad of the official message of your retirement from the Doom community, and what could we had with the episode, and the unreleased content (Not even at least the models, so the experimented people could at least toy around). Motivation hits down for when the person who you admire retires.
However, despite everything, I would like to thank you for all your work in the Doom community over 25 years, with Demon Eclipse and Hell-Forged Ep 1 (...and the sprite releases of the Ep 2 content), thanks to inspiring other talents too, wherever you are, godspeed, shroom cowboy.
However, despite everything, I would like to thank you for all your work in the Doom community over 25 years, with Demon Eclipse and Hell-Forged Ep 1 (...and the sprite releases of the Ep 2 content), thanks to inspiring other talents too, wherever you are, godspeed, shroom cowboy.
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Sonik.o.fan
- Posts: 352
- Joined: Wed Aug 08, 2018 8:39 am
Re: Hell-Forged - Episode 2 (canned)
Thank you
The moment I saw screenshot of your message I rushed here instantly — I couldn’t miss the chance to say this properly. Hearing that you might be stepping back felt like the close of a chapter.
Your relentless passion, attention to detail, and willingness to share techniques built a space where so many of us learned to see possibilities we hadn’t noticed before, I am no exception. Watching your process gave that important bit of inspiration to start learning pixel pushing skills myself. That influence is the single biggest reason I picked up sprite art and kept at it.
I’m endlessly grateful for the time and heart you invested here. Every sprite, every tutorial, every little critique you offered rippled outward — inspiring others, raising standards, and making this place feel like a living workshop. I want you to know that your work didn’t just entertain or instruct me; it changed the direction of my creative life.
As a small way to honor that, I’m committing to spend as much time as I can pushing pixels, practicing the lessons you modelled (despite some threads not having visible images for tutorials anymore lol), and contributing back to the community you helped build since 00's. Whether that means recreating techniques I learned from you, mentoring newcomers the way you did, or simply continuing the culture of generosity you fostered, I really hope to keep your influence alive.
Thank you, sincerely, for everything you shared. You’ve left a mark that goes far beyond any single sprite — and for that, I’m profoundly thankful!!!
It's just... something got in my eye... eyes feel so watery all of a sudden..
The moment I saw screenshot of your message I rushed here instantly — I couldn’t miss the chance to say this properly. Hearing that you might be stepping back felt like the close of a chapter.
Your relentless passion, attention to detail, and willingness to share techniques built a space where so many of us learned to see possibilities we hadn’t noticed before, I am no exception. Watching your process gave that important bit of inspiration to start learning pixel pushing skills myself. That influence is the single biggest reason I picked up sprite art and kept at it.
I’m endlessly grateful for the time and heart you invested here. Every sprite, every tutorial, every little critique you offered rippled outward — inspiring others, raising standards, and making this place feel like a living workshop. I want you to know that your work didn’t just entertain or instruct me; it changed the direction of my creative life.
As a small way to honor that, I’m committing to spend as much time as I can pushing pixels, practicing the lessons you modelled (despite some threads not having visible images for tutorials anymore lol), and contributing back to the community you helped build since 00's. Whether that means recreating techniques I learned from you, mentoring newcomers the way you did, or simply continuing the culture of generosity you fostered, I really hope to keep your influence alive.
Thank you, sincerely, for everything you shared. You’ve left a mark that goes far beyond any single sprite — and for that, I’m profoundly thankful!!!
It's just... something got in my eye... eyes feel so watery all of a sudden..
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Enjay
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- Posts: 27600
- Joined: Tue Jul 15, 2003 4:58 pm
- Location: Scotland
Re: Hell-Forged - Episode 2 (canned)
Over the years, the quality of your work and your generosity have been a huge positive in the community and appreciated by many (myself very much included). I'm really sad to see you go, but happy that you have made a decision that works for you. May the road rise up to meet you.
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Gorec
- Posts: 326
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ActionAlligator
- Posts: 137
- Joined: Sat Mar 18, 2017 6:34 am
Re: Hell-Forged - Episode 2 (canned)
I never knew you well or anything of course, even though I peaked into these forums a lot. I only knew you through your projects on here. Honestly, I was probably a little odd or cringy at times. So, through that perspective, I just wanna say that I really appreciate the entertainment your mods brought to me, the stunningly beautiful art you've made, and how generous you were with your resources. Thanks so much for that, man. As a fellow human, even though we don't know each other, I'm glad you've figured out what's best for you and are putting it into action, dude. That's awesome. Take care of yourself where ever you end up. 
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namsan
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Re: Hell-Forged - Episode 2 (canned)
Hello, I can remember I enjoyed the first episode of Hell-Forged a lot some years before. I respect your decision though. 