Hell-Forged - V. 1.00b

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Hell-Forged - V. 1.00b

Postby Amuscaria » Wed Apr 11, 2007 7:30 pm

OVERVIEW

Image

(thanks a ton to Icarus for making a review of the Alpha :D)

Hell-Forged is a Doom spin-off for Doom 2 and the reboot, and sort of a sequel, to Demon Eclipse's second episode. Thanks to Tarnsman's feedback from some years ago, he's convinced me to focus on the Hell-tech theme of Demon Eclipse instead of having two essentially different games in a single package. This project takes a lot of inspiration Hexen, Quake, Blood and Duke3D, while trying to make it look and play as authentically Doom as possible.

GAMPLAY CHANGES

While Hell-Forged aims to preserve Doom's gameplay style as much as possible, somes use of ZDoom's features were implemented.

Spoiler:


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LORE
Spoiler:


THE ARSENAL

Unlike the arsenal in Doom where later weapons made earlier ones obselete, each weapon in HF is designed for a specific role, and will not become redundant. Furthermore, all weapons except the Templar sword (atm) have an alternate attack.

Spoiler:


BESTIARY

Along with a familiar cast of hellspawn form Doom I & II, Hell-Forged brings a cast of new monsters that come from the deepest pits of hell. Some of them are more powerful variants of old favorites, others straight out of your worst nightmares. Some enemies are limited to a specific episode.

Spoiler:


ITEMS AND POWER-UPS
Spoiler:


SCREENSHOTS
Spoiler:


FULL CREDITS LIST
List of companies and people from which I've borrowed resources from, or have inspired me greatly over the years as a Doom-modder.

Spoiler:

==========================================================================================================================
Updates

Spoiler:


DOWNLOAD LINKS:

NOTICE: You need the DOOM 2 wad (or one of the Final Doom wads) and GZDoom 4.10+ to run this mod.

Version 1.00b (revision 3) : https://www.doomworld.com/idgames/level ... i/hf-v100b (11/03/2019)

HD Sound pack (by Captain J): https://www.mediafire.com/file/u77pmbmx ... S.zip/file

NOTE: For best results, set GZDoom to the following:

-Hardware/Open GL rendering. Software rendering will cause some visual artifacts with a few textures rendering "thru" the ground or ceiling.
-Use Doom Lighting mode. The level brightness are made with Doom's darker lighting in mind. Using Standard might make some darker maps too bright.
-Disable Autoaim. Having autoaim will mess up some of the pitch values for the Mauler.
Last edited by Amuscaria on Thu Dec 12, 2019 9:40 pm, edited 440 times in total.
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Postby hnsolo77 » Wed Apr 11, 2007 7:33 pm

those look awsome, keep up the good work man
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Postby wildweasel » Wed Apr 11, 2007 7:52 pm

Eriance wrote:I was running GZdoom 1.22 and noticed that anything with a A_Explode seems to do a balooza of damage. Is that some sort of bug? Or is A_Explode no longer used in the old fashion. I wasn't dooming for a few months and am not aware of anything that has been mentioned recently.


That is a bug in GZDoom 1.0.22. You'll need to download an unofficial version that has the A_Explode fix included.
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Postby Amuscaria » Wed Apr 11, 2007 7:53 pm

wildweasel wrote:That is a bug in GZDoom 1.0.22. You'll need to download an unofficial version that has the A_Explode fix included.


Where can get the unofficial version. I checked on the Gzdoom website and didn't find a link to it.
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Postby TheDarkArchon » Wed Apr 11, 2007 8:05 pm

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Postby Tormentor667 » Thu Apr 12, 2007 3:30 am

Eriance, you are crazy :) Your work is absolutely admirable, without any doubt and I can't wait for Episode 3 :)
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Postby Shadelight » Thu Apr 12, 2007 4:50 am

Wow, I can't wait for the new episode, awesome job Eriance. :)
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Re: The Demon Eclipse Thread - New weapons up

Postby Karnizero » Thu Apr 12, 2007 7:48 am

Eriance wrote:I couldnt find my old threads so i made a new one (Search option gave me a bunch of unrelated threads). I'll post the updates and NEWs on Demon Eclipse and the new sprite sheets for those that dont want to wait for the beta releases.

New Gargoyle Wand:

I got bored last night and i remade the Gargoyle wand from scratch. Didn't want to continue using that chepa Heretic recolor forever.

Image

Hellforge Cannon:

Replaces the mace-weapon, but does more or less the same thing. Againm, didnt want to use Heretic ripoffs forever.

Image
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NEWS:

I'm currently finishing the DE-Ep3 weapon CGs and decorating them. I decided to get rid of a some weapons as there were simply too many and some of them did more or less the same things. There will not be 7 weapons (excluding Vorpal Blade) for Demon Eclipse: Episode 3. Each uses it's own ammo, and on the will regenerate ammo on it's "home stage". I'm still trying to figure out what i want a few of them to do.

Unlike other Doom mods, there will be NO pea-shooter/pistol equivilent weappns for EP3. Instead, you will start with the Vorpal Blade and there will be 1 weapon per 6 stage, and the 5 pieces of the Unmaker you will collect in 5 of them to assemble your ultimate weapon. Each weapon will have two modes of fire, i'll figure them all out eventually. The graphics are mostly done, i just need to add some highlights and need to CG 2 more weapons and their pickup and projectiles/attack-graphics.

I'm finishing up the remake of the 10th mape "Hellkeep". Running into a slight mappers block at the moment though. Hopefully it will be finishes sometime this week along with all the Ep3 weapons.

DE-EP3 monsters are taking a long time. Currently finishing up the Chaos-Elemental and the Hellstorm Soul Harvester. I'm almost done editing the Anagorak (of HS) from the heresiarch.
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[...]


OMG!!!!!

Really, you are a real fuking artist!!! (in the good sense, of course :-P)

I need some Monsters, Characters and Weapons like this for my TC (an Heretic Total Conversion)
Do you mind if i get those both weapons for my TC? :roll:
(or if a take some monsters/Characters for my TC?)
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Postby eliw00d » Thu Apr 12, 2007 8:11 am

any chance you'll ever make more human/uac weapons?
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Postby NiGHTMARE » Thu Apr 12, 2007 8:36 am

Those do look awesome :).

eliw00d: I seem to recall, but could be mistaken, that DE Episode 4 will be set on Earth/in a human outpost of some kind. So presumably that will make use of more human-built weapons.
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Postby Jimmy » Thu Apr 12, 2007 8:54 am

I have to say, these are probably the best sprites you've done so far. I can't tell exactly what the Hellforge Cannon is supposed to be, though. Is it some kind of demon vertebrate with a smashed skull?
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Postby eliw00d » Thu Apr 12, 2007 9:36 am

NiGHTMARE wrote:Those do look awesome :).

eliw00d: I seem to recall, but could be mistaken, that DE Episode 4 will be set on Earth/in a human outpost of some kind. So presumably that will make use of more human-built weapons.


man, i would love to see a rifle or sub-machine gun made by eriance. or more frames for his existing weapons! wink wink nudge nudge say no more...
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Postby sirjuddington » Thu Apr 12, 2007 9:51 am

eliw00d wrote:
NiGHTMARE wrote:Those do look awesome :).

eliw00d: I seem to recall, but could be mistaken, that DE Episode 4 will be set on Earth/in a human outpost of some kind. So presumably that will make use of more human-built weapons.


man, i would love to see a rifle or sub-machine gun made by eriance. or more frames for his existing weapons! wink wink nudge nudge say no more...

I agree :P There seems to be a lack of good centered custom (sub)machine guns / rifles for doom...
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Postby eliw00d » Thu Apr 12, 2007 9:54 am

SlayeR wrote:I agree :P There seems to be a lack of good centered custom (sub)machine guns / rifles for doom...


indeed. i drool at the thought of an eriance smg or rifle, in the style he made his uac weapons.
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Postby Baratus » Thu Apr 12, 2007 10:03 am

Dude. Sweet. :shock:
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