Hell-Forged (updated to v1.11 - development paused)

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How do you feel about the difficulty of Hell-Forged Maps on UV (Grandmaster)?

Poll ended at Mon Dec 20, 2021 11:26 am

Too Easy
2
9%
Somewhat Easy
1
4%
Just Right
5
22%
Somewhat Hard
12
52%
Too Hard
3
13%
Impossible
0
No votes
 
Total votes: 23

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Jimmy
 
 
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Post by Jimmy »

He's still coming here now and then...he PM'd me awhile back that he still quite pressed for time.
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Crudux Cruo
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Post by Crudux Cruo »

How do you play this? I got the newest version of GZDOOM, and then i got that a_explode patch, and when i tried to run the normal doom, it said something about an error in the zdoom
sound lump and not reserving a sound for player death...
Gez
 
 
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Post by Gez »

If you use the newest version of GZDoom (1.0.24), you don't need the a_explode patch. That patch was for the 1.0.22 version.

Download GZDoom again.
http://grafzahl.drdteam.org/
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Crudux Cruo
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Post by Crudux Cruo »

oh... anyway just tried it, and its just awesome all around! good job and keep up the good work!
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Amuscaria
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Post by Amuscaria »

I'm actually still working on this. Most of my time is spent on Drawing commissions for people and my other job, so it leaves little room for Doom editing. All 6 maps from episode 1 is now basicically finished. I just need to do extensive testing with monsters. However, due to the lack of freetime, none of my new monsters are anywhere near from being finished. Spriting siply takes too long even with my draw-and-trace method. Until i get the Bruiser/Cyber-baron and the new Hellcore monsters finished, i wont release the thing. Still making some textures as well.

Also, im still trying to fix the multiplayer bugs with the Vorpal-Blade and Soul-Leech from Ep2. However, it seems there is very little i can do.
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Captain Ventris
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Post by Captain Ventris »

Eriance wrote:I'm actually still working on this. Most of my time is spent on Drawing commissions for people and my other job, so it leaves little room for Doom editing. All 6 maps from episode 1 is now basicically finished. I just need to do extensive testing with monsters. However, due to the lack of freetime, none of my new monsters are anywhere near from being finished. Spriting siply takes too long even with my draw-and-trace method. Until i get the Bruiser/Cyber-baron and the new Hellcore monsters finished, i wont release the thing. Still making some textures as well.

Also, im still trying to fix the multiplayer bugs with the Vorpal-Blade and Soul-Leech from Ep2. However, it seems there is very little i can do.
Well, there's nothing you can do about it. Life happens, and Doom shouldn't get in the way. We'll be waiting patiently!
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Cutmanmike
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Post by Cutmanmike »

Eriance wrote:Also, im still trying to fix the multiplayer bugs with the Vorpal-Blade and Soul-Leech from Ep2. However, it seems there is very little i can do.
What's up with them?
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TheDarkArchon
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Post by TheDarkArchon »

I'm going to take a stab in the dark and say they were giving the goods to the wrong players.
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Amuscaria
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Post by Amuscaria »

TheDarkArchon wrote:I'm going to take a stab in the dark and say they were giving the goods to the wrong players.
Precisely. Player One gives the charges to player 2, player 2 gives it to player 3. I havent tested it out with any more players than that. But player 3 doesn't give the items to player 1, just himself.
aabra
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Post by aabra »

Eriance - this wad is absolutely amazing. I love it to death.... and I've got some good news for you. You probably don't know this yet but it works perfectly in the latest internal build of Skulltag! :D

We played through the entire thing tonight coop and had an absolute blast. With some very minor tweaks this wad could be amazing in multiplayer. The two really big yet incredibly easy to fix things that stood out the most was in episode 1 on a number of maps the player 2 starts.... were right next to the exit!!! It's probably a good idea to move those.... next to the player 1 starts. :) We didn't get to play those maps as we just flipped the switch 10 seconds after the level started and bang.... end of map!

The other big thing was that on a couple maps we would run into a teleport that wasn't set to be a repeatable action. I think it was map08 in episode 2, the main teleporter isn't repeatable. I'll double check later on though. We ended up having to rcon nextmap through these when we got stuck.

A few other minor things are some of the traps you have are clearly designed for single player only which is fine but with a little extra acs you could open the area up again in case the player dies and has to run back or to let other players into the area after 15 or 20 seconds. Again I know I'll need to be more specific with regards to where exactly but I'll play through it again later and find the spots.

Anyways, I'll send you the latest internal build of Skulltag to help you in your testing efforts.
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Ghastly
... in rememberance ...
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Post by Ghastly »

aabra wrote:it works perfectly in the latest internal build of Skulltag!
YES!!! If that isn't incentive to finish Episode 3, I don't know what is :D.
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Lazureus
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Post by Lazureus »

Wow, the weapons in the second episode are awesome. I was thinkin when I was playing this: a set of DM maps with these weapons would be fun :o.
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Ghastly
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Post by Ghastly »

I think the Demon Eclipse Skulltag clan was making a deathmatch map set and was going to include DE-Ep2 weapons.
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Amuscaria
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Post by Amuscaria »

@Ghastly_Dragon: A long time ago, i started a DM-map for the Ep-2 weapons. After finding out that the vorpal blade and soul-leech wont work in multiplayer, i abbandoned it. Also, Ep3 has barely even been started. I dont think i'll have much time to work on it any time soon. Still trying to design some of te new weapons.

@Aabra: Those Ep1 maps are compledely remade in the newest version. I just dont have the time or motivation to finish spriting the two new monsters i needed for the completely remade Ep1 to release it.

EDIT:

I havent updated my progress so far, so here is a small overview of what has been done with the New Ep1 and what needs to be done.

1) Most of the 6 maps has been layed out and sectors and ceilings all set. I just need to change the textures to some of the rooms, placing the actors (monsters, weapons, etc), and then test it. Maps 1-3 is full finished aside from the Bruiser monster.

2) Bruiser Monster has been worked on slightly, but nothing closed to be finished, since it's a asymetric monster and thus needs all 8 rotations for all it's frames. Currently it's a white baron with 2 cybernetic legs and 1 gun-arm. There is some pink and blood where the metal parts connect to the body. I have the first walking frame done, but that is all.

3) The Core monster will replace the John Romero Ending in the original Ep1 Map06. needless to say, that map has been alrgely altered to compensate for the new monster. It's basically a giant organ that you have to shoot. Tentacles spwawn around it to block your shots as well as lauch attacks at you. And as usual, the core spawns other monsters like the original map6. When you kill the tenacles and hit the core, it goes into a pain state that will spawn new tentacles while all the old ones are killed and the process starts over again.
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Vicarious
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Post by Vicarious »

I just hope you won't eventually give up on that project. Image
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