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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Amuscaria
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Re: Demon Eclipse (WIP) - Edited Repeater Weapon (p.61)

Post by Amuscaria »

Vicarious wrote:No idea, actually. It happened only once. I forgot that it's possible to pick only one key so I just run to get all of them and... somehow did it. I thought that maybe blocking lines are a little too close to the keys so that with the right speed or something you can pick them up (kinda like picking a BFG up in E4M2 in Ultimate DOOM through the wall).
Ah I see, i'll have to make the sectors around the keys a bit bigger then.

@Everyone Else: I need some opinions on EP3 weapons. Currently, there are 8 planned, but i think that might be too many? After reading my ideas, perhaps someone would point out weapons that are not useful, implemented a bad way, or perhaps give better ways of implementing them. Keep in mind that the current released version of DE does not have any of the updated EP3 weapons (i have that on my personal version). If you dont like reading, please just skip this. I wont wanna waste your time. :D

1) Death-Scythe: This is the Vorpal blade equivilent for DE-ep3. THe vorpal blade will turn into this as you start the map (animated). I only did this because all Ep3 weapons had 2 modes, usually a attack and a special ability (not alll of them are like that). THe Death Scythe (stolen idea from Gundam Wing) will charge up as the Vorpal Blade, but the energy can be used in 2 ways. If your Scythe is fully charged, the primary mode will send out a wave of energy, like the Blade, and the alt-fire will allow you to shoot out a big fireball (for distance attacks). However, you can still use the energy from the melee attacks to shoot people with small missiles. This is your starting weapons for a good part of EP3. Concerns I have is that the alt-fire and the primary-fire are very similar, since they both shoot stuff out (only the range and damage differ - Primary good against bosses, alt-fire ggod against groups of small enemies). Powered-Up mode does the same thing, but stronger. This weapon does the same damage to everytype of monster.

2)Gore-Wyrm: This originally was supposed to be a shotgun mised with some projectile weapon. This has been changed. Primary fire still shoots projectiles pretty fast, and with small explosive damage. THe Alt-fire shoots a "spore" that turns into a worm-like creature that spews blood-like a fountain. Getting hit by the "blood" will heal you. THis was meant to be for coop. ALso, this weapon will be you primary means of healing, as there will be far and few life-replenishing items in DE-Ep3 (except for boss battles). Power-ed Up mode does the same thing, but stronger.

3)Razorfang: This is the weapon that gave me the most trouble because of the decorate limitations. I wanted it to fire 5 spears of bone that each split into a bunch of smaller shrapnels. While it works shooting straight on, i've never been able to make it work while aiming up or down. Evern with thing_trustZ, i've yet to be able to do what I can do in EDGE - making a spliting projectile (since EDGE has a verticle and horizontal spread for projectiles, like hitscans). This problem has rended the weapon pretty useless in most cases, though its lethal if yo shoot people straight on. The Alt-fire, from the lack of ideas, will restore you armor i exchange for ammo. Not too final on this idea yet. Seems like waste of all those frames. The powered up mode will do what the Alt-fire currently does in the public version (3 seeking-rippers) and the secondary mode will give you stronger armor (obsorbs more damage).

4)Scourer: I dont see the need to edit this weapon's primary fire, as it does what it's supposed to do. However, the alt-fire is a bit more trouble some. As it really does no addional damage monsters because the mosnter being hit with the thing gets hit with most of the smaller droplets that fire out. I was thinking of making this act like the Gore-Wyrm's alt-fire, but it will spew fountains of damaging acid instead. Powered-Up modes are the same, but i changed the gas clouds so that it will harm the shooter. Also, i've planned to make it so that you will only be allowed to spawn 2 gas-clouds at a time. This keeps people from spamming the entire map with gas. I think this is managable with a bunch of A_JumpIfInventory and A_GiveInventory functions. I'll that out later.

5)Kryospike: This weapon, im in need of a design rather than function. Right now, it looks like a staff with a big blue-white spiky crystal, and some smaller ones that rotate around it (in alt-fire). Im not too pleased with this though. As it looks too much like an EP2 weapon. Function-wise, this is a mix between a rocket and a grenade launcher. Powered up modes are pretty much the same but more powerful.

6)Incinerator: Primary-fire seems good, but the alt-fire's homing projectiles seem a bit lacking, i guess. Beter ideas is needed. I think the powered-up modes are a bit over-powered, but im not sure. Opinions?

7) Soul-Siren: This is the wierdest weapon I have so far. It's a demonic woman's head with horns and 3 eyes (one on forhead). The attack consists of her "singing" and souls flying from all around you and seeking out your enemies. If an enemy is killed by this weapon, it will explode, damaging everything near it. The more HP the monster has, the more damage it will do. The current calculation is 1/2 of the mosnter's HP will be turned into splash damage. I might drop that to 1/3 though. Enemies killed by this explosion will explode themselves. Alt-fire, makes you "phase-out" (Heretic Shadow)Sphere for about 10 seconds in exchange for ammo. I have no real ideas for powered-up modes yet, so they do the same things ut more powerful. This is the only weapon , besides the Death-Scythe, that can harm Ghost-Type enemies (Phantoms) found within some maps. (other projectiles fly through them).

8) Hellstorm: This weapon acts about as closely as I wanted it to. I see no reason to change it. You can test it yourself with the new public beta (slot #7). I might weaken the damage slightly, since it is pretty damn powerful.

9) Unmaker: Biggest and baddest gun in the game. It's like the Quake3 BFG-10k mixed with the Darkmatter gun from Quake4. I think this weapons seems pretty good for now, but im open for opinions. This is the ONLY weapon that uses 2 ammo types in Ep3. The primary fire has basically infinite ammo, since it quickly recharges in it's ready state. Secondary fire requires you to kill demons with the primary fire so that you can steal their soul (they drop it in their special death state). The stronger the demon, the more their demon-soul is worth (current calculations is that for every 100 HP the monster has, it will drop 1-ammo worth of soul). Monsters with less than 100 HP will not drop anything. All monsters killed by this weapon will be disintegrated, and thus cannot be revided. When you demon-soul reserves is at 100% you can use the Alt-fire which blasts out a continuously damaging black-hole. Due to the limits of G/Zdoom, i cannot make this weapon "suck", but it wont matter too much. The alt-fire is the only weapon that can hurt the last boss' first form (3 in total). The black-hole's continuous splash damage will not hurt you, but will hurt even boss monsters (killing most with 1 hit).
Last edited by Amuscaria on Mon Jan 14, 2008 5:08 pm, edited 2 times in total.
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Ghastly
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Re: Demon Eclipse (WIP) - Edited Repeater Weapon (p.61)

Post by Ghastly »

Sounds great! I don't really have any suggestions, though.

Aside from one thing, though. My only problem with the vorpal blade was that you couldn't do a normal swing when it was fully charged, like if you wanted to kill a lone imp or demon without using any ammo (and that's happened a lot).
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Amuscaria
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Re: Demon Eclipse (WIP) - Edited Repeater Weapon (p.61)

Post by Amuscaria »

Ghastly_dragon wrote:Sounds great! I don't really have any suggestions, though.

Aside from one thing, though. My only problem with the vorpal blade was that you couldn't do a normal swing when it was fully charged, like if you wanted to kill a lone imp or demon without using any ammo (and that's happened a lot).
It would still be worthwhile if you were low on health. (For those that don't know this. Hitting a Enemy (melee hit, not with teh energy wave) with the normal charged blade gives 25 HP, hitting it when it's powered-up gives 5 HP, and powered-up + charged gives 50 HP).
Gez
 
 
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Re: Demon Eclipse (WIP) - Edited Repeater Weapon (p.61)

Post by Gez »

Eriance wrote:5)Kryospike: This weapon, im I need more heal sa to the Idea rather than the weapon's function.
Entschuldigen Sie mich, aber ich verstehe nicht, was Sie sagen. :shrug:
Ghastly_dragon wrote:Aside from one thing, though. My only problem with the vorpal blade was that you couldn't do a normal swing when it was fully charged, like if you wanted to kill a lone imp or demon without using any ammo (and that's happened a lot).
Maybe the alt-fire could be a normal attack even when there are 100+ ammunitions. That way, you could save up the big blast for when there are a lot of enemies and not waste it on a single imp.
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Amuscaria
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Re: Demon Eclipse (WIP) - Edited Repeater Weapon (p.61)

Post by Amuscaria »

Gez wrote:Maybe the alt-fire could be a normal attack even when there are 100+ ammunitions. That way, you could save up the big blast for when there are a lot of enemies and not waste it on a single imp.
To keep weapons consistant, i definitely wont add alt-fire to ep2 weapons. :D I but maybe i can put the charged up slash in the HOLD state instead the FIRE state, that way you can still tap your blade if you didnt want to use the charged up slash. That would cause some problems, since the graphics change when your weapon charges up.
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XutaWoo
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Re: Demon Eclipse (WIP) - Edited Repeater Weapon (p.61)

Post by XutaWoo »

You could make it that when you're in range you'll swing your blade. I think JumpIfCloser would work.
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Orangewaggs
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Re: Demon Eclipse (WIP) - Edited Repeater Weapon (p.61)

Post by Orangewaggs »

About the Ep2 Weapons that is if this one is in Ep 2 the weapons that uses blood pouches (not the eye looking one) but the one that is saturated with blood I like the concept of having an SSG type shot or partial rapid fire but that is just my opinion( along with that Green Claw looking weapon thats cool too.)
If I need to be more specific I will.
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Amuscaria
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Re: Demon Eclipse (WIP) - Edited Repeater Weapon (p.61)

Post by Amuscaria »

@Xutawoo: That wont work well, since that will also jump if you were trying to use it against a tougher monster. Also, this forces the player to choose between 25(50 if Powered-Up) HP and The Wave, which cuts the benefits in half. I will most likely not touch the ep2 weapons again unless they have major bugs.

@Orangewaggs: The Blood weapon you are talking about is the Gore Wyrm, it's already been decided it will be chanaged since the SSG effect makes it too much like the ep2 blood weapon. The Claw's changes wont be very drastic, very minor tweaks to alter the alt-fire a little.
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Vicarious
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Re: Demon Eclipse (WIP) - Edited Repeater Weapon (p.61)

Post by Vicarious »

1) Death-Scythe
Sounds good to me. A long-range attack can prove useful.

2) Gore Wyrm
Same here.

3) Razorfang
The primary mode sounds cool but I'm not sure about the secondary. If it's kind of bone weapon maybe it should be able to create either a wall of bones to hold off large groups of enemies or lock them (one or more depending on their size) in a bone prison (got a Necromancers from Diablo 2 Bone Spells in mind). Unless it's too powerful.

4) Scourer
Secondary fire; hmm, Poison Nova? ;)

5) Kryospike
A frozen spear comes to my mind.

6) Incinerator
In Beta primary mode fires homing missiles, secondary is a flamethrower. No ideas for replacing the homing projectiles right now.

7) Soul Siren
Lots of options. Maybe powered mode should make the Sirens singing have some interesting effects on enemies, slowing them down (calming them) or making them go after each other.

8) Hellstorm
Hell yeah, that one's a real monster. :O

9) Unmaker
Can't wait to try it out.
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Amuscaria
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Re: Demon Eclipse (WIP) - Edited Repeater Weapon (p.61)

Post by Amuscaria »

@Vicarious: Actually, if you cheated to get the weapons, they start out in their secondary mode since the "give-all" cheat gives their mode-checking item as well. I think ishould put a NOCHEATWEAPON flag on those items. A bone wall would be doable, and would allow the player to shoot through them and still have the monster's attacks blocked. I think i'm gonna go with the bonewall.

as for the Soul Siren slowing and calming effect, it can be doable with the newer SVN builds, but i dont really see how that is soul-related. Phasing out seems to be favorable at the moment. Since there are A LOT of monsters in ep3 at one time. Think Serious Sam. :D
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Ghastly
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Re: Demon Eclipse (WIP) - Edited Repeater Weapon (p.61)

Post by Ghastly »

Vicarious wrote:6) Incinerator
No ideas for replacing the homing projectiles right now.
A little too close to to the homing rocket launcher, at the moment.

The soul siren thing (both the invisibility thing, and what Vicarious suggested) is interesting. It'd be almost impossible to make them attack each other, to my knowledge, though. The only other thing I can think of is making it silence some of the other weapons. A_GiveInventory, A_JumpIfInventory, +Weapon.NoAlert and A_AlertMonsters in the non-silenced state. I've done that for some of my mod's weapons for a silencer powerup, but it was pure hell to make and I have no idea how it would work in a hold state.
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Amuscaria
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Re: Demon Eclipse (WIP) - Edited Repeater Weapon (p.61)

Post by Amuscaria »

Ghastly_dragon wrote:
Vicarious wrote:6) Incinerator
No ideas for replacing the homing projectiles right now.
A little too close to to the homing rocket launcher, at the moment.quote]

Unfortunately, there will be several "mee-too" weapons. But they are never found in the same place and never in the same episode, so I think it would still retain a sense of theme. I am planning to make it do something else, just no real ideas. O_o There's only so much I can do with decorate that would make a weapon work in COOP and still be useful.
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Ghastly
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Re: Demon Eclipse (WIP) - Edited Repeater Weapon (p.61)

Post by Ghastly »

Well, the silencer would go well in both coop and deathmatch, the powered up weapon could make the player both invisible -and- silenced. It'd be it pretty interesting, but, as I said, terrible to make.
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Vicarious
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Re: Demon Eclipse (WIP) - Edited Repeater Weapon (p.61)

Post by Vicarious »

Eriance wrote:as for the Soul Siren slowing and calming effect, it can be doable with the newer SVN builds, but i dont really see how that is soul-related.
Well, I primarily thought about "singing" and forgot it should have something to do with "soul".
Eriance wrote:Since there are A LOT of monsters in ep3 at one time. Think Serious Sam. :D
That is... promising a real bloody mess. :D
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Amuscaria
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Re: Demon Eclipse (WIP) - Edited Repeater Weapon (p.61)

Post by Amuscaria »

Here's the remade Demon-Skull weapon for Ep2; all of Ep2 weapons are made from scratch (except the pickup, ripped from Blood, lol).

Image

Bascially the same design but with much bigger horns. In case someone decided to make a FreeHeretic, i guess they could use this for the Hellstaff. A good 45 minutes of work. Dont have much spare time due to Homework :x.

I'm considering a remake of the Soul-Reaver. It's really old and the quality is borderline acceptable. I'll see if i have spare time.
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