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It's a combination of Heretic and Hexen... Evil heresiarch get's to the old keep of D'Sparil and resurrects him
Corvus will now start his second hunt on D'Sparil (lol) and we might see Korax here too... There's not much made yet and the progress is slow because of my RL things but it will go on.. I'm sure lot's of things will also change and something but mm let's see how it goes.
PS. I know there are lot's of bugs/texture problems there and I'm going to fix them when I have extra time.
Some updates:
Spoiler: Videos
[youtube]18fWE9FVpTg&feature=related[/youtube]
[youtube]MtIL17nTLUQ&feature=related[/youtube]
[youtube]wRd9N0B65dw&feature=related[/youtube]
[youtube]F5V2HwWmz4Y&feature=related[/youtube]
[youtube]n8cNLFuTLOk&feature=related[/youtube]
[youtube]trL5fNAMX04&feature=related[/youtube]
Spoiler: Screenshots
Last edited by Pelle123 on Fri Apr 09, 2010 3:59 am, edited 3 times in total.
Heh yeah, I'm thinking that D'Sparil will hear that Korax was also slain and he'll get Korax back someway
I was very surprised to get so great comments for this even if I haven't done much yet... So thanks everyone I'll post some pics if/when I get something worth of posting done... Might also change it to a HUB project
(Btw it was the first cutscene i've ever done Also working still on the cutscene as it won't brighten up things at all... Maybe adding some house of Corvus where player teleports somehow to the D'Sparils keep... IDEAS ARE WELCOME )
Well, I recommend using Hexen textures as Heretic has a very limited selection, and perhaps add some new monsters from Doom that could fit in, I recommend recoding the Imp Warlord to be a basic melee monster with a shield defense, like a mini centaur, and perhaps add the Satyr/Hellknight and even the basic Doom demon.
If you are making it a hub it will be a coop nightmare, I wouldn't do that personally if you want it to be coop compatible
ACTOR MTBeast : Beast replaces Beast 17041
{
States
{
Raise:
BEAS ZYXWVUTSR 6
Goto See
}
}
ACTOR MTChicken : Chicken replaces Chicken 17043
{
States
{
Raise:
CHKN LKJIHGFE 6
Goto See
}
}
ACTOR MTClink : Clink replaces Clink 17045
{
States
{
Raise:
CLNK ONMLK 5
CLNK JI 6
Goto See
}
}
ACTOR MTGargoyle : HereticImp replaces HereticImp 17047
{
States
{
Raise:
IMPX WVUTS 5
Goto See
}
}
ACTOR MTFireGargoyle : MTGargoyle replaces HereticImpLeader 17049
{
States
{
Melee:
Stop
Missile:
IMPX DE 6 A_FaceTarget
IMPX F 6 A_CustomComboAttack("HereticImpBall", 32, random[ImpMsAttack2](5,12), "himp/leaderattack")
Goto See
}
}
ACTOR MTSuperGargoyle : MTGargoyle 17051
{
Health 120
Speed 13
States
{
Melee:
Goto Missile.Projectile
Missile:
IMPX A 0 A_Jump(192, "Missile.Projectile")
IMPX A 10 A_FaceTarget
IMPX B 6 A_SkullAttack(12)
IMPX CBAB 6
Goto Missile+2
Missile.Projectile:
IMPX DE 6 A_FaceTarget
IMPX F 6 A_CustomComboAttack("HereticImpBall", 32, random[ImpMsAttack2](8,15), "himp/leaderattack")
Goto See
}
}
ACTOR MTIronlich : IronLich replaces IronLich 17053
{
States
{
Raise:
LICH IHGFEDC 7
Goto See
}
}
ACTOR MTKnight : Knight replaces Knight 17055
{
States
{
Raise:
KNIG ONMLKJI 6
Goto See
}
}
ACTOR MTKnightGhost : KnightGhost replaces KnightGhost 17057
{
States
{
Raise:
KNIG ONMLKJI 6
Goto See
}
}
ACTOR MTMummy : Mummy replaces Mummy 17061
{
States
{
Raise:
MUMM PONMLKJI 5
Goto See
}
}
ACTOR MTMummyGhost : MTMummy replaces MummyGhost 17063
{
+SHADOW
+GHOST
RenderStyle Translucent
Alpha 0.4
}
ACTOR MTMummyLeader : MTMummy replaces MummyLeader 17065
{
Health 100
Painchance 64
Obituary "$OB_MUMMYLEADER"
States
{
Missile:
MUMM X 5 A_FaceTarget
MUMM Y 5 Bright A_FaceTarget
MUMM X 5 A_FaceTarget
MUMM Y 5 Bright A_FaceTarget
MUMM X 5 A_FaceTarget
MUMM Y 5 Bright A_CustomComboAttack("MummyFX1", 32, random[MummyAttack2](1,8)*2, "mummy/attack2")
Goto See
}
}
ACTOR MTMummyLeaderGhost: MTMummyLeader replaces MummyLeaderGhost 17067
{
+SHADOW
+GHOST
RenderStyle Translucent
Alpha 0.4
}
ACTOR MTSnake : Snake 17069
{
States
{
Raise:
SNKE PONMLKJIHG 5
Goto See
}
}
ACTOR MTWizard : Wizard replaces Wizard 17075
{
States
{
Raise:
WZRD MLKJIHGF 6
Goto See
}
}
ACTOR MTBishop : Bishop replaces Bishop 17081
{
States
{
Raise:
BISH PONML 4 Bright
BISH KJI 5 Bright
BISH HG 6 Bright
Goto See
}
}
ACTOR MTCentaur : Centaur replaces Centaur 17083
{
States
{
Raise:
CENT TSRQPONMLK 4
Goto See
}
}
ACTOR MTCentaurLeader : MTCentaur replaces CentaurLeader 17085
{
Health 250
PainChance 96
Speed 10
Obituary "$OB_SLAUGHTAUR"
HitObituary "$OB_SLAUGHTAURHIT"
States
{
Missile:
CENT E 10 A_FaceTarget
CENT F 8 Bright A_CustomMissile("CentaurFX", 45, 0, 0, CMF_AIMOFFSET)
CENT E 10 A_FaceTarget
CENT F 8 Bright A_CustomMissile("CentaurFX", 45, 0, 0, CMF_AIMOFFSET)
Goto See
}
}
ACTOR MTDemon1 : Demon1 replaces Demon1 17091
{
States
{
Raise:
DEMN PONMLKJIH 6
Goto See
}
}
ACTOR MTDemon2 : Demon2 replaces Demon2 17095
{
States
{
Raise:
DEM2 PONMLKJIH 6
Goto See
}
}
ACTOR MTEttin : Ettin replaces Ettin 17101
{
States
{
Raise:
ETTN QPONMLKJI 4
Goto See
}
}
ACTOR MTFireDemon : FireDemon replaces FireDemon 17107
{
States
{
Crash:
XDeath:
FDMN M 5 Bright A_FaceTarget
FDMN N 5 Bright A_NoBlocking
FDMN O 5 Bright A_FiredSplotch
FDMN Z -1
Stop
Raise:
FDMN ONM 5 Bright
FDMN LLL 4 Bright
FDMN D 4 Bright A_UnSetInvulnerable
Goto Chase
}
}
ACTOR MTPig : Pig replaces Pig 17117
{
States
{
Raise:
PIGY LKJI 4
PIGY H 3
PIGY G 4
PIGY F 3
PIGY E 4
Goto See
}
}
ACTOR MTWraith : Wraith replaces Wraith 17123
{
States
{
Raise:
WRTH RQP 5
WRTH ONMLKJI 4
Goto See
}
}
ACTOR MTWraithBuried : WraithBuried replaces WraithBuried 17125
{
States
{
Raise:
WRTH RQP 5
WRTH ONMLKJI 4
Goto See
}
}
In keeping with Doom, I did not give raise states to the strongest monsters (maulotaurs, heresiarchs, D'Sparil and Korax), nor did I bother with monsters that leave no corpse at all (mashed monsters and swamp lurkers). I did change the firedemon so that it'd leave a corpse, though.
MT means "map thing" because originally I made this (and more) as a way to have a unique number for all actors so that they can all be placed on the map in the editor, regardless of which game they're originally meant for (the typical actor declaration is something like "ACTOR MTDoomImp : RandomSpawner 17001 { DropItem "DoomImp" }" so the original actors are only modified when they need to be for some reason, like setting bloodcolor or giving them raise states).
Bouncy wrote:I want to contribute something when I have free time, but I don't know what. XD
You could start by saying have you got any idea how to make these music files smaller... (the wad is already 20mb and there's only one music +hexen sprites and textures and sounds...)