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After the recent release of HAv2, I've decided to properly announce its sequel! Behold, Hell Awakened 2. Any fan of ha.wad I know will love ha2.wad. Most of the newbie mistakes have been corrected like red-herring start compatibility, better lighting, more refined level layouts and architecture, and more refined gameplay and difficulty. GZdoom will be required for this one. I wanted to dip my feet into modern scripted mapping, so you'll see plenty of Doom64 inspired elements, including PSX Doom music. More importantly, it will feature two new weapons: the Combat Shotgun, and the Shredder, both taking a new type of ammo. You'll need these powerful new weapons to fight the tough Corrupted enemies and a few returning enemies from Doom 64.
Story so far:
Spoiler:
After defeating the Gatekeeper, the gates to Hell should close, right? It seems Hell has tricked you into doing its dirty work. As Chiron falls before you, it smashes into the ground, warping the ground around it. The gate widens, and you are thrown about by the shockwave. A blast of evil and hatred drenches Mars in a tidal wave of blood and despair. You awaken, dazed and unsure of your whereabouts. As you stand up, you grab your shotgun and ponder your situation. One thing is clear, though, you must stop this invasion once and for all...
edit: Here's some screenshots of the new enemies:
Corrupted Chaingunner:
The D64 Painelemental:
Progress: Episode 1 levels all done. The corrupted are being put off until episode 2. They were just a cameo anyway. Need to finish D64 PE, then it'll be done.
edit: Beta 2 is coming soon.
Be sure to check out HAv2 as well on idgames.
Last edited by death dealer on Sun Sep 01, 2013 3:13 pm, edited 4 times in total.
This looks amazing. I love the green and blue skies (sort of reminiscent to that of PSX doom's hell sky in different colours). I'll be keeping an eye on this.
This looks really nice! I like the colored lightning effect you've done, it looks just colorful enough to give it an ambience, without making it look overly flashy.
Update! I've decided to release HA2 as an episodic affair, starting with(of course) the first episode. But, its not quite finished yet. Sprites need to get done and I need to make an additional 2 levels for it, but I am releasing the first 6 plus the secret level as a beta-test. Please give feedback if you decide to download it. Things to note about the beta: The corrupted sprites are re-colored HK sprites for now. They look stupid, and you won't be able to tell which kind of corrupted it is until it starts attacking. Also, the pain elemental sprites aren't finished, so it too will look stupid. Everything else should be fine, except the few bugs here and there. I plan on giving you updates on a weekly or bi-weekly basis, whenever I can, anyway. Progress is moving along, and I expect to be completely finished within a month or so.
If you're in the blue room, and you hit a switch, and then open the adjacent door, you'll hear a baron yell. The door in front of you will be slightly raised. Its supposed to be open, so you'll need to noclip through.
Progress Report:
E1L6 is about halfway done(map06 in the demo is now slotted for level 8) and I's say its coming along nicely. I've also started work on E1L7, too. For sprites, I've gotten finished with one whole frame for walking and all of the shooting frames for Corrupted Chaingunner. Finishing him up shouldn't take too long, and since the other two Corrupted enemies are based on him, they'll take even less time. I have a few sprites for the D64 PE, but they need to be touched up. He has significantly less sprites and frames than the Corrupted, so it won't take long at all to finish him up.
So anyway, hows beta-testing? Everything working right?
Well, great first part man. Excellent is more how It felt to play it. Like the blend between 2 & 64. The final battle is something very unique. That damn ArchVile is a perfect reincarnation of an ArchVile. Health increasement approved
Some very difficult situation at some point. Border line fair There would be much more to say ... That door in map 2 you have said ...
I'm glad someone enjoyed it! Thanks for the bug finds and review.
Progress Report: E1L7 is done and the I got finished with another frame for the chaingunner. I'll give some screenshots of E1L7 soon, but I humbly ask for feedback on the beta. How does it play? How does it look? How does it feel? Bugs? Nitpicks? Anything disappointing? Anything awesome? I really need some feedback to clear out bugs and flesh out the looks and gameplay.
Betas for E1L6 and E1L7 will be released pretty soon, maybe in a week, so look out for them.
Progress Report: The WAD is currently going through an extensive over-haul. It's garbage, and I frankly couldn't see it until few people gave me insight(thanks Fisk XD). I've re-designed levels 1-6, working on doing 7 and 8 now. I'm also changing the difficulty direction for the wad. The original HA.wad was brutally hard, but sloggish and boring. This one was the same way, but, I understand this now, and I plan on re-balancing the levels so they are hard so the sake of being fun. I'm not a good enough mapper for brutal but fun gameplay anyway. Expect HA2EP1 to be hard, but not nearly as hard as the first 2 iterations. I'm not sure when I can release a second beta, so, yeah. Stay tuned and please give the third iteration a try especially if you hated the beta.
Progress Report: I've finished updating and balancing the maps, but unfortunately, I will probably not be able to finish the Corrupted enemies. They'll will be in episode 2. I'll work on them when I get the chance, but in the meantime, I can touch up the remaining bits of episode 1, release a new beta, then upload the final release if the beta goes smoothly. Beta Release date is: 9/20/13 or sooner. If someone can lend a hand, I way be able to finish them up, though, so feel free.