Hocusdoom RELEASED (/idgames pending)

For Total Conversions and projects that don't otherwise fall under the other categories.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
User avatar
ravage
Posts: 293
Joined: Wed Sep 03, 2003 9:30 pm
Preferred Pronouns: They/Them

Hocusdoom RELEASED (/idgames pending)

Post by ravage »

Image

Does anybody remember the classic game Hocus Pocus? It was an old sidescrolling platform game made by Apogee in 1994.

What would happen if Hocus Pocus was a fps like Doom, rather than a sidescroller? Inquiring minds wanted to know! Hocusdoom is a Total Conversion for Doom 2 that attempts to bring Hocus into the third dimension in a dazzling new adventure!

Link to Doomworld Forums page

[===== Download: =====]
Requires the latest stable version of GzDoom and Doom 2.
Be careful using unstable devbuilds, as obviously they may not always work.

Release Version:
https://www.doomworld.com/idgames/level ... wads/hocus
Ogg versions of music
https://www.dropbox.com/s/h4wlfocvkewtm ... g.pk3?dl=1


[===== Changelog: =====]
Spoiler:
[===== Screenshots: =====]

Image Image Image Image
Image Image Image Image

Full gallery: http://imgur.com/a/SolQd


[===== Features: =====]

Hocusdoom will have relatively the same features as the original Hocus Pocus. You complete maps by collecting all available crystals. However, you can also find red crystals that let you warp to secret maps at the end of the level. You are awarded points for finding treasure, killing enemies, and completing each map within a time limit. At the end of every episode your highest score will be recorded.


Powerups:

Rapid Fire - Fire a long continuous stream of shots lightning-fast. Lasts for 30 seconds and doesn't use extra shot ammo.

Flamethrower - Fire a short-range stream of fire that leaves smoldering ground. Incredibly powerful and rare! Lasts for 30 seconds and doesn't use extra shot ammo.

Extra Lightning Bolt - Lets you fire lightning bolts faster. Your shots slowly recharge, but charge faster if you hit enemies.

Twin Shot - Shoot two bolts at one time. Gives 40 shots per bottle.

Splitter Shot - Shoot three bolts in a spread pattern. Gives 30 shots per bottle.

Laser Shot - Shoots a beam of lightning that pierces through enemies. Gives 20 shots per bottle.

Power Shot - Shoots a single large ball of energy that splits into smaller shots. Devestating against single enemies and tight groups. Gives 20 shots per bottle.

Fireball - Gives 3 shots that will obliterate and pass through any baddie. Bosses are a bit tougher but will still go through them!

Power Wand - Special secondary weapon that is incredibly powerful, but ammo is limited! Make short work of those monsters! This weapon destroys itself when you run out of ammo.

Jump Potion - Lets you jump super high. Only useable once.

Teleport Bottle - Warps you to another area of the map. Only useable once.


Treasure:

Along the way to find those crystals you'll grab treasure to get the top score!

Ruby - 100 points
Diamond - 250 points
Goblet - 500 points
Opal - 750 points
Emerald - 750 points
Crown - 1000 points
Ankh - 1500 points

Other types of secret treasure await, worth much more. Happy hunting!


[===== Help Needed: =====]

While I don't mind doing most everything by myself, there is one thing I could use help with--enemy sprites. I can use the original sprites for side views, but I need front and back views for them. If anyone would like to help, I'll provide a spritesheet that you can use as a base, to keep everything consistent.
Edit: As of 2017 I have 3/5 of the sprites done, however many still remain. If you still wish to help, please let me know!


[===== Credits =====]
[===== Credits =====]

Project lead, mapper, graphics, compilation - Ravage

-----------------------------------------------------------------
Games/Resources:
-----------------------------------------------------------------
iD Software - Doom
Apogee/Moonlight Software - Hocus Pocus, Blake Stone
Epic Megagames - Jazz Jackrabbit, Jill of the Jungle, Tyrian
D'India Software - Darkwolf
Raven Software - Shadowcaster/Hexen textures & sprites
Psygnosis - Hexx: Heresy of the Wizard textures & sprites

-----------------------------------------------------------------
Scripting:
-----------------------------------------------------------------
Kate Stone - Scripting
Gez - Scripting
Gutawer - Zscript
Hisymak - GENMIDI & resource tool for Hocus Pocus
Blue Shadow - Zscript
Kinsie - Zscript

-----------------------------------------------------------------
Sprites/Graphics:
-----------------------------------------------------------------
Captain Q - Sprite work
Osjclatchford - Sprites (power wand base)
Scuba Steve - Apogee Card & general cheerleedering
CGA Gillian Seed - ENDOOM, proofreading, music fixes

-----------------------------------------------------------------
Testing:
-----------------------------------------------------------------
Strigon
Captain Q

-----------------------------------------------------------------
A Pun:
-----------------------------------------------------------------
SaintAbsol


If I have forgotten anyone, please let me know so I can add you to this list!
Last edited by ravage on Mon Dec 09, 2019 2:32 am, edited 41 times in total.
Gez
 
 
Posts: 17934
Joined: Fri Jul 06, 2007 3:22 pm

Re: Hocus Doom

Post by Gez »

ravage wrote:What I'd love to do is have some sort of permanent inter-game scoreboard, but I don't think that's currently possible.
You can do it with [wiki]CVARINFO[/wiki].
User avatar
Gothic
Posts: 805
Joined: Thu Jun 16, 2011 6:49 pm

Re: Hocus Doom

Post by Gothic »

I didn't played Hocus Pocus yet but DAMN this looks impresive
User avatar
Xeotroid
Posts: 443
Joined: Sat Jun 23, 2012 7:44 am
Graphics Processor: nVidia with Vulkan support
Location: Czech Rep.

Re: Hocus Doom

Post by Xeotroid »

Oh.. my... Terexin...
That looks really awesome! Keep up the good work :wub:
User avatar
Hetdegon
Posts: 320
Joined: Sat Oct 30, 2004 12:55 pm
Graphics Processor: nVidia with Vulkan support
Location: Chireiden

Re: Hocus Doom

Post by Hetdegon »

Damn, those scenarios are just plain LOVELY.
User avatar
Zero X. Diamond
Posts: 676
Joined: Tue Dec 22, 2009 12:46 am

Re: Hocus Doom

Post by Zero X. Diamond »

I loved Hocus Pocus as a kid, and despite the AI being obviously terrible to me now as an adult, I still adore the graphics and music. This has some promise, but I'd like to point out that Hocus seems to be a young man, yet the recolored Hexen mage hands are veiny and wrinkly. Also, Hocus Doom sounds kinda dumb. Couldn't you at least settle with Hocus Pocus 3D or something?
User avatar
Nightfall
Posts: 555
Joined: Thu Aug 06, 2009 4:00 am
Location: Finland

Re: Hocus Doom

Post by Nightfall »

This post punched me right in the nostalgia... I wish you best of luck with this project.
User avatar
Enjay
 
 
Posts: 26573
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland

Re: Hocus Doom

Post by Enjay »

I never played the original game but this mod seems really well done and good fun.
User avatar
Nash
 
 
Posts: 17465
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia

Re: Hocus Doom

Post by Nash »

Holy crap those screens look beautiful... obviously a lot of work was put into this. Following this project!
User avatar
Scripten
Posts: 868
Joined: Sat May 30, 2009 9:11 pm

Re: Hocus Doom

Post by Scripten »

Wow! That's a really impressive bit of work you have there. Can't wait to play the full version!
User avatar
MetroidJunkie
Posts: 709
Joined: Fri Aug 19, 2011 7:27 am

Re: Hocus Doom

Post by MetroidJunkie »

Very impressive, I loved that game and the mod's looking to be very enjoyable so far.
NuroGL
Posts: 22
Joined: Sun Aug 28, 2011 10:51 pm

Re: Hocus Doom

Post by NuroGL »

This gave me epic nostalgia to the balls, loved the working levels alot...

Also made me just as frustrated as I did feel 20 years ago when I played the original... you bastard... clever bastard... I love you... finish this mod!!!
User avatar
Snarboo
Posts: 2599
Joined: Tue Nov 29, 2005 4:37 am

Re: Hocus Doom

Post by Snarboo »

Curious how you extracted the tiles and palette from Hocus Pocus! Even more surprised they work so well in Doom. :)

Going to echo everyone else and say this looks awesome!
User avatar
Matt
Posts: 9696
Joined: Sun Jan 04, 2004 5:37 pm
Preferred Pronouns: They/Them
Operating System Version (Optional): Debian Bullseye
Location: Gotham City SAR, Wyld-Lands of the Lotus People, Dominionist PetroConfederacy of Saudi Canadia

Re: Hocus Doom

Post by Matt »

NuroGL wrote:This gave me epic nostalgia to the balls, loved the working levels alot...

Also made me just as frustrated as I did feel 20 years ago when I played the original... you bastard... clever bastard... I love you... finish this mod!!!
Seconding everything here. This is brilliant.

Could do without the old man hands but the whole asthetic and spirit of the game is reproduced and translated to 3D seamlessly.
User avatar
Combine_Kegan
Posts: 467
Joined: Sun Jan 19, 2014 8:12 am
Location: Hopelessly stuck in the past

Re: Hocus Doom

Post by Combine_Kegan »

This is excellent, I love seeing older games get some love in the Doom engine, and it's nice to see such a light hearted mod.

Keep it up

Return to “TCs, Full Games, and Other Projects”