Spellcross ARENA (+32 Monster Pack) - V1.04 - Last Version!

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Blackgaze
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Joined: Fri Aug 24, 2012 12:44 pm

Spellcross ARENA (+32 Monster Pack) - V1.04 - Last Version!

Post by Blackgaze »

Image

https://mega.nz/#!AAUWHCoL!TpEeM90MfC48 ... ercvg7QQE8
Wad Requires HARDWARE (OPENGL), a semi-modern source port (Zandronum etc) and OPENGL's Adjust Spirit Clipping settings turned to "never".

Greetings Zdoom Forums.

My name is Paul, and this project is Spellcross Arena and Spellcross 35 Monster Pack

What is Spellcross?
Spellcross is a turn-based strategy released in 1997/1998, one of my favourite games ever, a battle between Modern-Military (Alliance) versus the Demons of Hell (Forces of Darkness/Other Side), it didn't sell much and not many people have heard of the game, but that didn't stop the game being great. Flawed, but great. I highly recommend the game if you love turn-based games.

I enquired the data from the game, from graphics to music, sound to unit control. And I thought why not use the resources to make a DOOM wad? I had plans to make a whole map-based adventure in the Spellcross world, but I don't have the time with the work on it, due to other unrelated projects taking my time. So instead, I want to give the community an arena and monster pack based on the Spellcross enemies for the community to play in and use with their wads. The Arena has randomly generated options for replayability and multiplayer access.

To bring this:
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Into this:
Image
Image
Image
Image

This video is outdated, will be replaced by a newer video in good time


The project V1.0 was completed on Friday March 4th 2016. And would love people to try it as its my first official wad project, as my goal was to expand the community's custom monsters to use it their wads.
V1.01 completed 8th March
V1.02 completed 9th March
v1.03 completed 23rd September
v1.04 completed 27th February -> Current and Last Version

I hope one day to see these new monsters in various projects such as a Zdoom wars race, armageddon or/and mass-slaughtermaps monster type. Being ripped from another game you don't need my permission to use these monsters, and you can change what you like. Any credit would be generous. Sadly Realm667 declined the monsters due to the palette scheme, so someone else will have to update these monsters.

For now this is it. There are 5 monsters that didn't make the pack (Wolves, Wolf-Riders, Arachnoids, Arachnoid Queen and Breorn) and none of the Alliance units (exception General Alexander as player skin)
And here's whats including in this pack (in visual order par skin):

Image

Orcs
Ka-Orcs
Magotar (spawn flying)
Magotar (spawn ground)
Shadow Magotar (spawn flying)
Shadow Magotar (spawn ground)
Dark Elf
Arrow Throwers
Ballista
Harpy
Undead
Ka-Orc Kommander
Mri
Golem
Mechanical Tower
Wizard
Ghost
Balloons
Nekromancer
Hell Riders
War-Orcs
Anti-Tank Orcs
Sonic Cannon
Mechanical Mammoth
Kamikaze Birds
Conjurer
Fortress of Terror
Dragon
Elven Master
Knights Of Death
Demon
Magician
Slizoid
Predator
Black Angels

Thanks for reading, let me know what you think.
Last edited by Blackgaze on Mon Feb 27, 2017 11:07 am, edited 39 times in total.
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Blackgaze
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Re: [WIP] Spellcross - The Last Battle -NEW-

Post by Blackgaze »

Image

Currently working on the basics. Light enemy packs attacks, how does it play like?
Things are going good, though texturing might take most of the time.

I was curious though, how many here have played Spellcross or know about it?
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Fonze
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Re: [WIP] Spellcross - The Last Battle -NEW-

Post by Fonze »

Can't say I've heard of Spellcross but your work looks cool. I'll keep an eye on this.
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neoworm
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Re: [WIP] Spellcross - The Last Battle -NEW-

Post by neoworm »

It was released in english? I didn't even knew. I tought it was just in czech like Gates of Skeldal.

Anyway I would much rather see a sequel than a remake in DooM engine.
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wolf00
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Re: [WIP] Spellcross - The Last Battle -NEW-

Post by wolf00 »

personaly i think you need brand new sprites for player weapon in this mod.or this one turn in another grey iwads ...
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TheUnbeholden
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Re: [WIP] Spellcross - The Last Battle -NEW-

Post by TheUnbeholden »

Can get the guy working on the Conan mod to lend you the weapons. http://forum.zdoom.org/viewtopic.php?f= ... ilit=conan
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wolf00
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Re: [WIP] Spellcross - The Last Battle -NEW-

Post by wolf00 »

it is a batle- modern army vs medieval army ,you are soldier from modern army aliance ....
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Blackgaze
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Re: [WIP] Spellcross - The Last Battle -NEW-

Post by Blackgaze »

Fonze wrote:Can't say I've heard of Spellcross but your work looks cool. I'll keep an eye on this.
If you like turn-based games, check it out... I think you can download it now.
neoworm wrote:It was released in english? I didn't even knew. I tought it was just in czech like Gates of Skeldal.

Anyway I would much rather see a sequel than a remake in DooM engine.
So do I, but it's never going to happen. Least I can do is get some more attention to the original game.
wolf00 wrote:personaly i think you need brand new sprites for player weapon in this mod.or this one turn in another grey iwads ...
It was a chance to happen, but I was hoping my WAD would be open to the default and weapons wads for people to use.
TheUnbeholden wrote:Can get the guy working on the Conan mod to lend you the weapons. http://forum.zdoom.org/viewtopic.php?f= ... ilit=conan
wolf00 wrote:it is a batle- modern army vs medieval army ,you are soldier from modern army aliance ....
Correct, it would be modern weapons if used, but thanks for the offer.

---

I've been really excited this week with the work made... but I needed time to think about this project's future... and to be honest, I don't want to spend a year working on a whole wad. Not because I don't want to, I DO. But I have other projects that are more important and I want to reboot my career in animation. That's not to say this project is cancelled... ohhh no. Aiming for early 2016, this will now be a MONSTER PACK, allowing the resources of the Spellcross enemies to be used in any wad projects, from slaughtermaps/armageddon to a Zdoom wars race. I've updated the main page, and got a new video for you folks (sadly the terrain won't be included... unless people want it as a stand alone)



The video may need to be updated, I've been trying to solve the render issue all day, and I'm still not overhappy with the submission. But we see...
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Blackgaze
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Re: [WIP] Spellcross - The Last Battle - MONSTER PACK -NEW-

Post by Blackgaze »

Image

Beware
The Ghosts are coming.

I've updated the monster list progress (the ghosts look great in motion!)
Just for general purposes, what wads usually add as many type of monster varieties for their gameplay? Since the project is just a monster pack now, I be interested in knowing if any of these units becomes useful to anyone.
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Blackgaze
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Re: [WIP] Spellcross - The Last Battle - MONSTER PACK -NEW-

Post by Blackgaze »

I'm back. Have a fun WIP screenshot.

Image

I had a long break but I'm still working on this project. However I need help on a section. This part is optional but it be great if I could get it working.

When a Spellcross enemy dies, it leaves a flat-2D blood graphic on the ground. I'm trying to replicate this in DOOM, but currently unsuccessful. Some suggest using MODELDEF (I don't get involved in the 3d model side of wadding), and I've seen a flat blood effect on the ground in Brutal Doom, so it must be possible. Is there another way?

if anyone can suggest a way to make this possible it be a great addition to the project as currently there is no corpse after the death animation of these enemies.
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Ethril
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Re: [WIP] Spellcross - The Last Battle - MONSTER PACK -NEW-

Post by Ethril »

Blackgaze wrote: When a Spellcross enemy dies, it leaves a flat-2D blood graphic on the ground. I'm trying to replicate this in DOOM, but currently unsuccessful. Some suggest using MODELDEF (I don't get involved in the 3d model side of wadding), and I've seen a flat blood effect on the ground in Brutal Doom, so it must be possible. Is there another way?
I'm not entirely sure on all the technical details, but yes, I believe the blood pools on the ground in BD (and other mods) are done via models. This looks nice, but it'll only work in GZDoom, and it can cause performance issues if you don't do it right (and even then...).
...Would probably be better if someone more well-versed in gore mods helped here.

As a last resort, I guess you could always just use Doom's own "blood puddle" sprite (POL5A) that it automatically uses for crushed actors, but it would kind of goofy since it's a bit small.
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Blackgaze
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Re: [WIP] Spellcross - The Last Battle - MONSTER PACK -NEW-

Post by Blackgaze »

Ethril wrote:
Blackgaze wrote: When a Spellcross enemy dies, it leaves a flat-2D blood graphic on the ground. I'm trying to replicate this in DOOM, but currently unsuccessful. Some suggest using MODELDEF (I don't get involved in the 3d model side of wadding), and I've seen a flat blood effect on the ground in Brutal Doom, so it must be possible. Is there another way?
I'm not entirely sure on all the technical details, but yes, I believe the blood pools on the ground in BD (and other mods) are done via models. This looks nice, but it'll only work in GZDoom, and it can cause performance issues if you don't do it right (and even then...).
...Would probably be better if someone more well-versed in gore mods helped here.

As a last resort, I guess you could always just use Doom's own "blood puddle" sprite (POL5A) that it automatically uses for crushed actors, but it would kind of goofy since it's a bit small.
Sadly it cannot have any height to it visually, it wouldn't work (I've tried it already). It's not a big deal if it can't be done, but some evidence of dead enemies would be a bonus.
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Blackgaze
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Re: [WIP] Spellcross - The Last Battle - MONSTER PACK -NEW-

Post by Blackgaze »

Image

The Monster Pack collection as shown from left to right:

General Alexander (Alternate Player Skin)
Orc
Ka-Orc
Magnotar (+Flying Magnotar)
Dark Elf
Arrow Thrower
Ballista
Harpy (Above)
Undead
Mri
Golem
Mechanical Tower
Wizard
Ghost
Balloon (Above)
Nekromancer
Hell Rider
War-Orc
Anti-Tank Orc
Sonic Cannon
Mechanical Mammoth
Kamikaze Birds (Above)
Conjurer
Fortress of Terror
Dragon (Above)
Elven Master
Knights of Death
Demon
Magician
Slizoid
Predator
Black Angel (Above)

All the monsters are now inputted into the game. I'm currently doing further tests for all the units, some are still missing some effects and require time to complete. I'm aiming for a late February release, but can easily be completed earlier and/or later. Then the pack will be available for open testing with hopefully a working Test map and the details of the Monsters will also be revealed. I love to know what people would like to do with these. You are free to edit the data as you wish, recolour, rename, whatever. I would love credit for making this possible, but as long as they are used, that would make my day.

Sadly Arachnoids, Queen Arachnoids and Breorn could not be part of the final pack since I can't save the graphics used and won't work like Wolves and Wolf Riders. Kamikazee Birds and Dragons did get saved.

I'm really pleased with some of the monsters included, and I hope you enjoy them once released. Others still need more work compared to the rest, but they still be usable for the collection. Not long now!
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Blackgaze
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Re: [WIP]Spellcross - The Last Battle - MONSTER PACK - Test

Post by Blackgaze »

Ok I've cleared up the majority of the monsters and although it's not ready yet for open testing I will allow closed testers to try out these new monsters, give me a message or add me on Steam if you're interested, Id "Blackgaze".
The plan order for the next few weeks:

- Fix Missile Graphics
Right now, a lot of the Missile Graphics still need angle improvements due to the source they were ripped from. It require my full effort in the last weeks to complete as it can't be rushed in a few days and will be the main concentration of this work.

- Complete Blood Effects
Certain enemies DO leave behind blood graphics, but again WIP. Should be an easy fix and hoping to complete by tomorrow.

- Testing Arena
While the monsters can be loaded by console and placed in general maps, I would like to create a simple arena for players to test (think Psychophobia) so you can test 1 monster at a time, and hopefully create battle formations by mixing the enemies up. This is work in progress but won't be available for Closed Testers and they have the load the standard way.

- Slizoid troubles
While every monster is ready, Slizoid is not and is having too many bugs and might cause a delay in the project. While I can make a more simple version of what is planned, I would like to keep at the idea that I have for the monster. Every other idea has worked, so will this.

And of course various bugs and balancing improvements.
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Blackgaze
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Re: Spellcross ARENA (+32 Monster Pack) - V1.0 OUT NOW!

Post by Blackgaze »

Image

IT'S HERE!

http://www.mediafire.com/download/4ta6p ... a+V1.0.zip
Wad Requires HARDWARE (OPENGL) and a semi-modern source port (Zandronum etc)

After months and months the pack is finally out! More than that it's now a Randomly Generated Arena for you to try these new monsters out!
I'm so happy I finally got this done to show everyone. As you can tell I really love Spellcross and this is the best way I can think of it to share it with others, and I hope you enjoy it and make use of the new monsters. Of course you can always try the game itself too.

Let me know what you think here or at spiderhead @ hotmail .co .uk
I would've created a Poll for favourite monster, but max 10. Let me know here also.

If things go successful I may bring the "Alliance" side units to DOOM featuring Infantry, Tanks and Helicopters. Maybe even finish the uncompleted Other Side/Forces of Darkness monsters

Time to sit back now.
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