Hocusdoom RELEASED (/idgames pending)

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ravage
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Re: Hocus Doom

Post by ravage »

Image
Image
Still not dead.
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Captain J
 
 
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Re: Hocus Doom

Post by Captain J »

YAHOO! again!
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fluff
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Re: Hocus Doom

Post by fluff »

Beautiful maps/art as always.
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Tormentor667
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Re: Hocus Doom

Post by Tormentor667 »

Yes, nice stuff, but I still think that the different types of palms (skybox & map object) clash in color and style :(
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ravage
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Re: Hocus Doom

Post by ravage »

So apparently people do play this! RichterBelmont12 is doing a letsplay of it. So that's awesome!

https://youtu.be/qRPtYag9il8
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DavidN
 
 
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Re: Hocus Doom

Post by DavidN »

I just discovered this - it's absolutely delightful! I've just completed the first level, and I love how you've translated the Hocus Pocus gameplay to 3D so faithfully, making the environment make sense from a first-person perspective.
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ravage
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Re: Hocus Doom

Post by ravage »

Long overdue update! Sorry I haven't been updating as much as I should be. I'll try to remedy this.
Current playable demo for 03-07-2016
https://dl.dropboxusercontent.com/u/186 ... 7-2016.pk3
Mp3 versions of music
https://dl.dropboxusercontent.com/u/186 ... us_mp3.pk3

changelog for - 03-07-2016
  • nerfed monster trap on map11. forgot to when I nerfed the rapid fire powerup.
  • implemented some actual difficulty levels. Monsters on HARD don't have as much health, but will still do more damage, and will be more of them. EASY won't be quite as pushovery either. ULTRA will still fuck you. Sorry, not sorry.
  • rapid powerup no longer uses powered shots, thus encouraging you to fire freely without wasting ammo
  • updated music entries so intermission music resets on new level (it wouldn't reset if it had the same music as map)
  • added map16
  • started map17
  • started map18
  • started map19
  • added collapsing bridge actors
  • new sounds for lava terrain and fire-related actors
  • added option to disable the intro help screen
  • removed the vertical sprites from player shots as they weren't working properly.
  • fixed some minor lighting issues in previously finished maps
  • cleaned up some old textures
  • added +NOGRAVITY to upwards fire jet
  • completely remade map10 with new enemies
Some shots of the new map10 (e1 secret)
Image

Image

Image
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wildweasel
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Re: Hocus Doom

Post by wildweasel »

Oh my god, how many DOS shareware games with wizards in them can we pile into this already-huge project?

(Mystic Towers? Realms of Chaos? Um...)
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Tormentor667
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Re: Hocus Doom

Post by Tormentor667 »

I want more of that :D
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Nash
 
 
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Re: Hocus Doom

Post by Nash »

Hey Ravage, slightly off-topic but will we ever see your Heretic RPG mod? That one looked massive...
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Average
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Re: Hocus Doom

Post by Average »

Yes, yes yes! So glad to see continuing work on this. Kudos for such a huge task - and keeping at it! :)
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Marisa the Magician
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Re: Hocus Doom

Post by Marisa the Magician »

wildweasel wrote:Mystic Towers
Ow, right in the nostalgia... That game was awesome.
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Tormentor667
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Re: Hocus Doom

Post by Tormentor667 »

What's impressing me the most is that ravage seems to work on this completely alone... sprite work, scripting, mapping... that's a lot :)
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ravage
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Re: Hocus Doom

Post by ravage »

Nash wrote:Hey Ravage, slightly off-topic but will we ever see your Heretic RPG mod? That one looked massive...
I keep getting asked about Cursed. Its currently on hiatus while I work on Hocusdoom. I don't have time for multiple projects these days.
Tormentor667 wrote:What's impressing me the most is that ravage seems to work on this completely alone... sprite work, scripting, mapping... that's a lot :)
That's mostly because I can't get any help. I could use help with sprites and texture work. :P
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Tormentor667
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Re: Hocus Doom

Post by Tormentor667 »

...or sometimes you don't want any help because you can decide everything on your own - which isn't a bad thing ;)
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