[CP]Heretic Treasure Chest
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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.
Re: [CP]Heretic Treasure Chest
Yeah its all good, just really wanted to know the limits.
Re: [CP]Heretic Treasure Chest
The max is 32767 segs and Heretic can only support 128 visplanes so it is the more important thing to remember.Dreadopp wrote:25000-30000 segs
Re: [CP]Heretic Treasure Chest
Visplanes? I haven't heard that term before.
Re: [CP]Heretic Treasure Chest
Never had the dreaded visplane overflow?
Re: [CP]Heretic Treasure Chest
Well I've never really worked with vanilla formats till now. Hmmm that may affect my first room because I have multiple windows shining light around the room. I'll finish the map first then remove things that aren't really necessary for the overall feel of the map later.
Re: [CP]Heretic Treasure Chest
This isn't for Vanilla heretic though. It's for Heretic+ as the minimum common denominator.Lord_Z wrote:Heretic can only support 128 visplanes so it is the more important thing to remember.
Or at least it was the last time I checked.
Re: [CP]Heretic Treasure Chest
Are you sure, if it is does that allow me to more of these so called Visplanes but I still need to keep below 32767 segs.
Re: [CP]Heretic Treasure Chest
I'd say finish the first room, without removing anything (if you haven't already), and test it out in Heretic+. Just to be on the safe side of things. If it works in there, then you should be good to go.
Re: [CP]Heretic Treasure Chest
First room and second room done and third and fourth are half done. Once I get enough of it done I will put up some screens if you want. Well if Heretic+ doesn't have this visplane overflow then I should be fine. I can keep it below the seglimit.
- ShadesMaster
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Re: [CP]Heretic Treasure Chest
I E-Mailed my E2M3 did Ler get it?
Re: [CP]Heretic Treasure Chest
Yup. Just got to give it a play through now.
- Descentfreak
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Re: [CP]Heretic Treasure Chest
Does anyone know how to get the secrets in E3M3: Cloister? I spent an hour trying to get the last secret, the one in the hallway behind the altar with the yellow key. Does anyone know how to get that secret?
Re: [CP]Heretic Treasure Chest
Here's a thread I wasn't expecting to see bumped.
I downloaded HTC and played through E3M3 to see if there was an issue with the secret and, as it turns out, there is. When I originally submitted this map, it was supposed to be in episode 1. As the project came to a close, my map was moved to episode 3. It looks like someone changed a whole bunch of the enemies on it because there were never Iron Lichs present in multiple places. At the same time, the way that secret works (the one in the hallway behind the yellow key) was also changed, but I'm not sure why (I honestly don't recall making these changes). The button at the end of that hallway was supposed to open up the traps and a couple buttons at the midpoint of said hall. One of these buttons was supposed to open the secret. Looking at in Doom Builder, it appears to be impossible to open now because the two buttons are trying to be opened via Door Open Stay instead of Floor Lower to Highest Floor.
I still have the original submission on my computer, but it's using E1M7 as its location since that is where it was supposed to be before the maps got shuffled around. I can't believe I didn't see this and that it wasn't brought up before.

I downloaded HTC and played through E3M3 to see if there was an issue with the secret and, as it turns out, there is. When I originally submitted this map, it was supposed to be in episode 1. As the project came to a close, my map was moved to episode 3. It looks like someone changed a whole bunch of the enemies on it because there were never Iron Lichs present in multiple places. At the same time, the way that secret works (the one in the hallway behind the yellow key) was also changed, but I'm not sure why (I honestly don't recall making these changes). The button at the end of that hallway was supposed to open up the traps and a couple buttons at the midpoint of said hall. One of these buttons was supposed to open the secret. Looking at in Doom Builder, it appears to be impossible to open now because the two buttons are trying to be opened via Door Open Stay instead of Floor Lower to Highest Floor.
I still have the original submission on my computer, but it's using E1M7 as its location since that is where it was supposed to be before the maps got shuffled around. I can't believe I didn't see this and that it wasn't brought up before.

- NeuralStunner
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Re: [CP]Heretic Treasure Chest
Happy birthday.Dreadopp wrote:Here's a thread I wasn't expecting to see bumped.![]()

This discovery is quite weird, though. I wonder if some of the other bizarre gameplay is due to last-minute tinkering, as well. (There has always seemed to be way too many monsters and way too little ammo, as if someone forgot that this is not Doom.)
Re: [CP]Heretic Treasure Chest
Thanks.NeuralStunner wrote:Happy birthday.

It's quite possible. The version inside HTC is definitely a lot harder than the original version (for me anyway). I did run low on ammo about 2/3 of the way through (this was from "pistol" start, mind you).NeuralStunner wrote:I wonder if some of the other bizarre gameplay is due to last-minute tinkering, as well.