(WIP) Hellspawn: Hell's Army v1.11 NOW LEGENDOOM COMPATIBLE

Projects that alter game functions but do not include new maps belong here.
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
lwks
Posts: 212
Joined: Thu May 28, 2015 9:19 pm
Location: Fucking Brazil

(WIP) Hellspawn: Hell's Army v1.11 NOW LEGENDOOM COMPATIBLE

Post by lwks »

Hello guys! This is my first mod (Yaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaayy...), you are warned.

Image

This mod makes most of the demons spawn reinforcements (other demons, duhh) when dying (two, more precisely :twisted: :twisted: ). Here is a simple image of the spawn hierarchy (as of v1.1):
Spoiler:
Also, Revenants drop one Rocket and the Maccubus and the Arachnotron drop one Cell, to help handdle the increased number of demons, a really small quantity though the high number of Human Demons should be enough to provide y'all with ammo...just in case...

SCREENIES! (OLD v1.0)
Spoiler:
NOT COMPATIBLE with anything that changes vanilla monsters. Should run well with mods that add new monsters.
Want to make it compatible with Smoth Doom and other mods)
YEAH, NO BRUTAL DOOM, DEAL WITH IT BITCH!
(Sorry.)
NOW COMPATIBLE WITH LEGENDOOM, BITCH!

Download Links:
Spoiler:
Changelog:
Spoiler:
IMPORTANT COMPLAIN NOTE
Spoiler:
PRO TIP
PLAY HELLSPAWN WITH THIS!
It's gonna help...seriously.

Or dis:
LegenDoom
Hearts of Demons - BARON

As for now I'd say I have some interesting stuff on my TODO list, but I have to improve my DECORATE skills to be able to do that, so have fun.
Rip and tear boys!
Rip and tear...
Last edited by lwks on Wed Nov 16, 2016 7:26 pm, edited 7 times in total.
User avatar
Armaetus
Posts: 1255
Joined: Fri Mar 13, 2009 3:55 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10 Home
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: New York State
Contact:

Re: Hellspawn: Hell's Army

Post by Armaetus »

Some screenshots would be nice.
User avatar
lwks
Posts: 212
Joined: Thu May 28, 2015 9:19 pm
Location: Fucking Brazil

Re: Hellspawn: Hell's Army

Post by lwks »

SCREENIES
Last edited by lwks on Sun Nov 06, 2016 9:48 pm, edited 1 time in total.
User avatar
Brohnesorge
Posts: 474
Joined: Sat Oct 08, 2016 9:10 am
Preferred Pronouns: He/Him
Operating System Version (Optional): Win10
Graphics Processor: nVidia with Vulkan support
Contact:

Re: Hellspawn: Hell's Army

Post by Brohnesorge »

I'll have to give this a shot when I get home. Revenants spawning chain gunners on death seems deliciously evil.
User avatar
lwks
Posts: 212
Joined: Thu May 28, 2015 9:19 pm
Location: Fucking Brazil

Re: Hellspawn: Hell's Army

Post by lwks »

Nice, don't forget to say what you thought about the mod!
User avatar
Brohnesorge
Posts: 474
Joined: Sat Oct 08, 2016 9:10 am
Preferred Pronouns: He/Him
Operating System Version (Optional): Win10
Graphics Processor: nVidia with Vulkan support
Contact:

Re: Hellspawn: Hell's Army

Post by Brohnesorge »

Alright, this mod is cool as hell. When it gets its issues ironed out, it will be an autoload for me.

Some issuses: The wall thing should be fixed ASAP. It's really lame that the enemies spawn in a non-dangerous area half the time and takes the edge off the mod.
You might want to add a slight delay to the spawning of the reinforcements. Not a huge delay, just long enough that you can see the first enemy die.

And that's it! I really like this mod, otherwise! In the future, also, you might want to get in contact with HedgCactus and making this fully compatible with Colorful Hell; as it stands right now they are only partially compatible. Enemies that don't split are colored, ones that do aren't.
User avatar
lwks
Posts: 212
Joined: Thu May 28, 2015 9:19 pm
Location: Fucking Brazil

Re: Hellspawn: Hell's Army

Post by lwks »

Hey man, I'm happy to see that u liked the mod. U made my day sir.
About the wall thing, of course, I'll be fixing this problem ASAP. I'll also create a TODO List, this mod will be receiving some work. :twisted: :twisted:
User avatar
mutator
Posts: 498
Joined: Wed Dec 09, 2015 6:19 pm

Re: Hellspawn: Hell's Army

Post by mutator »

can this work good with D4D mod?
User avatar
skyrish10
Posts: 576
Joined: Sat Apr 02, 2011 3:52 am
Operating System Version (Optional): Windows 7
Location: Lireo, Encantadia

Re: Hellspawn: Hell's Army

Post by skyrish10 »

mutator wrote:can this work good with D4D mod?
No, don't try it, it could have some big problems
User avatar
mutator
Posts: 498
Joined: Wed Dec 09, 2015 6:19 pm

Re: Hellspawn: Hell's Army

Post by mutator »

skyrish10 wrote: No, don't try it, it could have some big problems
yeah I also thought the same thing because dbthanatos and major cooke said if you play it with other monster mods it wont work to earn credits
User avatar
Brohnesorge
Posts: 474
Joined: Sat Oct 08, 2016 9:10 am
Preferred Pronouns: He/Him
Operating System Version (Optional): Win10
Graphics Processor: nVidia with Vulkan support
Contact:

Re: Hellspawn: Hell's Army

Post by Brohnesorge »

After playing this more, I do have some more issues. Gonna spoiler this just in case...
Spoiler:
Another suggestion I have is making it where the summoned monsters are automatically alerted to you because they tend to be looking right at you, but don't react until shot.

Still loving it, doe.
User avatar
lwks
Posts: 212
Joined: Thu May 28, 2015 9:19 pm
Location: Fucking Brazil

Re: Hellspawn: Hell's Army

Post by lwks »

Congratulations, you've found an EASTER EGG some lines of code that I forgot the erease before releasing the mod (really sorry about that), and just so you know that's how the mod used to work on it's first version. And that's why you don't see the Arach nor the Caco on the hierarchy image, it really doesn't make sense. xD

About the second issue, I'm trying to solve this problem though it SHOULD be fixed since there is a damn A_AlertMonsters on the code but for some reason it is refusing to work. Fortunatelly I'm having some progress on my attempt to fix the Spawn Glitch, it's being slow, but I think I'll get there in no time.
User avatar
lwks
Posts: 212
Joined: Thu May 28, 2015 9:19 pm
Location: Fucking Brazil

Re: (WIP) Hellspawn: Hell's Army v1.1

Post by lwks »

NEW UPDATE!
(Just so it'll go back to the first page :D )
User avatar
Lime
Posts: 128
Joined: Sat May 07, 2016 12:31 am
Location: Outside of an Abandoned Building

Re: (WIP) Hellspawn: Hell's Army v1.1

Post by Lime »

(Sighs)

- Tested the Mod, It was quite a blast to take down few monsters and then spawn more, It's NUTS! It's like increasing the hardness of a vanilla game. But still, I'm enjoying it a lot! thanks for making this mod.
- By the Way, did anyone try playing this with XG? (cuz i did)
User avatar
Brohnesorge
Posts: 474
Joined: Sat Oct 08, 2016 9:10 am
Preferred Pronouns: He/Him
Operating System Version (Optional): Win10
Graphics Processor: nVidia with Vulkan support
Contact:

Re: (WIP) Hellspawn: Hell's Army v1.1

Post by Brohnesorge »

Much better now without the wall and blindness (kinda) bugs. And I didn't think I would be a fan of the Manciubus' placement in the spawn tree, but after a run of Dead Simple, I have no complaints. And the delay until reinforcements started spawning is greatly appreciated.

The delay between the two reinforcements, however, seems a little too long for the lower tier enemies. Perhaps it could be 35 tics for Man->Baron/Reve->HK/CGGuy, and then 17 tics for HK/CGGuy->Pinky/SGGuy->Imp/Trooper?
Post Reply

Return to “Gameplay Mods”