Cursed: A Heretic mod (update 9/25/10)

Projects that have specifically been abandoned or considered "dead" get moved here, so people will quit bumping them. If your project has wound up here and it should not be, contact a moderator to have it moved back to the land of the living.
User avatar
Mikk-
Posts: 2274
Joined: Tue Jun 30, 2009 1:31 pm

Re: Cursed: A Heretic mod

Post by Mikk- »

Xaser wrote:This looks like 100% pure yes. Good to see some great looking Heretic stuffage... does HPack have another competitor now? ;)
I started a heretic project too, but for some reason, hardly anyone gave it attention :|

This looks really cool.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49226
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: Cursed: A Heretic mod

Post by Graf Zahl »

Finally some Heretic stuff that goes beyond the game's ugly texture set. Bring it on!
zdude
Posts: 115
Joined: Thu Jun 12, 2008 3:06 pm

Re: Cursed: A Heretic mod

Post by zdude »

Wow, I am very impressed. Keep up the good work. I suppose I should continue work on my deathmatch mod when I get free time like this.
User avatar
ravage
Posts: 293
Joined: Wed Sep 03, 2003 9:30 pm
Preferred Pronouns: They/Them
Contact:

Re: Cursed: A Heretic mod

Post by ravage »

CodenniumRed wrote:Wow, this looks really REALLY cool!!!! I want! I WANT!!!!

How long before it's made? You need any help? I'm still working on Hpack and my own DooM hub tho, which I'm going to put up here once it's at a state similar to this project - but if you need levels or what have you, give me a PM!!!!
I plan to do nearly everything myself--I've already got rough drafts of all the maps and the puzzle areas (unfortunately due to my own scatterbrainedness, they do take some time to decipher :P); Also most of the textures used are custom-made specifically for this mod (such as rooftops and various things like desks, cabinets, the guillotine (which DOES work), and landscape).

Most of the vexing problems I have are inherently zdoom-related--namely inventory goofs and zportals being buggy as hell. (strife dialogs are a pain in the ass but are workable)

Sometime down the line I may need to find a musician--but I want to have the maps mostly done by that point.
Graf Zahl wrote:Finally some Heretic stuff that goes beyond the game's ugly texture set. Bring it on!
It's not all bad, and honestly has the markings of very good building base. :P
User avatar
Ixnatifual
Posts: 2287
Joined: Fri Dec 12, 2003 6:44 pm
Contact:

Re: Cursed: A Heretic mod

Post by Ixnatifual »

Apart from the weapons, this looks really cool. Also sounds more RPGish than Heretic, which is fine by me. Are you planning on having different classes for the player to choose from?
User avatar
PlayerLin
Posts: 585
Joined: Sun Nov 11, 2007 4:20 am
Graphics Processor: nVidia with Vulkan support
Location: XinZhuang, XinBei/New Taipei City(Former Taipei County), Taiwan.
Contact:

Re: Cursed: A Heretic mod

Post by PlayerLin »

Damn! A Heretic mod, those screenshots looks very cool!

Please don't let this mod dead!! :p
Damn... what I am talking about.....
User avatar
ravage
Posts: 293
Joined: Wed Sep 03, 2003 9:30 pm
Preferred Pronouns: They/Them
Contact:

Re: Cursed: A Heretic mod

Post by ravage »

Ixnatifual wrote:Apart from the weapons, this looks really cool. Also sounds more RPGish than Heretic, which is fine by me. Are you planning on having different classes for the player to choose from?
Umm, no. You play as Corvus, who returns to his home dimension (after D'Sparil cursed him the first time)
User avatar
Snarboo
Posts: 2599
Joined: Tue Nov 29, 2005 4:37 am

Re: Cursed: A Heretic mod

Post by Snarboo »

Still looking great. :) I've been dying for a good Heretic mod for ages.
User avatar
DoomRater
Posts: 8270
Joined: Wed Jul 28, 2004 8:21 am
Preferred Pronouns: He/Him
Location: WATR HQ
Contact:

Re: Cursed: A Heretic mod

Post by DoomRater »

O god that's hot
User avatar
TheDarkArchon
Posts: 7656
Joined: Sat Aug 07, 2004 5:14 am
Location: Some cold place

Re: Cursed: A Heretic mod

Post by TheDarkArchon »

DoomRater wrote:O god that's hot
*starts searching the screenshots for Saria "material"* :mrgreen:
User avatar
DoomRater
Posts: 8270
Joined: Wed Jul 28, 2004 8:21 am
Preferred Pronouns: He/Him
Location: WATR HQ
Contact:

Re: Cursed: A Heretic mod

Post by DoomRater »

Whoa, did anyone else notice the 255 health in one of the shots? I wonder what that means...
User avatar
PlayerLin
Posts: 585
Joined: Sun Nov 11, 2007 4:20 am
Graphics Processor: nVidia with Vulkan support
Location: XinZhuang, XinBei/New Taipei City(Former Taipei County), Taiwan.
Contact:

Re: Cursed: A Heretic mod

Post by PlayerLin »

DoomRater wrote:Whoa, did anyone else notice the 255 health in one of the shots? I wonder what that means...

I could not surprise if the max health is 999 on the mod. :p
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49226
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: Cursed: A Heretic mod

Post by Graf Zahl »

DoomRater wrote:Whoa, did anyone else notice the 255 health in one of the shots? I wonder what that means...

Probably nothing. You can make health items giving any amount you like.
User avatar
DoomRater
Posts: 8270
Joined: Wed Jul 28, 2004 8:21 am
Preferred Pronouns: He/Him
Location: WATR HQ
Contact:

Re: Cursed: A Heretic mod

Post by DoomRater »

I know about fiddling with health items, my thought was that maybe he's planning health upgrades?
User avatar
DBThanatos
Posts: 3101
Joined: Fri Apr 14, 2006 3:17 pm
Location: in "the darkness that lurks in our mind"

Re: Cursed: A Heretic mod

Post by DBThanatos »

That looks very nice indeed. The only issue that might be worth looking into is the weapons: they look a bit too bright IMO (especially the bow)
Locked

Return to “Abandoned/Dead Projects”