Hell-Forged (updated to v1.11 - development paused)
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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.
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.
- Shadelight
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- Captain Ventris
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- Location: San Antonio, TX
I've gotten a few Notes on my DA account and a couple of e-mails asking about the status of the next update...so I will post what I need to finish before I will upload the next version of DE, which i intend to be a big update.
1) Remake of Episode 1. Yes...i've finally decide to remake the original while trying to add some effects and being unable to do it with Zdoom-Boom mode. So all the maps will be remade from scratch using Hexen formats instead. I will also use the Annihilator and Demolisher monsters in ep 1 instead of Ep-4 as originally intended, they will be too crappy to be used then. I will also add 1 new monster to the first episode, The Bruisers". They will be a Cyberized Baron of hell, inspired by the ones on the original Doom box art.
2) All Ep3 weapons will be finished by the next update. Atleast their basic workable versions. I've already redrew almost all the ammo sprites (the originals looked like crap) as well finished up my version of the Hellstaf (finally got rid of the Hexen one). Current;y drawing out the new versions for the Napalm-Cannon, Heavy Machine Gun, and Grenade Launcher for Ep-5, and respriting the Plasma repeater and SMG for Ep-4.
3) The Vulgar, New Archon of Hell (having trouble making death animation), the Watcher, the new Bruiser monster, and Dark Avatar will be included in next update.
4) I will need to sprite and decorate several power-ups for Episodes 4 and 5, including a Quad-damage, a Guardsphere, and the Doubler (cuts damage by 1/2 and raises damage 2x). Also, a bunch of other mission-related and props will be added.
5) I've already made over 40 new textures for the UAC-theme bases for the past week, they will also be used for the new EP-1.
So it's going to be awhile before the next update is made.
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The Vulgar monster will be finished tonight or early tomarrow. Here's some new concept art for the Torrasque and the Pitlord.
Torrasque: Episode-3: City of the Damned Boss. Has nasty ability to regenerate and uses this to grow and launch bone spikes at you. The monster has either 4 or no eyes, not sure which will be better yet. It's a slow lumbering giant with a nasty claw attack at close-range.

Pitlord: Episode-3: Infero Pit Boss. Decided to redraw it based on Final Fantasy's Ifrit and mis it with the Baron of Hell. This will baseically be a Giant Baron-like monster (with more functional Legs). The "hair" on his neck is actually fire, like Ifrit. It attacks similarly to the Archon of hell but launches larger Fire-based attacks and can also call down meteors.

1) Remake of Episode 1. Yes...i've finally decide to remake the original while trying to add some effects and being unable to do it with Zdoom-Boom mode. So all the maps will be remade from scratch using Hexen formats instead. I will also use the Annihilator and Demolisher monsters in ep 1 instead of Ep-4 as originally intended, they will be too crappy to be used then. I will also add 1 new monster to the first episode, The Bruisers". They will be a Cyberized Baron of hell, inspired by the ones on the original Doom box art.
2) All Ep3 weapons will be finished by the next update. Atleast their basic workable versions. I've already redrew almost all the ammo sprites (the originals looked like crap) as well finished up my version of the Hellstaf (finally got rid of the Hexen one). Current;y drawing out the new versions for the Napalm-Cannon, Heavy Machine Gun, and Grenade Launcher for Ep-5, and respriting the Plasma repeater and SMG for Ep-4.
3) The Vulgar, New Archon of Hell (having trouble making death animation), the Watcher, the new Bruiser monster, and Dark Avatar will be included in next update.
4) I will need to sprite and decorate several power-ups for Episodes 4 and 5, including a Quad-damage, a Guardsphere, and the Doubler (cuts damage by 1/2 and raises damage 2x). Also, a bunch of other mission-related and props will be added.
5) I've already made over 40 new textures for the UAC-theme bases for the past week, they will also be used for the new EP-1.
So it's going to be awhile before the next update is made.
--------------------------------------------------------------------------------------
The Vulgar monster will be finished tonight or early tomarrow. Here's some new concept art for the Torrasque and the Pitlord.
Torrasque: Episode-3: City of the Damned Boss. Has nasty ability to regenerate and uses this to grow and launch bone spikes at you. The monster has either 4 or no eyes, not sure which will be better yet. It's a slow lumbering giant with a nasty claw attack at close-range.

Pitlord: Episode-3: Infero Pit Boss. Decided to redraw it based on Final Fantasy's Ifrit and mis it with the Baron of Hell. This will baseically be a Giant Baron-like monster (with more functional Legs). The "hair" on his neck is actually fire, like Ifrit. It attacks similarly to the Archon of hell but launches larger Fire-based attacks and can also call down meteors.

- Penguinator
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- Location: Hell
- Captain Ventris
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- Shadelight
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- Ryan Cordell
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- Tormentor667
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