Hell-Forged (updated to v1.11 - development paused)

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How do you feel about the difficulty of Hell-Forged Maps on UV (Grandmaster)?

Poll ended at Mon Dec 20, 2021 11:26 am

Too Easy
2
9%
Somewhat Easy
1
4%
Just Right
5
22%
Somewhat Hard
12
52%
Too Hard
3
13%
Impossible
0
No votes
 
Total votes: 23

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Enjay
 
 
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Post by Enjay »

Eriance wrote:Working on the melee and range attack frames right now.
Which arm is he going to hit with? The "normal" arm would presumably be a scratch action like the regular Baron but the other arm could be used to "pistol whip" with that big cyber cannon thing, with a nice metallic clunk sound when he makes contact. :biggrin:
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Amuscaria
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Post by Amuscaria »

Not sure yet. I suppose i can always make it attakc with both (random chance melee). o_o just be 24 pictures more of editing. Shouldnt take that long though. Thought i have yet to figure out how to give a monster two different melee hitting sounds. If thats hot possible, i'll just stick with the scratching.
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Risen
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Post by Risen »

A_Playsound?
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Unknown_Assassin
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Post by Unknown_Assassin »

Awesome monster. :o

If the Cybruiser was to fire rockets, I don't think the regular rocket color and the Cybruiser's skin would match. You could make him use the HRL (Homing Rocket Launcher). That will blend perfectly well with him.

If it was the big plasma cannon, are you going to make the plasma more different looking from the regular plasma gun or the baron's plasma?
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Amuscaria
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Post by Amuscaria »

Risen wrote:A_Playsound?
How's that going to work? It wll play the sound whether it hits the player or not. O_o
Unknown_Assassin wrote:If it was the big plasma cannon, are you going to make the plasma more different looking from the regular plasma gun or the baron's plasma?
I was thinking about something like a big ball of plasma that explodes on contact. Dealing 1/2 damage of a rocket. It will attack like the Cyberdemon, so it be basically a weak CD with a scratch attack. The same thing with the rocket. The monster is meant to be a weaker Cyberdemon. I didnt want to just shrink the CD like Strain.
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Cutmanmike
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Post by Cutmanmike »

Haha that monster is badass, good work!
Still compiling ideas on the death animation.
Have him die a similar way to the cyberdemon?
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Tormentor667
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Post by Tormentor667 »

Oh my god this is porn :) Now give it an interesting DECORATE and I will love you for that bitch :D
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Jimmy
 
 
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Post by Jimmy »

DAMN, that's looking fine. :D :D :D

Hmm...the leg recolor is vaguely resemblant of my Executioner... but I agree with Enjay about the skin color - the KDIZD hellknight would look sweet with all those cybernetic implants on it. :)
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Post by Gez »

Cutmanmike wrote:
Still compiling ideas on the death animation.
Have him die a similar way to the cyberdemon?
Only if he fires rockets like the cyberdemon. If he fires plasma/fireball/etc., maybe instead he should catch on fire and be reduced to cinders and tarnished metal legs.

Skin color is okay as is I think. I thought that the metal would contrast well with a red skin like the Belphegor (resulting in a Cyberphegor, heh) but then the detail of his cyborg eye and the LED on his chest would have to be changed to another color -- and everyone knows that evil cyborgs can only have red lights, so it's a no. ;)
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Post by aabra »

Very hot Eriance! This should be fantastic. :)
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Shadelight
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Post by Shadelight »

Cybruiser looks awesome, can't wait to see what it'll do. :D
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Amuscaria
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Post by Amuscaria »

Hey guys, I need some suggestions and ideas on cool, but useful weapons for DE-Ep3. I'm having some trouble coming up with some original ideas that aren't just variations of the EP2 weapons.

Here is a list of weapons and What they already do or will do when I finish them.

Note that the Vorpal Blade is a part of Ep3, but it will remain the same, and have no alt-fire mode like all the other weapons. And just as a reminder, all EP3 weapons has 2 modes of fire that you switch with the alt-fire button. The two modes uses different ammo on most weapons and if you dont have enough ammo for the alt-fire attack while trying to shoot, it automatically switches back to the default mode (you'll see what i mean once i finish the Cybruiser and New Archon of Hell, and release the next beta). Also, when the maps of Ep3 is released, each map will cause 1 or more weapons to regenerate it's ammo regularly (even beyond default regenerating properties your weapon might have).

1)Vorpal Blade - Not changing this, works fine as it is. This will be the primary healing weapon.

2) Gorewyrm: This is a living weapon, like the Bloodbane in Ep3. It fires globs of blood projectiles pretty quickly and does a decent amount of damage. Secondary fire is kinda like a short-range SSG. When powered up, it basically does the same thing but about 3x the damage with bigger projectiles.

It's the secondary fire that im concerned about here. Seems kinda overpowered, even for a Ep3 battle (tons of monsters - Serious Sam like).

3) Scourer: Rapidfire weapon that launches small globs of acidic toxins at a phenomenal rate. Secondary fire lauchnes a large blob of acid that splash a small area on impact. Powered up primary mode fires a glob of acid that causes a small area to rain toxic droplets (like the Powered up Hellstaff) while the secondary fire causes a pretty large area to be covered in a toxic haze that slowly eats through most enemies caught in it. (useless on bosses for the most part - a weaker version of the plasmagun)

Im pretty satisfied with the scourer, but the powered up alt-fire might be a little over powered. It basically makes a shield that no normal, non-toxic resistant, monster can run through (keeps them in pain state even if it doesn't kill them). It doesn't hurt the player either, purhaps I should make it deal damage to the player to make it more fair? Also, in DM, a person can spam the entire map with this thing and kill everyone that walks into it.

4) Razerfang: This is the main shotgun weapon. Primary fire launces small "teeth" projectiles (like that Necromancer spell in Diablo 2), while the secondary fire shoots a large impaling bone-spike that splits into smaller spikes after awhile, only to split again later; creating a large fan of ripper-projectiles.

I have no idea what the powered up modes are at the moment. Preferable something relating to bones, since this is a bone-ammo using weapon.

5) Frostscourge: Primary rocket-launcher like weapon. Primary fire launches deadly clump of ice that explodes on contact, dosing a small area with a cloud of frost that freezes enemies. Secondary fire is basically a grenade launcher that does basically the same thing, but more damage. Powered up, the primary fire shoots a bigger chunk of ice that explodes into a frost Nova (big ring of icey-mist) that freezes baddies. The alt-fire shoots a small ball of ice that sticks to the ground, after awhile it will summon a giant hail storm that dumps huge chunks of Ice onto the area where the projectile landed (if you've played megaman x4, the charged up Ice-weapon does something similar to what i had in mind).

Im pretty satisfied with this particular weapon. The only problem i'm having is coming up with a design. My current design is kinda like that Hellforge cannon, but covered in a layer of ice. But, so far, spriting it has ended in disaster. This weapon can be used to freeze some liquid geyer like things in various maps to let you jump ontop of them and get ti secet places.

6) Incinerator: Main plasma-gun like weapon that atacks with the same stuff as the Diabloists. Primary fire shoots flurries of small fireballs while the secondary fire shoots both that Firesstorm attack from Hexen (like the diabloist) and the 2 homing flame-trails. Powered up primary fire launches bigger fireballs the same way, but i dont have any idea for the powered up alt-fire yet.

I was thinking about allow you to set people on fire like the diabloist, but haven't figured out how to do that yet. And it seems kinda weak for a powered up weapon anyways. Also, this weapon can be used to destroy some hardened ice-formations to reveal secrets.

7) Chaos-Device: Kinda like the BFG. Primary fire shoots archs of crimson lightning that homes in on enemies slightly (acts kinda like that lightning-lance weapon in LWM's RPG-ish Heretic mode with the lance-maiden). Secondary fire shoots all big red ball of lightning that on impacts kinda like the BFG. Instead of damage with hitscan though, monsters hit by the invisable hiscan will have bolts of lightning shoot from above and below them. This bolt remains in place to damage anything that touches it for a while. Note that this weapon has a special effect on some crystals in several maps. Shoot the crystals (of various types - different behaviors for each) and you'll have different reactions. Some of them will redirect your fire into a hidden switch, while others are destroyed and drops various power ups.

Powered up-wise, I've had the most problems with this weapon. Originally, I was planning on having the powred up primary fire to shoots that Arc of Death from Hexen. But inheretic the projectile alone doesn't make the weapon work correctly (only the top section of the lightning would "stick" to the monster while the bottom shoots right through the guy). The powred up secondary fire uses the BFG-behavior to hand large bolts of lighting instant on anyone hit wit hthe invisable hitscans. The bolts of lightning explode when they are summond, damage anything caught in the blast (bascially having a rocket go off on up to 40 different monsters at the same time). Definitely need another idea for the primary powered up mode, though. Unless Gzdoom 1.0.26 allows the hexen behaviors to be inhereted directly. Asides from the behavior, i need a better name for this.

Soul-Siren: This weapon has no Doom equivilent, and im not entirely sure if the weapon is too weak or too strong. Primary fire was planned to "summon" a small of small damaging spirit-projectiles that flies from around you and into the nearest enemy you have in your sights. Secondary fire was planned to summon the a couple of the new "Phantoms" monsters to aid you. No real ideas for the powered up modes. Though I was thinking about having the primary launch a swarm of those homing projectiles from the Soul-Reaver of Ep2, while the secondary summons a Soul-Harvester (mid boss monster from ep3, not the KDiZD monster).

Note that this weapon has a special effect on monsters. Anything killed by this weapon (other than big bosses) will have their souls explode, sending the body asunder and damaging any non-boss monster around it. Those killed by the explosion will also explode. You can basically set off a chain reaction on weaker monsters with this weapon. This is why im not sure who to make this weapon more "fair".

Unmaker: Finally, the big kick-ass gun of Ep3. This is the only weapon that I have no means of creating it the way I want at the moment. Primary mode of fire has infinite ammo, and launches small projectiles that does decent damage at a appreciable rate of fire. Secondary fire is the thing that I cannot create. it was supposed to fire a projectile that explodes into a black hole of sort to suck monsters into it. A weapon that shorts of kills almost everything that touches it. However, it you have to hold this weapon in it's secondary mode for awhile to have it charged before you can fire and refire this weapon in its alt-fire mode.

Powered up wise, it probably just fires deadly projectiles normally and have it charge 3x faster for the secondary mode. What I can't do is the vacuuming action of the alt-fire, as there is no way to reverse the A_Explode action that i know of. So i'll probably need a another idea for the alt-fire.
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Ghastly
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Post by Ghastly »

How about some sort of massively high damage chain lightning (not actual lightning) attack that bosses and more powerful enemies are resistant/immune to for the unmaker's alternate fire?
Gez
 
 
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Post by Gez »

Eriance wrote:4) Razerfang: This is the main shotgun weapon. Primary fire launces small "teeth" projectiles (like that Necromancer spell in Diablo 2), while the secondary fire shoots a large impaling bone-spike that splits into smaller spikes after awhile, only to split again later; creating a large fan of ripper-projectiles.

I have no idea what the powered up modes are at the moment. Preferable something relating to bones, since this is a bone-ammo using weapon.
Suggestion for the powered alt fire: make it fire a large projectile that drops on the ground and spawns a friendly skeletal creature (revenant, or something based on the revenant, maybe?), lasting for one minute. Should take up a lot of ammo.

Though I see you already have design for a monster-summoning weapon.
Eriance wrote:What I can't do is the vacuuming action of the alt-fire, as there is no way to reverse the A_Explode action that i know of. So i'll probably need a another idea for the alt-fire.
While it would be more powerful than an "A_Implode" function, you could have the Unmaker's projectile shoot loreshots in all directions.
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Post by Nightmare Doom »

What about the Dark Claw from the Doom Bible?
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